The Beta 3 series begins the actual “game phase” of Elemental’s public beta process. This is where the game starts to come together as an actual game rather than a piece of software.
Beta 3 will include the rough draft of the user manual as well as the game launcher.
I still recommend people to NOT join the beta unless your primary goal is to help mold game play. At beta 3, we can make game play changes as long as they do not require new assets to be created (art, 3D models, etc.) or new systems to be developed (“Wouldn’t it be great if you could switch into first person mode?).
Here is the v1.0 Spell Book.
Latest Update: 07.05.2010 16:22 EST
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The values are still subject to tweaking based on play testing. In addition to the 90+ spells in the core 11 spell books (10 + the Spell book of Mastery) there are an additional 7 books of magic that are scattered across the world to be found which I won’t get into (but inevitably, once the modders get started they’ll find them). Amongst the lost 7 books of Magic are the Book of Curses, Book of Valor, and the Book of Vengeance.
Most of these spells should be in the Beta 3 build (“they work on my machine!”) but if they’re not checked into the public tree they should be soon.
We plan to release a lot more spells after the game comes out (lest we get shamed by modders) which we’ll add in based on beta tester feedback.
Yeah! And we know that Frogboy plays Dom3.
Alas, as he said, the AI is the limit. Dom3 tactical AI wasn't very good and that's probably why they didn't let us lead the battles. But I am confident more and more of these spells with find their way.
Come on, Frogboy: we NEED to have Animate Dead in the game. Fighting with just 3 necromancers and their escort who can rise waves after waves of undead and launch them to battle (or a contrario fighting Ermor'Army at full power) is one of the greatest pleasures in tactical battles.
Even though I'm just a casual Dom3 player, I am amazed at the quantity of everything they put inside: all kinds of creatures, spells, items, lore.
In fact, if these 2 Swedes would make an Elemental mod with their Dom3 content and mechanisms, and sell it for 50$, I would buy it right now!
I didn't expect the Books of Life and Death to be practically identical. I can see why you wouldn't want the basic spellbooks to be wildly different, but I'm a little surprised that the only difference is the names of two spells.
I don't know if you're changing it from Beta 2B, but it would be nice if the Volcano spell actually destroyed the city rather than hid it inside a volcano crater. (For that matter, I'm expecting the earthquake spell to do damage and not just alter the landscape.) It was really annoying to be able create the volcano--thinking that I'd be able to bring death and destruction to my enemy--only to see the city survive and not be able to get to it to conquer it.
Also, will we actually get access to all our spells from all the spell books we know? For instance if I had a sovereign that knew all four starting books, I was only allowed access to usually two. The weirder thing was that which two varied by faction. Of course I usually only became interested in Fire and Earth because of the land altering spells.
Still, the game shows a lot of promise.
Quick question before my intentional double-post , I noticed that spells have been split up into tactical and strategic. Does this mean that players will not be able to use firewall on the actual map to help block enemy units?
There are great suggestions in this thread! I like that you will only implement spells that the AI knows how to use, but I would hate to see magic, of all things in this game, to suffer for insufficient AI. Frankly, if a game called "Elemental: War of Magic" is released with lackluster magic, with largely straightforward and simplistic spells, it will be a big disappointment and I imagine it'd have a significant effect on its reception. I would rather see Elemental delayed until Winter than be released with lackluster magic, due to lacking AI. I mean, if the AI can't handle anything but the most straightforward spells, how are we going to mod in our own, nifty spells? We'd have to mod the AI to be able to understand them, and that does not sound like a trivial task.
One issue I have is that all your elemental DD spells like Hurl Boulder and Fireball are exactly the same, besides their damage type. (EDIT: I just noticed that the mana costs are slightly different, too) Some should be stronger than others. Some should do little damage but have significant secondary effects. Some should just be downright better or weaker than others (while other spells in the category with the weaker DD spells would make up for it). The fact that Lightning, Fireball, Hurl Boulder, etc all have the exact same effect when cast on a unit with no resistances is a Bad Thing. Same with Ice Bolt and Arcane Arrow.
There are so many ways some of those spells can be spiced up, and probably many ways that the AI could handle relatively well. Hurl Boulder has a lot of potential, for one: boulders roll and bounce! The boulder can hit the main target, and it could continue rolling, hurting units behind the target for diminishing damage. It'd be particularly awesome if we could choose which direction to throw the boulder (who says the boulder has to originate at the caster?) - I'd love to watch my caster launch a distant rock into an equally distant enemy, at a skewed angle.
