RifE Blogpost: Magic Revisited

For the Sheaim, for example, they could have a Fire+Death spell.
I thought Sheaim got Dimensional mana instead of Fire now... which, TBH, I'm not that happy about. Woulda rather seen them get Fire, Dimensional, and either Death or Chaos.

Which is just a nitpick. I'm sure you were just thinking of the old palace mana for them.

The other thing: it would be nice if the max mana that you can hold is adjustable. Perhaps by techs... Omniscience and Future Tech, along with the arcane techs other than KotE and the 4 schools, should increase your maximum mana, IMO. But maybe more interesting, increase the maximum mana when you cast spells. It can go up everytime you cast a spell (but maybe only once per turn)... that would allow for high mana totals, so maybe it should start very low. Or it can go up only when you cast the very high mana cost spells. Or maybe, if this is possible, your maximum mana can increase each time you cast a spell that you've never cast before - encourage some diversity...
 
Ah, true. No matter, though, was just an example.

Maximum mana may go up via techs (and certain civics, or wonders), but not from casting spells. Too easily abused.

One thing I neglected to say in the blog: Tempted to have casting grant the mage xp. Since all spells have a mana cost, there's not much danger of spamming spells to drive up xp, as you'll then be unable to use the unit. :lol:
 
Very nice.

How will this interact with mana affinities? Will it just be another trade-off between more mana per turn vs the unit power from multiple of the same mana type? It also sounds like the proposed system is meant to remove the appeal of multiple of the same mana type by not granting free spells. It seems a little conflicted, unless it's an intended trade-off. This is a particularly important issue for the D'Tesh, who are supposed to be a very caster civ, but also rely on lots of death mana.
 
Very nice.

How will this interact with mana affinities? Will it just be another trade-off between more mana per turn vs the unit power from multiple of the same mana type? It also sounds like the proposed system is meant to remove the appeal of multiple of the same mana type by not granting free spells. It seems a little conflicted, unless it's an intended trade-off. This is a particularly important issue for the D'Tesh, who are supposed to be a very caster civ, but also rely on lots of death mana.

Well, we're planning an expanded affinity system, so that will likely factor in, there. But keep in mind: If you have 3 fire mana, you get Mana from all three instances each turn. It's not just one amount for each type of mana, it's each instance of mana.

We have ways to make stacking mana beneficial (discounts for specific types of spells, for example), but no, you won't get free spells from stacked manas any more.
 
Well, we're planning an expanded affinity system, so that will likely factor in, there. But keep in mind: If you have 3 fire mana, you get Mana from all three instances each turn. It's not just one amount for each type of mana, it's each instance of mana.

We have ways to make stacking mana beneficial (discounts for specific types of spells, for example), but no, you won't get free spells from stacked manas any more.

I understand that. I was commenting on the difference between taking 3 fire mana for the affinity, vs taking a fire, water, and air, and getting the same amount of mana each turn, access to three times as many spells, and cross-sphere spells.
 
This is true. Like I said, we should be able to grant spell discounts based on the number of manas you have (easiest way is to specify the resource on the spell, and then just pull the number of the resource, subtract 1, and add the discount).

Also, not all manas need to give the same amount of Mana each turn. ;)
 
Sweet! Reminds me of the magic system in Age of Wonders, wich I loved.
Have you played it Valkrion? Just curious.

I think it will be a long hard work to fine tune, but surely on paper the changes you propose are REALLY interesting...

Thx for the Tease!
 
question :
would cross-spells be effects of previous spell cumulated (just 2birds with one stone but at a lower cost than cast both spells) or new spell with new effects ?
(I mean : firestorm = effect of fireball on citydefense + effect of maelstrom on unit life with a 30% limit )
or one may want to launch 1st a firestorm to ... reduce unit life as maelstrom but with a -50% limitThen launch a fireball to try to kill one unit + do collateral damage....etc

What would be the advantage of archmages vs mage vs adept ?
more capability ? more willpower ?
access to better spells ?

Are spells learnt for all time ? or do I need a certain amount of mana nodes to learn them or a certain amount of mana nodes to launch them?

