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  #41  
Old October 25th, 2009, 05:28 PM
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Default Re: Agartha summons

The mod is now released for playtest
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  #42  
Old October 25th, 2009, 07:51 PM

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Default Re: Agartha summons

Manawyrms are grossly overpowered. Nobody should be able to summon something that powerful so early and cheaply. Maybe at 30 death gems, Conj 7. Alternately, you could change it to something like Feast of Crows, but for Earth gems? Can you do that?

Spiders are cool but probably underpowered/too expensive for where they are. Maybe make them the research 1 2+ for 2 gems.

The tank does not have any graphics and crashes the game when it is created.

Killermole also crashes the game when you try to look at the battle, and apparently does not do anything.

Ancient Moss has a hatchet attack.

Raise Cilosyb is an in-combat spell that does not appear to do anything.
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  #43  
Old October 26th, 2009, 02:54 PM
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Default Re: Agartha summons

Quote:
Manawyrms are grossly overpowered. Nobody should be able to summon something that powerful so early and cheaply. Maybe at 30 death gems, Conj 7. Alternately, you could change it to something like Feast of Crows, but for Earth gems? Can you do that?
well, i don't think they are overpowered, as they can only search, with their research penalty and 300 encumbarance.
I'll wait for someone else opinion.
but i'll remove the gem generation and create the mamawyrm for it.
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Spiders are cool but probably underpowered/too expensive for where they are. Maybe make them the research 1 2+ for 2 gems.
done 2+ for 2 gem
Quote:
The tank does not have any graphics and crashes the game when it is created.

Killermole also crashes the game when you try to look at the battle, and apparently does not do anything.
ouch, i have no idea where the problem may be, i'll look at that.
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Ancient Moss has a hatchet attack.
fixed.
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Raise Cilosyb is an in-combat spell that does not appear to do anything.
That should be a ritual.
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  #44  
Old October 26th, 2009, 03:30 PM

kianduatha kianduatha is offline
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Default Re: Agartha summons

They didn't have a research penalty and only 10 encumbrance. And they had full slots, meaning you had access to every ritual spell/global in the game with minimal effort. And even if they had 300 encumbrance...wouldn't they be able to get off a single spell? Like, I dunno, Fog Warriors or Fire Storm or something similar.
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  #45  
Old October 26th, 2009, 03:43 PM
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Default Re: Agartha summons

Argh, i forgot to save! they should have research penalty, no slot, 300 encumbarance.
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  #46  
Old November 10th, 2009, 06:09 AM
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Default Re: Agartha summons

1)snakefish's sprite and weapons are fixed, now the snakefish is holy
2)fixed killermole spell and sprite
3)now manawyrm can't cast in battle

those fixes are not released yet
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  #47  
Old November 15th, 2009, 09:20 AM
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Default Re: Agartha summons

released new version, now should be bug free.
you can find it in the first post
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  #48  
Old November 21st, 2009, 07:43 PM
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Default Re: Agartha summons

a)I don't want to look cocky, but i'm shamelessy bumping this, hoping to see it in the mod list.
b)On the useful side, next week a new version will be released, with a farsummon spell and some seals spell(h3, national spells, was thinking something like"seals o' blood"(i'm so original), seal o' dark fire(why the "o'" instead of "of"? dunno, it has a nice sound)[name may change, at least i hope to find something better.]
c)ok after mushrooms, moss, spiders, worm and giant snake, what else do you associate with"dark, but very dark, cave, where a race of 2 feet pink worm-like things live"?[no demons if possible]
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  #49  
Old November 22nd, 2009, 02:33 AM
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Default Re: Agartha summons

bats?
__________________
You've sailed off the edge of the map--here there be badgers!
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  #50  
Old November 22nd, 2009, 01:43 PM
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Default Re: Agartha summons

and bats are!
1hp, darkness bonus, battle summon.
there is a way to mae this spell castable only during darkness?
p.s. manawyrm gem generation will be removed, is too strong
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