In my opinion, not all of those schools even need single-target DD spells. I'd be quite happy with none in the Fire Spellbook; it could have single-target DoT spells, AoE DD spells, but could lack a single-target DD spell. Even if the spells are largely straightforward and simplistic, true diversity between the books would go a long way to making magic more fun.
This problem is reproduced in other areas as well. For example, there seem to be a lot of different ways of destroying resource tiles. Would it really be so wrong to limit abilities like that to one or two spellbooks? What is the impetus in researching new spellbooks, or new spells, that do pretty much the exact same thing as a spell I already have? Some ~repetition here and there is fine, but based on that chart it looks to be rampant (though, as always, perhaps within the game it isn't as bad as it seems like it'd be).
Also, Life vs. Death. There is zero difference besides the type of land that you revive. I realize that you're using Life and Death to provide all players with the basic, core set of spells that everyone will probably need. But it would be nice if there was a little diversity even there. Maybe mix up mana costs (so some spells might be more expensive in one than the other, and vice versa). Maybe add a few exclusive spells to each, or have some spells that accomplish more or less the same thing in Life and Death, but in different ways or with small differences.
Subtle things don't have to be complex things. Subtlety can be very simple, and still very evocative.
One other thing, somewhat related: please consider changing your current "N essence means you can maintain N enchantments." Please make some enchantments harder to maintain than others. If you don't, then the less effective ones will never be used if the better ones are available. Implementing this, as someone else in some other thread pointed out, would be extremely simple: just make some enchantments require more than 1 essence to maintain.
So Life Magic and Death Magic are... exactly the same?
Thats... exciting?
How about we give Life and Death the books of Ruin and Restoration so they have some flavor to them.
Indeed. Gameplay & Diversity >>>>>>> Gfx. The only problem with Doms3 is the AI, but it's an MP game mainly.
PS. I would also pay for that Doms 3. mod. Just imagine...all of the Doms 3. spells in EWoM...
Yeah I agree with this, and I think that even the DD spells or AoE could have more diversity, Chain-Lightning, Lightning, Ball of Lightning (whatever), like in diferente Tiers and diferent damage potentials.
Also I would love to see tactical spells that modify the battlefield or add obstacles like Walls (wall of ice, fire or whatever) that could provide cover (damage on a Wall of Fire or "Firewall"). A minefield or Magic Mines spell that should put "N" concealed mines on the battlefield and things like this...
For a game that once aimed to be MOM 2, surely the logical inspiration would be Master of Magic?
Support the general idea behind Hound post#35, especally we need many different ways to Categorize spells (acutally units/heroes/tech/etc). The best ways is the use of "Tags".
Most, if not all spells need to scale well into end game. Also my Ranking bonus and Acheivement based bonus idea should work well with spells too. Maybe a the player that have achieved the lenghtiest peace, will be granted exta power for their "Protect (City)" spell.
Again, listen to PigeonPigeon say!
Just to brainstorm here. Instead of restricting the canon spells to be those that can be used by AI, make available spells to players that AI do not know how to use, in both SP and MP games. Let me call them "Secret Spellbook" that is not available to AI player.
When playing a "Normal" difficulty game with "Secret Spellbook" spells enabled, AI players can cheat. To compensate this disadvantage for the AI players. I cannot think of a good way for the AI to cheat, but the hivemind may help here. Maybe the AI player will be granted with extra mana/essence/resource whenever any Secret Spells are used, maybe something else.
(For "Normal" difficulty game without "Secret Spellbook" spells enabled, AI players do not cheat)
This can retain the 'fun' factor for the SP games, by having fun spells around.
I kind of agree with one of the first post on more strategical spells
Assuming Ice shard = water... It might be pretty neat creating a river out of nowhere (more choke points), or swamps (defense penalty? ) to troops (nom nom advantage )
What about causing an avalanche (if there are mountains nearby, that do significant damage and slow troops to a crawl (when they are forced to cross it?)
Same spell could be adopted for earth shard-ers "Big boulders on top of hills!" Damage and blockade.
Fire shard = Drought spell, foot cut for the opponent.
Oh! And what about magic that acts as a trap. Cast a spell on the ground and watch stuff explode (or alert you) when troops cross it.
Can an imbued Champion use their own Essence to imbue other Champions, or will Imbue Champion be limited to Sovereigns?
I think someone mentioned this earlier, and I meant to reiterate/expound on it in my post but I forgot: different ways of casting spells. It would be a long way towards making magic more fun. The basic and less powerful spells should be cast by choosing the spell and choosing the target, and seeing the effect. But more powerful spells could require more complicated procedures, like rituals. Some could require not only possession of a shard, but being at a shard. Some could require multiple turns to cast.