If I change all my mana nodes to non-elemental manas nodes, And I have a elemental-specialized mage. Will I be able to cast elemental spells ? to learn new elemental spells ?

Will arcane units still gain automatic xp and free promotions ?
 
Sounds fun! I just hope this new system comes before gran turismo 5 so I can test it without any pressure :)
I especially like the idea when summons turns against host :goodjob:
 
one question - what about divine spells? Whould they be affected by new mechanics (which would be cool), or not (which would be cool to, becouse of diversity :P) ?
 
Let me first say that it is a decently designed system. You obviously put a lot of thought and effort in it. But...

*puts on devil's advocate hat*

I really fear it's just too complex for a game like Civilization. As I said it is a fine system in theory, I just fear it won't be fun to actually play with. There's a lot of things that contribute to that. The mana-pool, the two new stats, the new summoning system... It all adds up to even more "unit planning" than magic-using units already require. It's all fine and dandy on a smaller case, but just imagine going to war with a magic-based civilization. Going to war with 10 mages might take more effort than going to war with just a "normal" army of dozens of axemen, archers and catapults. And you can't really justify that with "yes, but magic will be more powerful", because then you are dangling a powerful option in front of the players eyes, and then make them pay for it by making the game more work-intensive to play. Red Alert. Very Bad.

I might be exaggerating (as I said, I'm wearing my devil's advocate hat), but I still believe the concerns I had remain valid, if maybe for different reasons. In case it is not clear, this is my chief concern: it is a very fine system when you consider using magic as support, when it is on a smaller scale. I fear that the system will fail when used on a larger scale, when you want to use magic as your main strategy, when you play a magic-focused civ/leader.

Also, good luck with balancing this. A new basic resource, entirely new spells, two new attributes for units, buildings/promotions which modify these attributes or the amount of mana you gain etc... Everytime I hear something new about this system, it seems that piece of news includes another variable which needs to be balanced against many others.

I also want you to know that I'm not criticising you just because I think another system would be better, or just because I said I had concerns and now do not want to back down or somesuch. I really think these concerns are valid, and I feel it would be unfair if I then just kept them to myself.
 
Are you going to rewrite the Cave of Ancestors scenario to act as a tutorial in the new magic system? How does Divine magic work?
 
I like the expanded magic system. it's more like mom. the elementals should be more permanently.
In the current FF and RIFE i trust more in units like beastmasters and paladins and hero's and magic is less important.
So i support making the magic system more important and detailed.
 
One (somewhat minor) issue is spells that are less useful. Is it going to be worthwhile to spend XP on a less useful spell even if it is balanced with a lower mana cost? Currently, that's accomplished by Adepts getting (mostly) the less useful spells at level 1, with the better spells being higher level. Plus specials like Dwarven Adepts getting Repair as a bonus spell with Earth 1. And Repair can be great in the right situation, but I don't think I would ever pick Wall (or is it Stone Wall? whatever) if it cost a promotion that could have been used on Fireball or Crush, or whatever...

It would be nice if some promotions gave 2 of the less useful spells, or if it were still possible to get the crappier spells for free (like 2 Fire mana resources = Blaze for free, if you really want Blaze... but you can never get Fireball for free, because it's too good). Or if Dwarven Adepts got Repair for free, Elven Adepts got, say, Treetop Defense, etc...

Because it seems like a shame to get rid of some of the lower-level more narrow-use spells, but it also seems like a shame for them to sit there and never be picked because they're not good enough.

Oh, and one other thing - when choosing promotions, are we going to get an overwhelming list of promos to choose from? That's one reason I kind of liked spheres and prereqs - you don't have 3 buttons per sphere showing up for you to pick from, you just have 1 button per type of mana you have, and can level it up. It almost seems like it'd be nice to have an "entry" skill, like "Fire Casting" that would give you a crappy fire spell and open up access to all the other Fire spells. But you already said you don't want spell prereqs...
 
One (somewhat minor) issue is spells that are less useful.

