I'm willing to make you guys a Spell pack DLC for tactical battles and code the necessary AI to use them.
What I'm interested in knowing is what kinds of spells you would like to see?
Here are some spells I'm thinking of making:
Yeah, some good ideas suggested here.
While the mage trait tree is an interesting way to introduce new spells in addition to the colors, could you bring back multicolor spells?
It was very interesting to build my own sovereign and explore new spells by mixing the colors...
As for my thoughts on your spell suggestions (in bold):
- More variety in summoning spells would be nice. Have creatures that are tactical combat summons only and have them be able to pack a punch...
- A few more ways to dispel magic would be very appreciative too.
Without recalling what spells actually exist, here are some ideas:
As I think of more, I'll post them here.
ps, on the topic of spells:
- The Pyre of Man spell doesn't seem to fit it's place in the trait tree. It's not strong enough a spell...or it costs too much...or both.
- The Mirror Elemental from the Binding Trait doesn't seem strong enough. The reflect damage maxs out at the mirror elemental's HP. Imo, the young Mirrors should reflect 25% of damage dealt, regardless of hp. The regular mirrors should reflect 50%. Etc for the other two...
- The Burning Archon from the Binding Trait doesn't seem worth the mana investment. Since the +2 fire attack is lost after each combat, and since it takes the unit's turn to cast, removing the mana cost associated with the spell maybe prudent...
- Would it not be beneficial if the spells Birth of Summer and Bloom of Twilight had a %chance of improving tiles that it is cast on. It often sucks getting those 4/2/0 locations...even though you should be getting better numbers based on the location you've chosen...
- Does the Cragen's Earth to Mud spell work properly?
Seems like a much worse version of Hold the Line and Gift of Iron.
Cool. A clone version where you create a copy of yourself would be cool as well.
Love it.
This already exists?
I don't understand.
One thing I want to see is more tactical teleportation spells. They could really liven up combat.
Vanish - All enemies near the caster get -50 accuracy for 2 turns and the caster teleports to a empty tile. Of course the AI would have to know how to use this to get casters away from enemies that attack them.
Long Stride - Caster is teleported to target tile and gains another action.
These all sound good to me.
But please make them scalable (Based on the sovereign's/hero's level, augmented by the appropriate shards owned).
It's pretty useless for a 20th level mage to be using a spell that only inflicts a few points of damage against a powerful enemy.
Summons. Many more summons. That will make the summoning track more attractive, and potentially more varied, as well as interesting.
Summoning that also depends a bit at high levels on multiple elements. Perhaps a magma elemental if you have earth and fire. A storm elemental for air and water. Just thoughts.
More counterspells, or pre-emptive counterspells to deal with instant cast spells (sort of like the counterspell mode in Neverwinter Nights)?
But yeah more summons would be good too! Since I really like the Undead, I'll put a vote for more Undead tactical summons.
Spells like Sacrifice would be pretty interesting too (especially for Quendar/Undead with the cheap troops). Maybe something like slightly more powerful versions of particular spells that requires you to sacrifice the blood of one of your troops or even outright sacrifice the whole troop? Could be interesting for dealing that last ditch mega fireball but sacrificing one of your last troops just so you can win the battle.
These are some tactical spells I'd like to see that require code:
Reflect - Upon being hit by an offensive spell, that spell is reflected back to the caster. After the spell is reflected, the unit that avoided the spell loses 50% of its spell resist for 3 turns. For AOE spells, other friendly units would still get hit, the reflect would make only the caster suffer.
Essence Trap - Each time this unit is hit by a spell it gains 5 mana and gains +2 Initiative for 5 turns. The effect does not stack with itself.
Lord of Currents - Each time target casts a spell it gains +10 resistance to either fire, cold, poison or lightning. It also increases spell damage by 10%. The temporary effect lasts 3 turns, and stacks with itself.
I'd also like to see tactical-wide weather changes. Only ONE of these spells could be active at once, casting another one would instantly dispel the previous. You could very sparsely use particle effects, but the primary visual effect would be from the camera lightning already implemented.