I would still like to see more countermagic. Right now all there is in terms of countermagic are elemental protection spells for units, a magical immunity spell for units, and dispel. What about protection for cities and land? There are land-altering spells, why not spells that protect land from being altered?
What about preemptive countermagic (on the strategic level)? A spell that you can cast at the end of your turn that will combat incoming harmful magic against your armies, cities, or even land. It could be implemented in many ways. It could be considered a global enchantment, and thus take up some of your enchantment slots, and if it is ever invoked (an enemy tries to cast magic on you), it will drain your mana. (It could also be a local enchantment, or not an enchantment at all). The efficiency and effectiveness of the spell would depend on your intelligence and your mana.
If an enemy with 10 intelligence casts a 10 mana spell at you, a 10 intelligence sovereign, counteracting the spell would cost 10 mana. If you have 20 intelligence, maybe it'd only cost 5 mana. If you have 5 intelligence, it'd cost 20. Or something (actual numbers are, of course, merely illustrative).
Something like this would require some serious balancing work, but meaningful countermagic, both preemptive and reactive, would make things really quite interesting!
Here a few spell ideas off of the top of my head. Sorry for the repeats. I'm not entirely sure what school of magic they would be grouped so judge for yourselves...
For comparison, Master of Magic had 213 spells.
...with very little repetition in theme, much less in exact effect!
What happened to "Charm Monster"? That was a nice spell where you could cause a wandering creature to come to your side.
Just curious... Why does the Protection from Ice tactical spell be the only one of its kind to require a shard? Th protect from fire and protect from air spells do not require a shard so says the good book above.
I agree with some of the posters here that there needs to be more defensive strategic spells.
I should be able to dedicate my magical might towards protecting my empire. There should be warding spells to alert me when certain CR armies near the area I cast them on. Spells that inhibit magical travel. Spells that slow mundane travel or cause morale penalties (think of casting an eerie fog over a mountain pass leading into your kingdom that slows movement to 1 or that causes morale to drop by X). I should be able to lay spells over my land that make enemy casting more expensive unless he is strong enough to dispel my protective enchantments.
I want to be able to use strategic magic to turtle my empire. Laying wards on your borders, with slowing/despairing AoE spells (strategic level), magic protection against teleport or enemy casting.
Of course it would have to be balanced. To truly turtle your kingdom would have to require dedication to those spells and a commitment to using your enhancement slots on those types of spells.
Currently it looks like the only magical protection available is to manipulate the land and to be ready to cast elemental protections and to liberally use dispel on one's enemies. For it to truly be a "War of Magic" defensive options need to be stronger and more varied.
Dreams of a book of the dead like in evil dead or the dark hold from marvel comics. That would be a nice find in the game. *wonders if some spells could be found or earned that are very powerful based on completing very challenging quests or dungeons.
I want Charm ;;
Charm was currently in Life and Death, wasn't it? There should really be a school of its own for mind affecting stuff, or at least a Book of the Mind.
edit: It was in Restoration which also seems quite out of place.
edit2: Its description says that casters Int is rolled against targets Combat Rating. This makes me think there should be an attribute called Mind Resistance to make some type of creatures more susceptible to this type of magic than others.
I can pretty much summarise what people are saying in this thread with one line "Look at Master of Magic!"
Exactly , that's why it's a classic. Only Dominions had more spells, but they were mostly similar, and anyway there was no
real tactical combat.
Then again MoM was meant to be fun , even though the AI cheated a lot to be a challenge and i believe the AI would never cast certain spells.
I predicted a while ago that Elemental would be more like Gal civ in terms of tech/magic i.e bland", generic. The AI would be decent as the rules in particularly magic would be designed to work around the weakness of the AI. But most players would eventually beat it on even terms anyway eventually anyway
I wouldn't put much faith in modding btw, if the base game is limited to spells of this nature, modding probably wouldnt help to add variety, it would just mean tweaking numbers mostly.
So far I'm not surprised. StarDock surprise me!
Have you seen what modders have done with Civ 4? Elemental promises to be even more mod friendly. I think the biggest difficulty for modders will be adjusting the AI to deal with all of the features modders can bring in!
I like how everyone is ignoring that this is the list of the "basic" spellbooks, and 7 more are available to be found (but not taken at Sovereign creation). Assuming even that no new spells are added to the core books between now and release (unlikely), that'll still put it at 150-160 spells if the average number of spells holds.
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