phauren phauren

v1.1 no magic

v1.1 no magic

Where is the magic?  You don't even need magic to play.  How come I don't get no starting combat spells?  I don't want to run around clubbing things I want to blast them.  Why do I have to focus on melee?  Why use magic in a battle once you learn magic because you only get one shot and with melee you get 3 to 5 shots a turn.  I really dont get this game and where magic is going.  I can decimate the entire map as a warrior type character and cant do crap with the little bit of magic I have except hide.  I really thought magic was going to get some love v1.1 besides pretty little pictures and a mana pool.

I love all of your hard work you guys have been doing for this game, but I was sold on the magic element and this does not even come close to any kind of magic besides enchantments.  I want to be able to focus on magic alone and not have to pick up a stick and equip rawhide on my character.  Give me the choice to play a mage or a warrior dont force me to be a warrior or a warrior that casts enchantments.  The games title should be changed to war of weapons and armor not magic.

We should have basic offensive spells from the start or how the hell do we even know we have magic.  My character woke up today and realized he can cast imbue hero, he must be a channler or enchanter or whatever they are called.  People will flock to him because he can imbue them, but they have no spells to cast until a bunch of people that are researching technology can unlock them.  That does not even make sense normal people should not even be able to read magic let alone study it.  I really don't know why you would study magic to begin with when you can ride around one hitting people to death with a weapon instead of hoping your spell will take someone out and on top of that you can take out 3 to 5 baddies a turn with a weapon instead of getting lucky with magic and its one shot per turn. 

Everything else seems to be going good except ever since we got to v1.09w I have been getting memory crashes again even in 1.1.  V1.09v was the first and only version I never got a memory crash in.

31,255 views 41 replies
Reply #26 Top

Quoting TarlSS, reply 21
Now, I know you guys are going to 'super overhaul' the system. But honestly the game would really benefit from a higher initial global mana throughput, a starting initial elemental spell book, and a number of bonus spells dependant on INT.

One major problem is that dumb sovereigns store up extra mana they can use for super-devastating end game spells, whereas smart sovereigns wind up burning it all away. Intelligence REALLY needs to affect spell cost.

That way a caster sovereign and caster heroes can spit out magic and fire at a brisk pace, and STILL be able to compete with dumb sovs that didn't use any mana in the beginning of the game.

End of TarlSS's quote

I have to agree with TarlSS and say Intelligence needs to be more in this game besides just if you can cast a certain spell.  It should change the cost of spells, increase damage or give you the ability to cast more spells in battle.  It should give something.

Reply #27 Top

Quoting BoogieBac, reply 15
Given how central it is to the game (and how easilly it can become imbalanced) I don't see us ever being 'done' with the magic system...v1.1 was simply a step towards something we're proud of, with global mana and more unique spells being the focus there. Upcoming versions will continue to build on the foundation, with another major overhaul coming in the first expansion pack.
End of BoogieBac's quote

In all honesty, with the list of spells being what it currently is, magic (or at least tactical magic) feels weaker now than it did before the mana revamp.  There used to be some crazily powerful stuff you could cast in combat.  In my first long game, I won a couple of battles against a faction that massively outclassed me militarily due to multiple casters throwing down stuff like Stab of Ice (which caused the target to lose its turn) and Confusion (which prevented counterattacks by the target for a while).  Researching a decent level of tactical magic could be incredibly gamechanging, but it was balanced to some extent, because the mana pool of a given caster was quite limited.  I could completely turn a losing battle around with magic, but if I had to do it more than once or twice in a row I'd be totally drained for dozens of turns and not be able to do it again.

Now that you need to be aware of the possibility of a player having thousands of mana stockpiled, you're afraid to have spells like that anymore.  I've only played one game so far, but I had every spellbook and won via the Spell of Mastery and didn't see even one utility spell a tenth as good as the better picks from the old stuff.  I mean, Grip of Winter?  A 25% chance for the target to lose its turn?  Why would I ever cast that?  If ever there was a situation in which casting Grip of Winter was my best option, it would mean that my best spell was a quarter as powerful as a generic unit's attack...not a good sign.  Combat magic not being mitigated by armor is a big plus, but none of it scales at all.  The highest-scaling spells I ever saw were Arcane Arrow (int/2...good luck ever dealing more than 15-20 damage even in the longest game) and Fireball (8 + 4 per fire shard, when having even two fire shards would be incredibly lucky).  If the AI wasn't too dumb to prioritize Logistics magical damage would have gotten worthless in a hurry.  Strategic magic isn't much better off (with occasional exception, like Call of the Titans or Whirlwind which are just ridiculously powerful).

I have no doubt that it'll get better over time, but as of right now the new magic system hasn't really inspired the same level of confidence as the new city or combat mechanics.

Reply #28 Top

Combat magic not being mitigated by armor is a big plus, but none of it scales at all.
End of quote

And there it is. One of the biggest mechanical problems with magic. It doesn't scale. Equipment does.

Why is this bad?

For example +4 healing may be excellent in the start of the game (on lower difficulty) but later on it's absolutely useless.