Fog - All units lose 20% of their current dodge and accuracy. (favors tank units)
Ice hail - All units take 3-6 cold damage each time they act. (favors slow units)
Acid rain - All units lose 25% of their current defense. Poison resistance mitigates this effect, a unit immune to poison damage suffers no ill effect.
Grand Sealing - All summoned units suffer 3-10 damage each time they act. All other units gain +10 Spell resistance
Eternal Night - All ranged units lose 40% of their accuracy.
Mud rain - All mounted units lose 1 Moves.
Starshine - Current weather effect dispelled.
Dawn of the Dead - Whenever a humanoid unit dies, it is replaced by a skeleton carrying roughly the same equipment. The skeleton is a Monster and will attack anyone who belongs to a faction.
Chaotic Realm - Each time any unit is hit by a ranged or melee attack, or a spell, a random effect is rolled on that unit. Effects vary greatly, such as taking damage, getting healed, gaining temporary or permanent stat boosts, losing stats temporarily or permanently, losing items, teleported around the map and so on.
(Tactical) Combat dispell.
(Tactical and Strategic) - Cure poisons/diseases
- Increase the potency of poisons and diseases exponentially with an increase at the base as well to make cures more worthwhile.
I love some of those proposed spells, especially mirror image and brainwash.
Am I understanding correctly that mindblast would be single target and to 1 damage to a group of 1 and 36 to a group of 6? This seems a bit weak unless it is cheap, and I'm not sure that it is something that really feels like it is missing from the current group of spells.
The anti-multiple champion spells also seem like they would rarely if every be used.
Here are some spells I would be interested in:
I would love to see a spell that creates an impassible obstacle on the field.
Silence.
A spell that can dismount an opponent.
Teleport other or teleport enemy/ally.
A spell that gives a unit +dodge and +1 or 2 counterattacks for a round or 2
Spells that make fire/ice damage heal the target.
Spell that does high damage to poisoned target but removes the poison
Spell that increases defense or dodge for each adjacent enemy unit
A strategic movement spell weaker/different from Cloud Walk available to all mages
Spell that does bonus damage for each enchantment on the target.
I like the idea of spells that copy tactical units. Some other things I would like to see:
- Spells that target every unit on the battlefield (like Heavenfall's concepts). These would be especially fun with the new comparative modifiers.
- Spells that transform (replace) the caster. Like polymorph spells, or a spell that if the target dies while it's in effect, he reanimates as undead.
- Spells with conditional resource costs.
- We have 'appliesonmelee'... Where is 'appliesonranged' and 'appliesonspell/ability'?
Yes please!
Also maybe <Duration> that is calculated like <Value> can be calculated could be a cool feature for a curse(i.e. a Mage gets silenced for 10 turns (-1 turn for every 10 points of spell mastery he has) ).
Maybe also a type of GameModifier "Chance to apply spell to unit" where <Value> is the chance a spell gets applied (i.e cast Feedback spell on a single target, then there is a (70-that units fire resistance) chance that a fireball is triggered on its position applying additional damage to the target and nearby units). Could also have a <Duration> to apply the spell on the beginning of each turn.
Well... apart from Baffle, Arrow Bait, and *maybe* Dazzle and Deadly Legacy, I do not find a use for any of these spells, and I don't think they fit in the theme either.
Will probably *not* buy DLC including this. I would much prefer some of the following:
- Vampiric Bite (Death): target unit gains, for the rest of the battle, some form of life-stealing. [Empires need some form of healing; maybe this, however, would make the Wraith blood less interesting?]
- Chain Lightning (Air): hits target with lightning. Carries over for half damage to 1 other unit (+1 per air shard), including allies.
- Blurry Eyes (Water): target unit loses 50% range damage (unless it resists).
- Earthquake (Earth): displaces each unit on the battlefield for 2 squares (+1 per earth shard) in a random walk.
