Author Topic: Magical Items and Arcana Skill [Merged, also on Github]  (Read 25450 times)

Offline noppa354

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Re: Magical Items and Arcana Skill [WIP, Dropbox'd]
« Reply #15 on: August 19, 2015, 04:27:41 AM »
would the colors of potion be a reference to this: https://en.wikipedia.org/wiki/Magnum_opus_%28alchemy%29 ?

Offline Random_dragon

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Re: Magical Items and Arcana Skill [WIP, Dropbox'd]
« Reply #16 on: August 19, 2015, 04:36:19 AM »
Ding. You win a cookie.

(click to show/hide)

Offline WIndburns

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Re: Magical Items and Arcana Skill [WIP, Dropbox'd]
« Reply #17 on: August 19, 2015, 05:47:22 AM »
Oh so its kinda like Alchemy in the Medieval Ages
The main difference is we focus on content and internal systems

Offline Random_dragon

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Re: Magical Items and Arcana Skill [WIP, Dropbox'd]
« Reply #18 on: August 19, 2015, 05:54:43 AM »
Basically, yes. Or at least references to it, with the implication that the author of the relevant recipe book made an...abnormal interpretation of how to apply those alchemical texts. XP

Offline troll from behind

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Re: Magical Items and Arcana Skill [WIP, Dropbox'd]
« Reply #19 on: August 19, 2015, 01:15:55 PM »
No fireballs, me so sad.:(
Not EVEN a tiny Wand of Magic Missiles or scroll of Meteor Shower?
Granted, spells would be tricky though reasoning you have learned to tap into mystical energies coming from portals.
You could do the same they did with sorcerer, no "spells", only CBMs.
Would have a ready system, just add a new power system "Arcana" and add a rule preventing regular CBMs 'cos it interferes with the mystical.
And for ritualist "rituals", that you need to consume like batteries.

Offline Random_dragon

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Re: Magical Items and Arcana Skill [WIP, Dropbox'd]
« Reply #20 on: August 19, 2015, 04:11:07 PM »
Maybe, that seems like a very crude system to me. The roguelike classes mod sorta does this by giving the magical professions CBMs, but it doesn't overwrite any of them.

Now a basic fireball magic weapon...was planning that, been juggling PRs admittedly.

Offline troll from behind

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Re: Magical Items and Arcana Skill [WIP, Dropbox'd]
« Reply #21 on: August 19, 2015, 08:01:10 PM »
It IS crude, but then you don't have to tweak with something that can break something else.

Offline Random_dragon

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Re: Magical Items and Arcana Skill [WIP, Dropbox'd]
« Reply #22 on: August 19, 2015, 08:21:05 PM »
Though if I edited their descriptions for the sake of flavor, that risks breaking stuff in the unlikely event that another mod exists that overwrites bionics. >_>

Offline Random_dragon

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Re: Magical Items and Arcana Skill [WIP, Dropbox'd]
« Reply #23 on: August 24, 2015, 12:56:06 AM »
In any case, a fire-spitting magic weapon is now in. X3

EDIT: And...fuck. It seems the monster-placing action doesn't acknowledge custom skills. ;A;

EDIT 2: Actual cause was something else. Expect to be able to summon shoggoths soon.
« Last Edit: August 26, 2015, 11:12:14 PM by Random_dragon »

Offline manoftron

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Re: Magical Items and Arcana Skill [WIP, Dropbox'd]
« Reply #24 on: August 29, 2015, 06:33:39 AM »
Just saying, Thaumaturgy is a thing, as in making items that do magic things instead of directly doing the magic.

This has been pretty cool. I wonder how some sort of ice effect would have on zombies though. It would depend on if zombies were able to experience the effects of frostbite and worse, probably.

Offline Random_dragon

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Re: Magical Items and Arcana Skill [WIP, Dropbox'd]
« Reply #25 on: August 29, 2015, 06:38:12 AM »
If only we had an ice weapon...

Offline ChairmanPoo

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Re: Magical Items and Arcana Skill [WIP, Dropbox'd]
« Reply #26 on: September 02, 2015, 08:16:21 PM »
I like this mod. I'd rather keep it along separate from bionics. It's a nice lovecraftian horror touch to find this cultist stuff, alongside the rest of the regular game (which in itself is of varying degrees of cosmic horror)

Maybe rather than have zombie masters drop it, have it spawn at some new building (lodge) with horrors or nether creatures?

Offline Random_dragon

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Re: Magical Items and Arcana Skill [WIP, Dropbox'd]
« Reply #27 on: September 04, 2015, 01:21:30 PM »
Muahahaha. So got a mapgen addition all sorted out. If you see any curious structures, have Fun. Let's just say it involves the fluff-related details I'd been thinking up for the authors of The Cleansing Flame.

Offline Kevin Granade

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Re: Magical Items and Arcana Skill [Series 2 PR'd, Full Version Dropbox'd]
« Reply #28 on: September 12, 2015, 05:17:25 AM »
Btw, lack of comment on the PR was based on:
1. Implementation looked good.
2. I'm not nitpicking on balance, since it's a whole new system, that's your headache ;)

Really cool stuff, I've been hoping someone would wander back toward total conversion territory ever since dinomod petered out.
Its like a fun family cookout, except your family is burning in flames while trying to eat you. -secretfire
I'm more excited than a survivor on meth and toast'ems. -Nighthawk
The the giant wasp is slammed through the zombie brute!

Offline Random_dragon

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Re: Magical Items and Arcana Skill [Series 2 PR'd, Full Version Dropbox'd]
« Reply #29 on: September 14, 2015, 01:22:36 AM »
Ah, I see. Thank you then. Still, always good to get feedback.

That reminds me, I should eventually stop being lazy and sprite up dinosaurs for MShock Modded. >.<

And...while I'm at it, had an oddball idea. A "powered welding goggles" instance of tool-armor, specifically to synergize with the blinding effect of the hammer of the hunter. Thoughts on that?