To some extent their scarcity will make them more valuable. You might not want Treetop Defence instead of your first Fireball, but when you already have ten Fireballers, that marginal stack buff starts looking better. And a good Fireballer will cast more and stronger Balls of Fire than that neophyte that is choosing between taking "Fire and Balls 101" or "Treetops and You" for an extra credit course.
 
Sweet! Reminds me of the magic system in Age of Wonders, wich I loved.
Have you played it Valkrion? Just curious.

I think it will be a long hard work to fine tune, but surely on paper the changes you propose are REALLY interesting...

Thx for the Tease!

I haven't played much AoW, honestly.

question :
would cross-spells be effects of previous spell cumulated (just 2birds with one stone but at a lower cost than cast both spells) or new spell with new effects ?
(I mean : firestorm = effect of fireball on citydefense + effect of maelstrom on unit life with a 30% limit )
or one may want to launch 1st a firestorm to ... reduce unit life as maelstrom but with a -50% limitThen launch a fireball to try to kill one unit + do collateral damage....etc

What would be the advantage of archmages vs mage vs adept ?
more capability ? more willpower ?
access to better spells ?

Are spells learnt for all time ? or do I need a certain amount of mana nodes to learn them or a certain amount of mana nodes to launch them?

If I change all my mana nodes to non-elemental manas nodes, And I have a elemental-specialized mage. Will I be able to cast elemental spells ? to learn new elemental spells ?

Will arcane units still gain automatic xp and free promotions ?

Cross-Spells would be completely new spells. Off-the-top-of-my-head example for Firestorm: AoE fire attack, stronger than Maelstrom, grants a 'Burned' promo to all damaged units which slows healing.

Each new level of unit will have more capacity and willpower, as well as access to better spells.... Channeling reqs stay in place.

Spells are known forever when you know them.

You will still be able to cast them, but no, no more learning them.

They will still gain automatic xp, and a free promo on creation/upgrade.

Sounds fun! I just hope this new system comes before gran turismo 5 so I can test it without any pressure :)
I especially like the idea when summons turns against host :goodjob:

Yep. Don't have the Willpower, be prepared for bad things. :lol:

one question - what about divine spells? Whould they be affected by new mechanics (which would be cool), or not (which would be cool to, becouse of diversity :P) ?

No comment.

Let me first say that it is a decently designed system. You obviously put a lot of thought and effort in it. But...

*puts on devil's advocate hat*

I really fear it's just too complex for a game like Civilization. As I said it is a fine system in theory, I just fear it won't be fun to actually play with. There's a lot of things that contribute to that. The mana-pool, the two new stats, the new summoning system... It all adds up to even more "unit planning" than magic-using units already require. It's all fine and dandy on a smaller case, but just imagine going to war with a magic-based civilization. Going to war with 10 mages might take more effort than going to war with just a "normal" army of dozens of axemen, archers and catapults. And you can't really justify that with "yes, but magic will be more powerful", because then you are dangling a powerful option in front of the players eyes, and then make them pay for it by making the game more work-intensive to play. Red Alert. Very Bad.

I might be exaggerating (as I said, I'm wearing my devil's advocate hat), but I still believe the concerns I had remain valid, if maybe for different reasons. In case it is not clear, this is my chief concern: it is a very fine system when you consider using magic as support, when it is on a smaller scale. I fear that the system will fail when used on a larger scale, when you want to use magic as your main strategy, when you play a magic-focused civ/leader.

Also, good luck with balancing this. A new basic resource, entirely new spells, two new attributes for units, buildings/promotions which modify these attributes or the amount of mana you gain etc... Everytime I hear something new about this system, it seems that piece of news includes another variable which needs to be balanced against many others.

I also want you to know that I'm not criticising you just because I think another system would be better, or just because I said I had concerns and now do not want to back down or somesuch. I really think these concerns are valid, and I feel it would be unfair if I then just kept them to myself.

I'm not denying that it WILL take extensive effort to balance. That said, I do not think it will be as bad as you fear.

And concerns/criticism are always welcome. :goodjob:

Are you going to rewrite the Cave of Ancestors scenario to act as a tutorial in the new magic system? How does Divine magic work?

No. We aren't touching the FfH scenarios at all.

No comment.