All of these ideas are great. Please implement every one of them. - especially the summons spell suggestions.
Also, how about a "protection from normal missles" spell. - Protects against arrows and hurled rocks for 1 turn for every 2 levels of the caster. The spell could just benefit the spellcaster or even his entire army (at a higher manna cost and a shorter duration)
Some suggestions:
- Mana grenade: damage spell with 3x3 damage and 2 range (so damages directly next to caster), with each use caster has % of "fail" meaning he discharges the grenade on himself (he is in the centre of 3x3)
- Taunt: friendly unit taunts enemy, having % chance making them attack that unit instead of a planned target (could work well against AI, deflecting much of their army towards the "taunting" unit)
- Dread: enchanted unit has a % chance that with each kill, enemies in the surrounding tiles will turn and run back for n turns.
- HUnter´s instincts - available only to hunters profession (to beef them up a bit) - mass tactical enchantment giving all human units accuracy and critical bonuses vs. NON human units
- Man hatred - summoner skill tree - mass tactical enchantment giving all NON human units accuracy and critical bonuses vs. human units
- Loot - bandit lord only, enchanted unit gains with each successful hit the amount of HP deducted in gold, but loses serious amount of defense
- Chaos spawn - (Empires only) spawns a tough chaos warrior on a selected tile for n turns. The warrior deals serious damage and is very hard to kill, but chooses randomly its target with no respect to friend or foe (can be different every turn) - most of the time he will choose near units (higher %), but sometimes will go after the more distant ones as well
- Phatamorgana - an obscurring view renders battlefield, making it impossible to recon composition of enemy forces (stats of units involved in battle invisible both to AI and to the player)
...
Well I don't mean to sound like the party pooper, because new stuff is always great.. particularly AI stuff and code changes that open up more possibilities (for modders and Stardock to use in future). So something like Mirror Image would meet that criteria and would be great, but some of those other spells not so much because i'm not sure they bring anything drastically new to the table (some of them I think we could mod in eg. Dazzle, Defensive Stance, Aggression).
Polymorph / shapeshifting, Dispel enemy buffs and curing poison as have been suggested would all be great.
I have a couple of things I'd like to suggest though:
1) Pls get the AI to use any spells/abilities that it currently does not use before adding new stuff. For example i'm 99% sure the AI does not use these:
- Blade Rush
- Lightning Form
- Thunderstrike (Crow Demon ability - actually this half works, the damage applies but the unit does not teleport)
- Blink
There's probably more that's just some off the top of my head that I've tested in the past.
2) Spells are nice, but if there was time to be spent on tactical coding... adding in some form of LOS / Cover might be worth considering. That'd be a great DLC, coding in LOS and adding a bunch of tactical maps that include cover / obstacles etc. You could even have destructable objects like a gate that can be bashed down (then we can do seige type walls and stuff). That'd be well cool, i'd prefer that over the spells personally.
Just my thoughts, all good regardless.
Maybe it's a far stretch...but it would be awesome if each color could receive 2 new spells and each dual color combo receive 2 new spells aswell (obviously omitting white-black). This would give players 36 new spells to play with....some of which may be 'hidden' within mulit-color casting.
Considering that each color has 5 levels, 36 may be a little scarce...but if it's compared in addition to the existing spell count (I don't recall how many spells there are at the moment), I'm sure it's more than enough.
Oh, one more thing: It would be awesome if we had a few more quests where unique spells are picked up as an award. I love the 'alchemy' quest. (I would buy the DLC just for this)
Also, "watered down" version of manna blast, available near the end of the mage path of one of the schools, would be cool.
Is the "Random Map expansion" DLC still in the works?
I second abob101's comments about new tags and the AI's use of existing spells.
Also the posts about tactical summons, and as many as I want if i have the mana to do it, and the true flight would also be wonderful.
Loot should just be a bandit lord trait, great idea!
