forgerofsouls Posted October 28, 2009 Share Posted October 28, 2009 Well, I played with the destruction spells like I said I would. And I like the adjusted calculations. Though I find the spells a little overpowered still, but thats just my sense of balance kicking in. Hm...I'm not sure if I liked how the clculations for the individual elements are though. A fully charged up fireball did 75 damage, while a electrical attack at the same charge did only 69 damage, and a frost attack at same charge did 77 damage. While I know that base game it does cost more magicka for an electric spell, than it does fire, which in turn costs more magicka than frost spells in creation. I think for terms of balance, this needs to be changed so that frost spells don't become to powerful at higher levels than the other two. These damages where with a character with 7 destruction, 40 int, and 40 will. Forgot how much magika I had in total. So, yeah, maybe tweaking the calcs so that those three are the same instead of how they are base game might be in order. I don't really know the magika rates for the Damage Health and Damage Magicka type spells are base game compared to the elements. But using the same character I was able to get a Damage Health spell up to 81 damage. Thats all I really tested so far, but yeah, some clac tweaking for the three elements so that frost wouldn't be favored (so to speak) might be a wise move. Link to comment Share on other sites More sharing options...
grmblf Posted October 29, 2009 Author Share Posted October 29, 2009 I'm proud to announce that Chargeable Spells v0.26 has been released. Get it HERE. New version fixes every bug / issue present in latest version and adds a few improvements either for playability and to make it 100% friendly with other magic mods. Now it takes the spell's cost from in-game values, wich means that if you're playing OOO, for instance, chargeable spells' cost/magnitude will be according to that by using their values instead of vanilla ones. I feel quite dumb for not thinking about it before, but better late than never, or so they say. You'll find a detailed list of changes and improvements in the download page, I'm gonna update the text in this thread within next hours/days. Another great improvement has been making benefical spells cast on target with the alt. cast as documn suggested. I don't use companions but I guess that has some advantadges :P Now that this matter about balancing spells cost is solved I'll move to adding new spells and new types of spells. By now I have two new types in mind that could fit the charging process:- spells that are cast on self but that affect everyone surrounding you.- spells that starts it's effect the moment you cast them and increases their power the longer you hold them, for example absorb health, it could start absorbing minimal health but increase it's ratio for as long as you hold the spell, while you're spending magicka to maintain it. Magicka would decrease slower than with normal chargeable spells, but the effect would start at a very low level. The point of this kind of spells would be to hold them for LONG time (perhaps 20 seconds to be at full effect, wich would be devastating).- spells that are auto-cast if you reach certain magnitude/magicka but that casting them before does nothing. This would fit spells like cure poision, that really aren't adjustable, so the player would start charging and when the required magicka has been spent the spell would be cast. If magicka wasn't enought then bad for you for trying to cast a spell you're not capable of :P Next update will take longer than this last one, so enjoy it until then. As always, comments, suggestions and any kind of feedback is much appreciated. If you find some bug/issue not mentioned in that section in the readme then plz let me know. @ forgerofsouls: The different cost for the elements is suposed to balance something. In the case of shock it's ok because most the undead have weakness to shock so in the end it's powerful, so I suposse there are more creatures and races with resistance to frost than to fire, althought the difference between them is minimal. Anyway I'm not gonna :wallbash: to find out perfect values as now I delegate this responsability to each final user by letting his/her magic/overhauls mods affect chargeable spells, so I suggest you don't :wallbash: either trying and testing values and simply play it and enjoy it. There are people that have spent so many time making it fair and balanced with that mods, so lets his/her opinions prevail on this. If you play OOO you'll see what a difference it makes, specially for destruction spells. Anyway thank you very much for your suggestions and help, you're in the credits of my mod :thumbsup: and this doesn't mean the mod is finnished so feedback is always welcome. Link to comment Share on other sites More sharing options...