With scaling based on int:

Heal at level 1:

Heals the target for 25% of the casters total intellect.

this means (with 16 int) a heal of 4 at level 1.

 

Heal cast by a member of your dynasty at high level:

Heals target for 25% of the casters total intellect.

this means (with 100 int) a heal of 25.

 

Scale and balance. It also means your stats actually have an effect on your spell casting like strength does on you melee. Ignoring the one caveat in arcane arrow.

You could then further extend this with research and say for example you get a bonus multiplier for every level of spells you research, say +1% as an arbitrary number.

Level 1 - no bonus to casts.

Level 2 - 1% bonus to casts (heal does 26% of your intellect)

Level 12 - 12% bonus to casts (heal does 37% of your intellect)

Reply #29 Top

The OP makes some very reasonable arguments.

The Channelers need a strong magical identity and powers to go with it from turn 1.

Learning new spells can not be about mundane researchers unlocking techs. The Channelers need to be the focus here. Sovereigns or imbued Wizards should be the ones who unlock new powers. Researching should be tied to their Intelligence score. That way a low Int Sovereign could recruit a high Int NPC, leave him in the tower to unlock new powers and go out adventuring himself. A Sovereign with a superior Intelligence in a tower would be the fastest way of learning new spells. That Sovereign could imbue an NPC Wizard and send him on a quest without risking his own hide, and protect the capital himself while researching.

Speaking of the recruitable 'Wizards', it's a little odd they actually can't cast any spells before the Sovereign imbues them. They should have similar basic powers Sovereigns should get automatically, and imbuing them should mean letting them in the shard/mana/research pool.

And magical powers should not grow doing battle. A Sovereign who runs around the landscape clubbing things to death should not become a more powerful spellcaster than the one who stays in the capital and spends all his time researching new spells and perfecting his Wizard skills. Perhaps experience levels and channeler levels should be separated so that you wouldn't feel forced to run around killing things all the time. Leaders of a nation seldom abandon their people in the name of adventure anyway.

Reply #30 Top

And magical powers should not grow doing battle. A Sovereign who runs around the landscape clubbing things to death should not become a more powerful spellcaster than the one who stays in the capital and spends all his time researching new spells and perfecting his Wizard skills. Perhaps experience levels and channeler levels should be separated so that you wouldn't feel forced to run around killing things all the time. Leaders of a nation seldom abandon their people in the name of adventure anyway.
End of quote

 

There's two ways of looking at this, on the one hand it makes no sense that you get increased spell power by hitting things with blunt objects. On the other hand if you turn things into piles of ash with fireballs aren't you practicing and improving the skill?

I'm greatly for the way the sov is treated in elemental over how the wizard is treated in AoW:SM or MoM. The entire thing with them being all powerful but made of glass never really sat well with me.

Reply #31 Top

I've been using the heck out of return, lower land, mobility, and arcane weapon in the early game.

Reply #32 Top

One thing that might help is being able to cast multiple spells per turn in combat. The OP is right, if you can swing your sword 5 times in a fight per turn, why not at least being able to cast 2 spells per turn? I had an idea about it here:

https://forums.elementalgame.com/402751

 

Reply #33 Top

Quoting <span>cfehunter</span>, reply 30
I'm greatly for the way the sov is treated in elemental over how the wizard is treated in AoW:SM or MoM. The entire thing with them being all powerful but made of glass never really sat well with me.
End of <span>cfehunter</span>'s quote

I do like the fact that my avatar is on the battlefield instead of in a tower.  What draws people to every game is different, but what made me jump on this game was successor to MoM and that I would have my avatar in the field and controllable instead of in a tower the entire game hiding.  Usually you have sacrifices for certain abilities such as:

  • Mage = weak at the start, but powerful with experience and to offset this is usually low hp or def
  • Warrior = good all around in damage and defense, but lack legendary damage due to increased def or hp.

I am not saying this is how it should be, but each role is different and should feel different.  Right now being a warrior is top all around for damage and defense and a mage type roll is not even playable or at least once you start uping the difficulty.  When I step on the field of battle I want to know those guys are scared shitless of what I might cast, but I also want to feel that if they start advancing I should be sweating because if they get close I am going to get my ass kicked.

As it is now we should be able to decide from the start if we are going to be casting spells, using melee or a hybrid class instead of being forced to be a warrior for X amount of turns or never playing a caster role in higher difficulties.

Reply #34 Top

Quoting <span>cfehunter</span>, reply 30
I'm greatly for the way the sov is treated in elemental over how the wizard is treated in AoW:SM or MoM. The entire thing with them being all powerful but made of glass never really sat well with me.
End of <span>cfehunter</span>'s quote

I do like the fact that my avatar is on the battlefield instead of in a tower.  What draws people to every game is different, but what made me jump on this game was successor to MoM and that I would have my avatar in the field and controllable instead of in a tower the entire game hiding.  Usually you have sacrifices for certain abilities such as:

  • Mage = weak at the start, but powerful with experience and to offset this is usually low hp or def
  • Warrior = good all around in damage and defense, but lack legendary damage due to increased def or hp.