May I add a Bandit Lord Sov-only tactical or strategic spell- Phantom Pickpocket: You randomly steal an item from an enemy hero. (Cooldown of 99 turns)
Tactical regeneration was a great spell, can it be um, resurrected?
A problem with many of the spells suggested is there is too little reward for taking up a turn or 2 turns of casting time. Especially for the non-direct damage spells.
Warp/Straighten wood (consult your cleric if it persists longer than 4 seasons , or just Mass Dispel magic if you want to avoid really bad jokes) would be good examples of spells worth casting, they affect more than one unit and could also be countered in some other way... hmm, now I need to make magic resistant archers (I have never used that Spell Resistance trait when building a unit and I only take it as a Defender when I want to get to the good stuff beyond it. Non-related thought: What if Conclave units could be made highly magic resistant?)
Can you make spells that buff/debuff in three different AOE? Make mana cost scale of course, really good ones could take two turns to cast I guess:
Spell: Counter:
Single Unit: Flame Blade Dispel
3x3 square: Greater Flame Blade Greater Dispel
Whole battlefield: Mass Flame Blade Mass Dispel
Also the mixed school spells were terrific and made exploring different combinations fun.
Random weapon enchantment spell that would be permanent with a high mana/crystal cost/Sov HP cost?
Every 5th level spell school should have a change shard spell. If I want 6 life shards at the expense of all others so be it. Or make it only available to single school mages sorta like the different Mastery traits from MOM, as they won't be getting any mixed school spells.
Have you played with any mods installed, Frogboy? I know you are a busy guy, but the modders here have done some incredible work!
Thanks for this game and your devotion to it, it just keeps getting better.
And not to double post but I was inspired by folding laundry
Tactical spell school counter spells:
Quenching Rain vs Fire School
Blast Furnace vs. Water School
Airy Indifference vs Earth School
Oppressive Stolidity vs. Air School
So if I face Magnar or a dragon in battle fire damage spells and fire attacks in general do half damage.
Or if I fight Markinn or a corpse spider I use Airy Indifference to counter earth and poison damage etc....
Can you create spells that recognize a global spell already in place? i.e. I have Courage cast on my Spearmen and I cast Blessed Radiance on the tactical battlefield giving all Life-enchanted creatures + 2 attack/defense and 50% death magic resistance? If I have a troop without such an enchantment they don't get the benefit.
Oh yeah, whatever happened to the Spouses DLC anyway?
Some 'Holy' spells that deal a type of radiate/poison damage to undead would be helpful aswell.
Mass haste spell please!
Party Crasher - Summons third party onto the battlefield which is nine titans working together to ruin your fun and your enemies. They will attempt to kill everyone unless they're friendly titans.
Let Chaos rule! -Indestructible black portals spawn every X tiles and summons an army every two turns.
Second Cataclysm - You have gone mad and created an massive mana core because you wasn't happy that first cataclysm failed to do the job and so you're attempting to have second one to finish the job only to fail. 20 turn cast time. After 20 turns pass, the world is remade, lands torn apart, new mountains rise and monsters respawn and add even more monsters running around and even powerful monsters is born. New wildlands get created.
Bring old ones back. Conditional: The elemental gods must've been slain in the playthrough first. Go to where their corpse is and resurrect them and such act will put them under your command as your servant, you now may order it around to bring you coffee or raze enemy cities to the ground.
Of course the elemental god of your choice will have their unique spells.Delin, Pyre of Man.Spell 1: Summon five fire elementals.Spell 2: Summon nine fire shrills.Spell 3: Summon one fire Giant.Spell 4: Falling flames firedrops fall from the sky generating fire storms and spawning random fire element monsters.Spell 5: Burn the land - Convert X amount of tiles into burning wildlands of your own with a base for each amount of X tiles generated so your enemies can raze those and convert the land back to normal.Spell 6: Summon molten caves - this spawns random fire type monsters every X turns.Spell 7: Summon four Ignys.In addition to any spells Delin might already have.