forgerofsouls Posted October 30, 2009 Share Posted October 30, 2009 Yay! I'm in the credits! And Maintainable Spells... :O Those sound like they will be fun, but the main question is how will they work? I think those type of spells in oblivion would work better overall with healing and restoration spells. Kinda of like a heal over time effect. How these would be useable on targets is something that I think will be difficult to impliment. Link to comment Share on other sites More sharing options...
grmblf Posted October 30, 2009 Author Share Posted October 30, 2009 Yeah, probaly absorb health isn't the best example. I was thinking more some stuff like an expanding fire blast coming from you and expanding in every direction, so for example the first second it does 5 dmg, after 2 sec another blast spreads out dealing 10, then 3 sec and does 15, 20, etc. Of course you still loosing magicka, perks apply as well, and if you loose too much health you loose the spell. At this rate if you can hold it for 10 seconds you're dealing 275 damage in total (5 +10 +15 +20 +25 +30 +35 +40 +45 +50 = 275) but perhaps this mode will consume fatigue in the same proportion than magicka, so if you hold it to the end it renders you useless for a while afterwards. And perhaps I make this the rate at 100% of skill, and lower while below. At this rate, setting a max time of 15 seconds, it could deal up to 600 dmg (275 +55 +60 +65 +70 +75 = 600), but yeah, 15 seconds holding ground and being attacked can be hard. The same mechanic could apply to absorb health as well, but perhaps it's clearer this way, and maybe I'd have to make it starts in another way, like the first moment you press the key it performs the anim of casting an absorb spell, and therefore the visual for the 'link' between you and he appears, from then the same calcs could take place, increasing the effect every second. PS: The first post in this thread has been updated. Link to comment Share on other sites More sharing options...
forgerofsouls Posted October 30, 2009 Share Posted October 30, 2009 Hm...I forsee difficulties with doing the maintained spells. lol But they sound like fun overall. I look foward to them. Link to comment Share on other sites More sharing options...
REFALKEN Posted October 31, 2009 Share Posted October 31, 2009 great work :thanks: :thanks: :thanks: :biggrin: :biggrin: :thanks: :thanks: :thanks: I have a couple of ideas: - Supreme magicka like telekinesis with "force push/pull" effect increased with the higher magicka used. - adding a minimum magicka to make the spell effective and/or save (some magicka is used to make the spell save for the caster) - adding some bad effect when you run out of magicka (like Audacious Magery); and/or some risk factor - adding different spells for each mastery level; the higher the mastery level: - the higher the consumption of magicka - higher efectivity (damage/magicka) - higher risk factor - higher minimum magicka - blurred vision (realistic fatigue) depleted magicka (unless you'have got the antroach birth sign) ej of all the ideas working togetherfireball spell Apprentice level: low magicka consumption, low risk factor, low efficiency - used by an apprentice: - he needs to wait until 10 magicka point are consumed to be able to cast the spell; - if he has no time or magika to make the spell there is a lo risk that the fireball explode in his/her hand (risk factor) - if he looses al the magicka used by a master: - only a 1 magicka point used for make it save - Moderate risk factor - Moderate damage for depleted magicka master level: hight magicka consiption, hight risk laftor, hight efficiency, hight consumtion - used by an apprentice: - he needs to wait until 100 magick point are consumed to be able to cast the spell; - if he has no time or magika to make the spell ther is a hight risk that the fireball explode in his/her hand (risk factor) reciben hight damage - if he looses al the magicka very hight damage used by a master: - only a 50 magicka point used for make it save - a littla risk factor - no bad effct for deplecter magicka Link to comment Share on other sites More sharing options...
szupercso Posted October 31, 2009 Share Posted October 31, 2009 I've got an issue with this mod. I just started using it on a brand new character, added the spells into my list, added some spells to quickselection, and after some time of playing around (i just happened to start out at the arena) the spells seemed to break. They would instantly cast the spell when i start to charge and hold the casting button, not on release. I have no idea how this managed to get bugged, I started another char, added spells and it seemed to work fine there. Link to comment Share on other sites More sharing options...
