One question the idea of City-spells has given me, and a part of the MoM system I actually do like - those spells that add a temporary building to a city (Wall of Stone, Growth, Inspiration, Hope and others) - would those be castable by the city, and cost an upkeep in mana like summons?
Absolutely. No casters will be stuck in a city maintaining these spells.
Similarly, Haste and other buff spells will become Aura effects, and cost a set amount of mana each turn (channeled by the caster, so reducing his capacity; Keep that in mind when it's available!). The cost of the initial casting will be higher than the maintenance, of course, and it will affect all tiles immediately surrounding the adept (so up to 9 tiles, including the center tile), playing much nicer with xUPT.
Will adepts gain experience from casting spells? I remember you saying that this might be another way to ensure that civs who actually use their mana are better at magic than those who just stockpile it.
Possible. I really want to implement it, but the
potential issue is that you could simply cast spells at nothing, and gain xp. However, with the mana system in place, I hope the potential cost makes that exploit negligible.
We may have to choose between free xp and casting xp.
Is this basicly what MoM did?
If by that, you mean a global mana pool and spells requiring mana to cast, yes.
If you mean anything more specific, no.
- We will not have spell research; I don't care for it, nor do I like the way it makes the mana types less important.
- We will absolutely not make summons units that you want in the rear of your army! I despise that idea, summons are meant to be expendable and will remain that way. Our implementation actually makes all summons permanent, but cost Willpower; Each caster has a set amount of Willpower, which can be "taken up" by summons (meaning, Willpower does not regenerate, but is never lost. Kill the summon and the willpower it used is regained, instantly), such that mages can control multiple summons. A strong archmage who specializes in summoning... Could probably control a small army, but it's going to take a long time to summon them.
- We will not reorganize mana spheres into "Light", "Dark", and "Elemental". We will preserve the four schools of Alteration, Divination, Elementalism, and Necromancy, and will allow mages to specialize in these schools.
I'm sure I could find other differences, but I have quite honestly never played MoM. Nor do I even have it installed. Our concepts are our own, generally spawned from discussion on #erebus.
In this case however, much of the root system is taken from discussions in the Fall Further team forum, from before it died off. We owe a huge amount to that team.
It's similar in some ways, but from how it seems to me so far, I don't think it is.
The only real way to tell is to wait for it to become available, play it and see. But I'm still fairly certain that there's just a few similarities only.
Yep, similarities at a surface level only.