Maybe they could go rogue (( turn barbarian )) ... :D

Nah. If you don't have enough mana to sustain it in this plane, then it returns to it's own. :p

I like the expanded magic system. it's more like mom. the elementals should be more permanently.
In the current FF and RIFE i trust more in units like beastmasters and paladins and hero's and magic is less important.
So i support making the magic system more important and detailed.

:goodjob:

One (somewhat minor) issue is spells that are less useful. Is it going to be worthwhile to spend XP on a less useful spell even if it is balanced with a lower mana cost? Currently, that's accomplished by Adepts getting (mostly) the less useful spells at level 1, with the better spells being higher level. Plus specials like Dwarven Adepts getting Repair as a bonus spell with Earth 1. And Repair can be great in the right situation, but I don't think I would ever pick Wall (or is it Stone Wall? whatever) if it cost a promotion that could have been used on Fireball or Crush, or whatever...

It would be nice if some promotions gave 2 of the less useful spells, or if it were still possible to get the crappier spells for free (like 2 Fire mana resources = Blaze for free, if you really want Blaze... but you can never get Fireball for free, because it's too good). Or if Dwarven Adepts got Repair for free, Elven Adepts got, say, Treetop Defense, etc...

Because it seems like a shame to get rid of some of the lower-level more narrow-use spells, but it also seems like a shame for them to sit there and never be picked because they're not good enough.

Oh, and one other thing - when choosing promotions, are we going to get an overwhelming list of promos to choose from? That's one reason I kind of liked spheres and prereqs - you don't have 3 buttons per sphere showing up for you to pick from, you just have 1 button per type of mana you have, and can level it up. It almost seems like it'd be nice to have an "entry" skill, like "Fire Casting" that would give you a crappy fire spell and open up access to all the other Fire spells. But you already said you don't want spell prereqs...

Some spells will remain weak... But as I said, channeling reqs remain. Your adept will continue to just have access to T1 spells, but we can now make some of them decently strong... Just slap a higher cost on it (even enough that the standard unit takes two turns for it).

I'm not decided yet on what to do with level ups. It's something that will need to be addressed.

If nothing else, we can allow you to toggle which School promos are visible at once.

To some extent their scarcity will make them more valuable. You might not want Treetop Defence instead of your first Fireball, but when you already have ten Fireballers, that marginal stack buff starts looking better. And a good Fireballer will cast more and stronger Balls of Fire than that neophyte that is choosing between taking "Fire and Balls 101" or "Treetops and You" for an extra credit course.

Pretty much, yeah.
 
It would be interesting if you could factor in a mage's age into either your civ's overall adeptness at magic, or the mage's own.

In the first case, for example, having several long-lived mages could give a healthy boost to the mana pool.

In the other, probably easier to implement case (think Jotnar giants), several bonuses could be wrapped up in a promotion granted to each mage as they pass a certain age.

In fact there are a lot of promotions in the current mechanic that would look nice under a system like this: combat (or more specifically, empowerment) and summon mobility (i forget the actual promotion name here). Capacity and/or Willpower wouldn't really fit here mechanically, though they would thematically, because one should be chosen over the other. Looking at your idea with cross-sphere spells, if you can make age-based promotions *selectable* then that might be an interesting way of making those spells available.
 
It would be interesting if you could factor in a mage's age into either your civ's overall adeptness at magic, or the mage's own.

In the first case, for example, having several long-lived mages could give a healthy boost to the mana pool.

In the other, probably easier to implement case (think Jotnar giants), several bonuses could be wrapped up in a promotion granted to each mage as they pass a certain age.

In fact there are a lot of promotions in the current mechanic that would look nice under a system like this: combat (or more specifically, empowerment) and summon mobility (i forget the actual promotion name here). Capacity and/or Willpower wouldn't really fit here mechanically, though they would thematically, because one should be chosen over the other. Looking at your idea with cross-sphere spells, if you can make age-based promotions *selectable* then that might be an interesting way of making those spells available.

Not likely to happen, honestly. There are enough stats to balance without factoring in one completely beyond the player's control.
 
Back
Top Bottom