forgerofsouls Posted October 31, 2009 Share Posted October 31, 2009 Hm, do you use any other mods that might modify the casting button, or the block button, or any other button? I am able to run the mod alongside Midas Magic, so I know those are compatiable (or atleast haven't seen any problems yet). I run about 100+ mods all together, and no conflicts. I think there might be some issues if you run Chargable Spells along with Deadly Reflex, or other similiar mods, mostly because they also modify buttons at times. But, till you give us an idea if you run any other mods or not, and till someone else reports this same bug, there is nothing that grmblf can do to help fix the issue. Link to comment Share on other sites More sharing options...
grmblf Posted October 31, 2009 Author Share Posted October 31, 2009 Hey thanks for your feedback. - Supreme magicka like telekinesis with "force push/pull" effect increased with the higher magicka used.- adding a minimum magicka to make the spell effective and/or save (some magicka is used to make the spell save for the caster) - adding some bad effect when you run out of magicka (like Audacious Magery); and/or some risk factor - adding different spells for each mastery level; the higher the mastery level:- the higher the consumption of magicka- higher efectivity (damage/magicka)- higher risk factor- higher minimum magicka- blurred vision (realistic fatigue) depleted magicka (unless you'have got the antroach birth sign) - Force push/pull: sure, this is a spell I want to add. I'll update a list with all the new features I'm planning to add, anyway suggestions for specific spells like this are welcome, 'cause maybe I miss some interesting one.- Minimum magicka to make the spell safe? So do you mean reducing the spell power?- Bad effects when out of magicka: well, you loose the charge and the spell at low skill level, wich is some sort of bad effect, but yeah perhaps something like the player falls on his knees after auto-casting could be interesting. By the way, I have to investigate how these mods work, as I woudn't like to add an effect that could trigger twice if used with that other mods (I mean once per mod).- adding different spells for each mastery level: this is one of the questions I've answered a few times and I'll still have to answer some times more. I will not add leveled spells. One of the goals of this mod is making spells re-usable at every level and to clear the cluttered spells list. Instead, all these bonus and penalizations you mention come in form of perks and in spell effectiveness (not the one you get from wearing armor, I mean spending the same magicka with higher skill level makes the spell stronger). Anyway there's a couple of interesting ideas here that maybe I'll use:- an increasing risk factor when you charge for long: that's something I'd want to add, I was thinking of adding a check against skill level, willpower and endurance, starting from 2 seconds of charge, so everytime the random is failed it increases a count, and once it reaches certain treeshold then making the player loose the spell or either making it backfires (not at full power). I was thinking of damaging the player's health or fatigue to warn him he's starting to loose the spell, but maybe a blurred vision effect is more effective to tell so. I've got an issue with this mod. I just started using it on a brand new character, added the spells into my list, added some spells to quickselection, and after some time of playing around (i just happened to start out at the arena) the spells seemed to break. They would instantly cast the spell when i start to charge and hold the casting button, not on release. I have no idea how this managed to get bugged, I started another char, added spells and it seemed to work fine there. First make sure you have selected a chargeable spell, casting from hotkeys isn't supported. If for some reason the quest stops running type in the console "startQuest grmCSQ" to ensure the quest script runs too, but I think that's not necessary once you have adquired the spells. Oh if for some reason the cast key is enabled during the charge (ie due to another mod that also disabled that key) then simply choose another spell, and select again the one you want to cast (this things are updated when you select a spell). I am able to run the mod alongside Midas Magic, so I know those are compatiable (or atleast haven't seen any problems yet). This are good news. I haven't tested it yet with other mods, so if you find some in/compatibility issue please let me know. Link to comment Share on other sites More sharing options...
forgerofsouls Posted November 1, 2009 Share Posted November 1, 2009 Well, nothing is conflicting so far, everything is working correctly for both mods. So, Chargeable Spells is deffently compatible with Midas Magic. I suddenly imagined chargeable versions of Midas's spells. o_O Link to comment Share on other sites More sharing options...
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