Abeix, Who dwells beneath.Spell 1: Summon three Ophidians.Spell 2: Summon nine earth shrills.Spell 3: Summon six Crag Spawns.Spell 4: Summon five earth elementals.Spell 5: Summon one Earth giant.Spell 6: Devour city - a giant chasm forms under the city resulting in the city falling to its doom.Spell 7: Shake the world - Results in new chasms and crags forming all over the world spawning random earth monsters.Spell 8: Summon earthen Crags - this spawns a random earth type monsters every X turns. Spell 9: Rumble of newborn - this converts X amount of tiles into your earthen wildlands with a base for each amount of Xtiles generated so your enemies can raze those and convert the land back to normal.
Morian, the Ruin of Summer.Spell 1: Summon five Trolls. (No, not the internet variety kind. So that you know Frogboy.)Spell 2: Summon two Troll Shamans.Spell 3: Summon four Troll Warriors.Spell 4: Summon four Plaguestalkers.Spell 5: Summon five Najas.Spell 6: Poison the land Convert X amount of tiles into the swamp of your own wildlands with a base for each amount of X tiles generated so your enemies can raze those and convert the land back to normal.Spell 7: Poison the air - random tiles throughout the world become swamp and spawning random swamp denizens/monsters.Spell 8: Summon sunken caves - this spawns random swamp denizens/monsters every X turns. In addition to any spell Morian might already have.
Torax, who Grinds mountains to DustSpell 1: Summon nine Wildlings.Spell 2: Summon three Wildling Riders.Spell 3: Summon five Wildling warriors.Spell 4: Summon two Wildling Shamans.Spell 5: Summon nine bandits.Spell 6: Summon five Ogres.Spell 7: Summon three Bone Ogres.Spell 8: Summon one Bone Ogre Lord.Spell 9: Grind that mountain to dust - Offending mountain is turned into desert tiles regardless of whom owner is.Spell 10: Take a nap Torax - Torax is inactive for five turns as it sleeps restoring it's health to full and gains an atk/def buff.Spell 11: Offend someone at random - Torax farts lowering initative by -3 for everyone in same battlefield except for Torax himself. Spell 12: Dust everything - Convert X amount of tiles into the desert of your own wildlands with a base for each amount of X tiles generated so your enemies can raze those and convert the land back to normal.Spell 13: Summons a wildling or ogre or bandit camp of your choice which spawns the appropriate type every X turns. Spell 14: Summon nine air shrills.Spell 15: Summon five air elementals.
Vetrar, Guardian of the world's EndSpell 1: Summon nine Water shrills.Spell 2: Summon five ice elementals.Spell 3: Summon three Ice wargs.Spell 4: Bring the end - Vetrar set loose the motions to freeze the world and kill everyone. 100-300 turns the world will gradually become frozen wasteland which summon all matters of Ice/water monsters and camps to spread out and help the warm living meet their end quicker and failure to slay Vetrar in 100-300 turn time span = gameover for everyone except for Vetrar.Spell 5: Return of icy snap - Convert X amount of tiles into snow of your own wildlands with a base for each amount of X tilesgenerated so your enemies can raze those and convert the land back to normal.Spell 6: Summon four Garrotes.Spell 7: Summon two Ravagers.In addition to any spells Vetrar might already have.
Arachnophobia - Magical dark forests spawn on the map which spawns all kinds of dreadful full sized spider armies full of fully grown spiders no baby spider. NONE OF BABY SPIDERS. And they will keep on spawning the spiders until you raze the forests. Dead inherits the world - Skeletons, corpse spiders, lichs and banshees emerge from their hidden lairs to add to their ranks of the dead. . . .
Ok that's enough for now, I still have ideas for even more. Magic is fun.
Frogboy has some really nice ideas for new spells. That being said, I'm glad they will be added in a DLC. This will hopefully satisfy those who think "more spells is more fun," and not sully the game for people like me who hate spells like Dazzle or Brainwash.
Wow! Wishes do come true.
Water
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