Just a note on the upcoming Magic & Spells beta of Elemental so that people are prepared: The beta will be about bug testing the spells not about game balance. As a result, feel free to indulge yourself on doing very very bad things in the world.
Here are some of the spells we’ll be testing:
a. Mass Heal
b. Raise Land
c. Lower Land
d. Raise Forest
e. Raise Desert
f. Raise Swamp
g. Charm Monster
h. Teleport to friendly territory
i. Revive Land
j. Imbue Hero
We plan to give most of these spells to players very very early on so that we can make sure that they’re working as designed. Obviously, being able to raise mountains and exile an enemy city onto its own island are not things that are going to be just doable willy nilly in the final game.
So for a couple of builds, players will be able to just go nuts with magic without consequences.
The beta us due out a week from today but it is possible we may delay it an additional week for more polish and get more assets in (we’re juggling a lot of balls right now).
lol everyones gonna enjoy living on islands... if not they can live on the bottom of the sea!
Still hoping for a hijack counter spell for sheep transmutation to go with that mass heal.
Also out of curiosity, will using a tile transmutation spell completely change that tile to the desired form? Like Raise Forest turns any square into a forest, or will there be restrictions like MoM had. I'm asking because it would be a bit sad to spend resources to turn the land around an enemy city into barren mountains, dry desserts and so on just to have the opponent be able to turn them back to normal.
woot, spell list!
could they be coming before the family tree?
SPELLS!!!!! Gimme gimme mine mine!!!
Can't wait to level the planet.
Hmmm destruction....
Still no actual intrgrated metaphyics journal..... am I going to have to write one myself or something??
Seroiusly, though...... spells are gonna be fun.........
As the "Keeper of the Survey" I can attest that the magic system is highly anticipated to say the LEAST.
Very good news I am extremely psyched to see the magic system!
Excellent, spells maketh the game. Unfortunately this is a double-edged sword and many games simply end up a magic armageddon with other factors taking a back seat. I'd love for there to be a non/low/immune to magic faction to balance out the inevitable late-game spellfest. Maybe a faction based on rune/talisman creation?
I appreciate the game is called elemental: war of magic, though.
One thing I would like to see (since you mentioned MtG and took some concepts from it) are counter spells and a casting time for certain larger spells.
Though I still fear that the spell system is going to suffer the fatal flaw of only a few really good spells which will wind up the only one's ever reseached/gained and then cast.
I think that some mechanism need be added to make that less of the case. Weather it's restricting available spells (randomly or otherwise, but some way to keep people from using the same over and over) or granting bonuses for certain spells based off of casting location (think Dominions where you could find sites that reduced the mana cost for various schools).
I do understand the desire to put in these mega spells, but clearly if you make them too easy to use they will rule the game, too hard and they become near meaningless. Especially if you cannot use them until near the late game when often times the outcome may well have been decided, moreso if magic power is tied to general empire size/power.
There really needs to be a guns or butter or spells tradeoff I think, and the easiest way to do that is to tie the sovriegn's actions directly to those choices in such a way that one cannot manage all 3 (or probably even 2) in a single game.
In a sense if you want a real magic battle, you have to be able to defend from magic.
I can easily see something like A huge spell using tons of mana and ressources and having your opponent use a blocking spell that costs a fraction of the initial spell cost.
You then have to evaluate what you are willing to cast and possibly be willing to get blocked. The more you cast the weaker you get. The more you block the weaker you also get but just slower than the attacking channeler.
It could be something like that.
Where's the volcano spell? We've been hearing about that one for months
I'm assuming the volcano spell is going to be added when, well, the volcanoes are added........
Since this game is called war of magic, I would like to see spells be fairly accessible all through the game. However, if you build cities and go all civilization, you really shouldn't get terribly powerful even if you can still enchant your legions of darkness.
They had volcanos and the volcano spell in the demo at PAX, and that was way back in September...
But they also said that was jury-rigged, basically hardcoded in for the sake of a demonstration of the kinds of things we might be able to do. I'd like to see a volcano spell come back, but I think their intention was to recreate the spell within the framework of spell creation that they didn't have at the time (if they intended to recreate it at all).
Ah, I didn't know about that. In that case it's understandable that it isn't in the current list. But I really hope it gets put in eventually
Is Familicide in? Useful for dragons after all....
Mr. CEO frogsir is secretly the pedobear, according to this last post.
hello frogboy,
i am nnot in the beta right now but concerning terraforming spells i have one important request:
please do not implement them as a one tile spell, but let us choose the amount of area (possible with an maximum of space covered) we want to terraform. in most games those spells are very tiresome especialy on big maps (i am looking at you ffh2)
Without the 3D engine some of those spells cannot be properly beta tested as you request. Just saying.
@Wintersong that is the point you should be able to use this spells on clothmap, since there might be players who can only play on clothmap
Obviously a failed joke about a sooner relase of 3D engine?
most probable
let's not speak of it again
Fun testing goodness. What kinds of bugs in the spells should we be looking for? Spells that don't work as intended? Try to *break* the map with them, see if we can use them to somehow cheat? Eventually we can look and see if there are errors graphically when raising and lowering land masses but that will require a much later build with the 3D engine.
Are any of these spells going to cost mana for these early tests? I mean, if they don't, we'll probally go hog wild or something.
What about essence costs?
I ask because I want to terrorize a world, you know, like right now.
*prepares a spell of "delusions of grandeur" and readies to cast it on himself*
Hmm, so we are getting the Spells Build before we get the Dynasty build or are they being bundled or?
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