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Re: CPCS v. 0.61 - Major bug fix!
I think they are effectively just independent spells. So for example in my big watery spell for Oceania, the elemental summons carry on happening, all for different lengths of time, after the main spell is cast. If possible you'd want to make the "blink" effect into a cloud I guess.
I haven't read the spell properly so sorry if this is nonsense! |
Re: CPCS v. 0.61 - Major bug fix!
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If CPCS wasn't so full on spell-slot hogging already (althought I'll probably manage to scrape of a couple of nextspells in the next version), I'd probably make a cloud spell that gradually decreases in effectiveness. |
Re: CPCS v. 0.61 - Major bug fix!
Ok, this mod will be next in my updating marathon. The theme of the update is to reduce the amount of spell slots this mod takes. I'm thinking of scraping off 8 spell slots (to bring this mod into using "only" 70 slots).
Here are spells I was thinking of revising for the next update. D/E -- Fall to the Grave: It's just so.. clunky. Both gameplay wise and thematically. It also takes 2 spell slots D/W -- Styxian Baptism: This is just too niche for a spell that uses 3 spell slots. I've seen it used against me in Unsanity and wasn't impressed. It's just too hard to hit enemies with the AoE. D/S -- The Curse of the Four Horsemen -- I rather like this spell, but not so much that it'd be worth of 5! spell slots. If anyone has any ideas on replacing spells, be sure to share them! |
Re: CPCS v. 0.61 - Major bug fix!
Call drowned- i've used it, and it seemed really not worth it especially since it costs a D gem. maybe if it summoned two or three guys, or didn't cost a gem. just my opinion. thanks for the mod btw!
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Re: CPCS v. 0.61 - Major bug fix!
I've only used a couple in Unsanity, as there's not much the mod does for BL. Maybe I've missed something in S/N...
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Re: CPCS v. 0.61 - Major bug fix!
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Re: CPCS v. 0.61 - Major bug fix!
Thorns almost seems tailored specificaly for Marverni. I love it!
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Re: CPCS v. 0.61 - Major bug fix!
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,entangling and poison to cause lots of afflictions. But anyways, new version. I can proudly announce that this version uses only 52 spell slots! This should make the mod a *lot* more compactible with serious mod comboes. Important changes. - Got rid of UW-only combat spells. They belong to UWGIM. - spell "Rush to Doom" removed. - Several spells changed, mostly by reduced researchlevels and fatiguecosts. - Complete revamping of 3 spells. Curse of Four Horsemen replaced by this Quote:
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Re: CPCS - Version 0.8
I'm thinking of doing an update for this mod and replacing some problematic spells. If someone has any feedback regarding a spell in the mod, now is your chance to say something and get it fixed.
Here is a small list of spells I'm not really happy with and I'm intent on replacing. Celestial Ice (W/S)- AI likes it a bit too much and the cold aura can cause some annoying friendly fire Animate Manikins (D/N) - A bit boring and death has enough combat summons already, besides, I'm pretty sure that the increased amount of effects with corpses is not working I'm not sure with what I'll replace these spells, but I have some ideas: -Cloud spell that deals some sort of "mr negates" buff (but what?), since there is currently no spell in this niche. Perhaps the seasonal winds (Winds of Summer/Fall) could be cloud spells? -Transformation spell to turn people into frogs, since we are currently missing on the chance to do this classical witch spell (N/W? or perhaps N/S or S/N?) -A spell that would bless "not-sacreds" (this would obviously need a huge drawback) -A spell using the effect number 17 (Song of Bravery), I have tested it and it grants +5 morale, but the effect wears off in 2-5 turns. I'll also do a bit of tinkering with some spells, like: - "Fall of Muscle and Steel" -> Increased AoE - "Grip of the Marshlands" -> Make hit friendlies too, increase range to 25, perhaps small prec boost? - "Shocking Pour" -> +1 to damage -beef up the spells that reguire gems with boosted AoE. |
Re: CPCS - Version 0.8
My original conception for winds of spring involved it being a cloud spell anyway. So as far as I'm concerned go ahead :) They're quite fine spells in their current form too though.
If you want to make "the classic witch spell" you have to do it with E/N! Because those are the paths that witches get in game. It would be weird having that spell and witches being totally incapable of casting it. Perhaps the "bless not-sacreds" spell could #nextspell soulslay? That should be a pretty significant drawback.... I don't think it would be unreasonable either, because that can be a very powerful effect. I'd consider making the spell mr-negates too. |
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