Goodgimp's Spell Changes

Goodgimp

Warlord
Joined
Jan 20, 2006
Messages
261
Location
Salt Lake City, UT
First version released!

I've uploaded the initial release of the Spells+ pack, which you can download here.

Unzip and run the executable and you should be good to go. This is my first attempt at distribution of a module so please let me know what issues you encounter.

Version v0.25 (Not yet released)

Creation II
Fertility now also provides +1 :Food: per plantation/pasture.

Water II
Gains the Kelp spell, which grows a kelp tile similar to the Priest of Leaves Bloom spell for forests. Note that while I think this ability is thematically a good fit for Octopus Cultists, those units are already quite powerful while Water mana suffers from a lack of usefulness.



Version v0.20 (Original Release)
Spoiler :

Spells+ v0.20:

Air I
Added Windwall which provides the following:

+20% vs. Archery units (stack)
100% Chance of wearing off per turn

Chaos I
Units under the effect of the Dance of Blades spell now have a chance to inflict a "Confused" state on the enemy they strike, which has the following effects:

-10% Combat Strength
-10% to Defensive Strike Chance (if applicable)
-10% to Collateral Damage Protection (if applicable - cannot go negative)
50% chance of wearing off per turn

Death II
The Spectre summon has seen the following changes:

Base Strength increased to 4.
Removed Death Mana Affinity
Added Death Mana Aptitude
Added Chaos Mana Aptitude
Added Entrony Mana Aptitude

Entropy II
The Pit Beast summon has seen the following changes:

Added Cannibalize promotion
Added Chaos Mana aptitude

Fire I
Added Fireshield, which provides the following:

35% Damage Resistance vs Fire (stack)
50% Chance of wearing off per turn

Fire II
Fireballs are now able to cast Blaze. This consumes the unit.

Law I
Added Justice which functions similar to the Hope / Inspiration spells (i.e. the caster must remain in the city). It has the following effects:

-10% City Maintenance
Requires Courthouse

Law II
The Host of Einherjar summon has seen the following changes:

Base Strength reduced to 4.
Added Law Mana aptitude
Added Life Mana aptitude
Added Spirit Mana aptitude
Added Guardsman promotion

Life I
Enhanced the Sanctify spell to effect the caster's stack. Note that the requirement to be on a ruin/hell terrain has been removed:

35% Damage Resistance vs Death (stack)
50% Chance of wearing off per turn

Shadow II
Enhanced the Shadowwalk spell:

Added Immunity to first strikes.
 
Now for some questions.

- Should new spells replace existing spells? I.e. should Windwall replace Fair Winds to keep with the one-spell-per-tier mechanic, or should these be in addition?

- Are the values of 35% Damage Resistance and 50% chance of wearing off too powerful/weak for Tier1 spells?

- What spells or mana types that need a boost in effectiveness or usefulness?
 
Looking forward to this.

some more suggestions:

Death II: replace death affinity from Summon with several aptitudes (the mechanic Amurite Swordmages use) to evil mana. Maybe base combat 4 + aptitude to death, chaos and entropy (strength 7 +fear sounds powerful enough for a tier2 summon). Stops the problems on huge maps where it is too easy for Sheaim to get nearly unlimited amount of 10+ strength summons.
Entropy II: Summon gains Cannibalize, maybe also aptitude to Chaos Magic
Law I: add a justice Spell that works similar to hope. Adds a Buildings that lower maintenance by 10%. Maybe also have the spell require a courthouse in the city?
Law II summon: reduce base combat to 4, gains aptitude to Law, Life and Spirit mana (so max strength is 7). give guardsman promotion also?
Shadow II: also give immunity to first strikes
 
Looking forward to this.
Stops the problems on huge maps where it is too easy for Sheaim to get nearly unlimited amount of 10+ strength summons.

Aw...but I like wiping out half a continent in one turn...
All right, so specters are fricking scary. The aptitude thing would be a good limiter as well as tie in nicely with other elements of the mod.

As for whether to replace or coexist with current spells, I would say coexist all the way. More options does = better in the case of spells. Fairwinds is a great spell, but how often do I actually have mages on ships? A very situational bonus vs archers sounds great and would definitely get used. One addendum I would add is to make it not effective against arquebuses...busi? Harder to effect bullets then arrows.
Also, fireballs casting a version of scorch? Awesome! The shear potential for devastation is amazing there.
 
I think water II needs a new spell. I have proposed creating a city building that provides fresh water while the caster is there, but this might be overpowered. However, non-irrigated farms have -1 food, so if the mage left or was killed the benefit would be limited. Also, I don't know if this would be possible to code.
 
I like how the spell changes encourage the Khazad to go for different mana nodes due to better lvl1 spells.
 
Could you please have resurrect (Life III) actually do something for the Grigori? ;)

I also have always wanted the High Priest of the Order spell to be moved back to Law III... and see it replaced with the ability to turn themselves into angels with Law Mana affinity, sort of a "Good's answer to Death mana" kind of thing. But that may be asking too much. It just seems like The Order priests should be more effective in a war.