I am not saying this is how it should be, but each role is different and should feel different.  Right now being a warrior is top all around for damage and defense and a mage type roll is not even playable or at least once you start uping the difficulty.  When I step on the field of battle I want to know those guys are scared shitless of what I might cast, but I also want to feel that if they start advancing I should be sweating because if they get close I am going to get my ass kicked.

As it is now we should be able to decide from the start if we are going to be casting spells, using melee or a hybrid class instead of being forced to be a warrior for X amount of turns or never playing a caster role in higher difficulties.

Reply #35 Top

Quoting Kestral2040, reply 18
to back up Boogie:  tons more changes are coming to the magic system....  and I don't mean 'we plan on looking at it', I mean 'we have changes thought up already that we just didn't have time to implement in 1.1.  These aren't little things like "more spells" or adding a starting spell either, expect some seriously adjusting because, while it does serve a purpose now, it isn't where we want it to be either.

As a note, having magic spells (particularly damage ones) can be pretty crucial in the late game depending on the tech progression of your enemy factions.  Magic damage is not mitigated by armor, which can be a huge deal late in the game.
End of Kestral2040's quote

Kestral,

I'm in alignment with the community on this one...  But WHY AREN"T you guys doing the little things like  "more spells" or adding a starting spell?

if it is too busy working on the big things then I think you guys need a wake up call and listen to the community.  Big things are great but I think you should get the little things done first.  I won't speak for everyone else. 

Remember that while we may disagree on the details I think we all agree that we want this game to be better than ok, we want it to be great! 

Reply #36 Top

Suggested solution:

 

You start with the game with a free level 1 spell.  Sovereigns and their descendents auto-generate 1 arcane research/turn as well.

 

 

Reply #37 Top

It should be more than just one spell they start the game with.  Give them the basics at least to fit different strategies.  Give them an offensive spell, defensive spell and a misc spell such as enchantment.  I think imbue hero should be removed because you should not be able to make people have magic.  Either you are born with it or not and that is how it should be.

Reply #38 Top

 *COUGH*... Gimme 'real' magic please that is fun to use on ridiculous. Nuff said. I'm going back to consuming mass quantities of egg-nog & other assorted holiday spirits.

Reply #39 Top

Quoting Hound, reply 29
The OP makes some very reasonable arguments.

The Channelers need a strong magical identity and powers to go with it from turn 1.

Learning new spells can not be about mundane researchers unlocking techs. The Channelers need to be the focus here. Sovereigns or imbued Wizards should be the ones who unlock new powers. Researching should be tied to their Intelligence score. That way a low Int Sovereign could recruit a high Int NPC, leave him in the tower to unlock new powers and go out adventuring himself. A Sovereign with a superior Intelligence in a tower would be the fastest way of learning new spells. That Sovereign could imbue an NPC Wizard and send him on a quest without risking his own hide, and protect the capital himself while researching.

Speaking of the recruitable 'Wizards', it's a little odd they actually can't cast any spells before the Sovereign imbues them. They should have similar basic powers Sovereigns should get automatically, and imbuing them should mean letting them in the shard/mana/research pool.

And magical powers should not grow doing battle. A Sovereign who runs around the landscape clubbing things to death should not become a more powerful spellcaster than the one who stays in the capital and spends all his time researching new spells and perfecting his Wizard skills. Perhaps experience levels and channeler levels should be separated so that you wouldn't feel forced to run around killing things all the time. Leaders of a nation seldom abandon their people in the name of adventure anyway.
End of Hound's quote

Well said....

Reply #40 Top

Quoting Diardiamond, reply 38
 *COUGH*... Gimme 'real' magic please that is fun to use on ridiculous. Nuff said. I'm going back to consuming mass quantities of egg-nog & other assorted holiday spirits.
End of Diardiamond's quote

Well this is what I am hoping for also someday.  I just hope it happens before I lose all interest in the game.  I have not even played the game in about two weeks now.  No reason because I have already played 3 full games for v1.1 on rid/rid difficulty and all I can every do is play as a warrior.  I know a lot of people are telling others about how fun the game is since v1.1, but I cant seem to even get into the game.  I purchased it for the magic and not for the best weapon and best armor in its current state of gameplay.

Reply #41 Top

Quoting Kestral2040, reply 18
to back up Boogie:  tons more changes are coming to the magic system....  and I don't mean 'we plan on looking at it', I mean 'we have changes thought up already that we just didn't have time to implement in 1.1.  These aren't little things like "more spells" or adding a starting spell either, expect some seriously adjusting because, while it does serve a purpose now, it isn't where we want it to be either.

As a note, having magic spells (particularly damage ones) can be pretty crucial in the late game depending on the tech progression of your enemy factions.  Magic damage is not mitigated by armor, which can be a huge deal late in the game.
End of Kestral2040's quote

 

Cool. I hope you play lots of AOW:SM and can try to improve on what they do. I think once you've done that, this game will be getting a lot closer to what I want to play, and the kind of thing I would recommend to people. The only thing missing at that point, would be more interesting maps/scenarios.