Lastly, as much as I enjoy Trust, the fact that you can only cast it once has always made Spirit seem weaker than most spheres. I am not saying it should be able to be cast more than once in its current state, but another effect would be nice. Perhaps it could let you get +10 instead of +4, but you have to chose which civ you cast it on?
 
Updated the original post with the additions listed below. I'd be particularly interested in thoughts on the Chaos I change.

I'll be playtesting this over the next day or two and watch for bugs. Once I stomp any bugs/issues I come across I'll upload the files.

Here's the changes:

Spoiler :

Chaos I
Units promoted with Dance of Blades now have a chance to inflict a "Confused" state on the enemy they strike, which has the following effects:

-10% Combat Strength
-10% to Defensive Strike Chance (if applicable)
-10% to Collateral Damage Protection (if applicable - cannot go negative)
50% chance of wearing off per turn

Death II
The Spectre summon has seen the following changes:

Base Strength increased to 4.
Removed Death Mana Affinity
Added Death Mana Aptitude
Added Chaos Mana Aptitude
Added Entrony Mana Aptitude

Entropy II
The Pit Beast summon has seen the following changes:

Added Cannibalize promotion
Added Chaos Mana aptitude

Law I
Added Justice which functions similar to the Hope / Inspiration spells (i.e. the caster must remain in the city). It has the following effects:

-10% City Maintenance
Requires Courthouse

Law II
The Host of Einherjar summon has seen the following changes:

Base Strength reduced to 4.
Added Law Mana aptitude
Added Life Mana aptitude
Added Spirit Mana aptitude
Added Guardsman promotion

Shadow II
Enhanced the Shadowwalk spell:

Added Immunity to first strikes.

 
Could you please have resurrect (Life III) actually do something for the Grigori? ;)

I also have always wanted the High Priest of the Order spell to be moved back to Law III... and see it replaced with the ability to turn themselves into angels with Law Mana affinity, sort of a "Good's answer to Death mana" kind of thing. But that may be asking too much. It just seems like The Order priests should be more effective in a war.

Lastly, as much as I enjoy Trust, the fact that you can only cast it once has always made Spirit seem weaker than most spheres. I am not saying it should be able to be cast more than once in its current state, but another effect would be nice. Perhaps it could let you get +10 instead of +4, but you have to chose which civ you cast it on?

I'll start Ye Olde Brain Gears grinding on what you mention above. I haven't looked at the Life III spell yet (from the code side) but let me take a look at how the mechanics work and then I'll get to work on something :)

Regarding Spirit III, I was thinking of adding a secondary spell to compliment Trust. Something related the Great People in the city.. . I was tossing around a couple ideas last night. These are a couple brainstorm ideas at 5:00am so bear with me:

-Added spell, "Transcendence" or some such, the idea being that a Spirit III archmage has become incredibly wise, almost like a Oracle / Guru / etc.

+ The unit effectively creates a specialist (Priest? Flexible?) in the city for the duration of their stay.

-OR-

Allows you to control/steer what Great Person is created in the city. That is, you have 53% chance of Priest, 27% chance of scientist, 20% chance of Bard, but via a popup or another method it would trigger an event where you could set the current chance to 100% on whatever type you wanted. Might be difficult to coach the AI on this though?

I read your post right as I quit for the night so those were a couple ideas that banged around my head. I would like to have something that makes having multiple Spirit III archmages provide a benefit throughout the game.

Anyway, that was random brain rubbish thrown out there for dissection. I'd love to hear any and all ideas!
 
I like Chaos I. The added effect only kicks in if you loose battle, so basically either when your cavalry distracts the enemy or when you fight with many weak units. And for such horde chaos seems to fit pretty good.

Transcendence sounds good for a second Spirit III spell. Maybe also give it a small GPP % bonus.

I would make the Idea for the Great Person a second Creation III spell (the current one is quite weak).

Don't know if you know it already, there is a relativ easy way to use modular python for spells. in the callback tag you use import command and link to a file in the python folder. I used this a lot in the Scions module.

<PyResult>__import__('scions').spellSpiralGate(pCaster)</PyResult>

Events and Eventtriggers can't be made modular yet :( So you need to modify the base files. Doesn't matter that much since they don't get modified often anyway (just add at the end of the files)
 
-OR-

Allows you to control/steer what Great Person is created in the city. That is, you have 53% chance of Priest, 27% chance of scientist, 20% chance of Bard, but via a popup or another method it would trigger an event where you could set the current chance to 100% on whatever type you wanted. Might be difficult to coach the AI on this though?

Cue Grigori Altar of Luonnotar win!

(I.e. use world spell late in game, and select a prophet for each new great person. ;))

Really like the idea in theory but it sounds rather exploit-y for me. Not really sure how you could avoid it either.
 
Cue Grigori Altar of Luonnotar win!

(I.e. use world spell late in game, and select a prophet for each new great person. ;))

Really like the idea in theory but it sounds rather exploit-y for me. Not really sure how you could avoid it either.
you could set in python, that Grigori aren't allowed to choose Priest for the event triggered by the spell. Would make sense lorewise, it's just too difficult to become a great priest among Grigori.
 
Updated the original post with the download link for the initial test release. Please post any issues and I'll address as soon as possible... with this being my first attempt there's bound to be some fun ones :)

After this it's time to start tackling python and getting into some real interesting stuff, but I wanted to get what I had out the door before I delve too deep into it.
 
I always thought Einherjar should be much stronger and on law3, and valor, lukewarm spell that it is, should be law2.
 
I hope you don't mind if I merge it in the future :) For now I have put a link in the welcome to wildmana thread.
 
Goodgimp (and Sephi): If I may make a few suggestions.

Chaos Magic:

Instead of adding an extra effect to Dance of Blades (Chaos I), perhaps you could add a second spell with a similar purpose to one of the first two tiers of Chaos magic (Chaos I or II). Here is what I think should be done with Chaos magic.

Dance of Blades (Chaos I): +1 first strike, units inflict collateral damage (20% max), 100% chance of wearing off every turn.

Bedlam (Chaos II): Friendly units within 1 square (inc caster square) get a promotion (that gives -10% healing/turn and +25% city attack. Enemy units get a promotion that gives a -20% healing/turn, -10% chance of defensive strikes, +10% collateral damage taken. 50% chance of wearing off every turn (ally and enemy).

*****​

My reasoning is that chaos mages could really use a battlefield spell of some kind. There is really no reason to drag anything larger than an adept along with your armies if chaos magic is your big trick. Mutation is a fine spell but I feel Chaos tier II could use some more proactive casting.

Thematically, chaos magic increases in power as the tiers advance but decreases in control and predictability. Dance of Blades is the most benign. Bedlam is reasonably reliable but somewhat two-edged. Mutation and Wonder are both completely unpredictable.

In terms of gameplay, chaos magic could be used to (slightly) increase the window of opportunity for momentum civs to harm their more civilized neighbors -- both the Clan of Embers and Doviello have access to chaos as a palace mana. A more magically advanced civ can use chaos magic to aid in bringing down a culturally developed city. The + city attack bonus on Bedlam is not representative of siege skill so much as the effects of a riotous/unpredictable assault on prepared positions. The target city is in chaos, making cultural defenses less effective. Both the attacker and defender take more casualties as recovery of wounded and triage become more difficult.

In the field, Bedlam aids in unpredictable maneuvers and ambushes. Support fire use of defensive formations is difficult as the enemy seems to appear quickly within the defender's midst. Deadly in combination with Dance of Blades.

*****​

Law Magic:

I think the proposed changes to the Law Tier II summon, Host of the Einherjar, are superb ideas (so are the proposed changes to Pit Beasts and Spectres, for that matter). Law II would be a highly desirable spell school based on this summon alone.

I think putting Guardsman on the summon has excellent thematic value but might be a touch too powerful in practice; guardsman normally requires Combat IV to get and is a very strong counter to marksman units. Putting this ability on an expendable, tier II summon would really hurt mid-to-late game Recon and end game Archery line units. Neither of these unit classes really needs more counters, in my opinion. I'm pretty sure Law magic will be a go-to sphere for every magic using civilization if Hosts keep guardsman. This will be a rather odd thing for Shieam, Svartalfar, and Balseraphs to do.

Perhaps the Hosts could be given March and Homeland promotions instead?

Here are some ideas for changes to current and proposed Law spells (tier I and II).

Justice (Law I): -10% maintenance, +10% city defense, requires a courthouse.

Loyalty (Law I): removed from game

Discipline (Law II): gives friendly units in caster tile the Discipline promotion. -10% collateral damage taken, +10% damage healed/turn, +20% resistance to charm person and bedlam, unit dies rather than be converted. Living units only. Permanent unless dispelled.

*****​

The idea, obviously, is to make Law magic an approximate counter for Chaos magic. I think these ideas for Law magic would be good on their own though.

Thematically, Law magic is entirely predictable and controllable. Law magic is also quite defensive in nature. The combination of justice, sanctioned by a law-magic arcane caster, and discipline enhanced defenders makes a law-centric civilization a bit harder to roll over. Disciplined troops are harder to wear down and recover quickly, especially if they are also courageous (hello Bannor armies). I personally think Discipline should be part of the dwarven racial bonuses too but whatever.

You should probably consider re-naming the Justice spell to something else. "Justice" implies righteousness or moral rectitude. As this spell will be used by the Illians and Calabim, the name of the spell becomes somewhat subjective. :p Might I suggest "Authority" as an alternate name?
 
Force Magic:

I know that most people, including Sephi, are not happy with Wall of Force (Force III). Perhaps something like this might be more interesting.

Prismatic Shield: +4 defensive strength, +20% resistance to fire, cold, and lightning, immune to collateral damage. Caster only. Permanent unless dispelled.

*****​

I know people like big effects on their Tier III spells but I like a bit of variety on magic spells. With the addition of the Arcane Mastery module into Wildmana, the introduction of a spell that makes your archmage much harder to kill could either be no big deal or a serious go-to school for a serious arcane civilization.

Anyhow, I think some replacement (or companion) for Wall of Force is called for.
 
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