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Current thread: Mythic forums > General > magic changes
AuthorMessage
Legion
8/11/2012 4:00:11 PM
There are going to be some really fundamental changes to how spells are handled. The reasons are largely structural and I won't get into too many details at this time.

The reason for this post is to deliver some warnings and info. First, you'll notice various new things coming and going on several screens over the coming weeks. They can be largely ignored -- once each element is working and tested I'll mention it in the updates and until that time regard them as mere curiousities. Second, at some point there is bound to be a period where all magic comes offline when key bits of code are tested and rewritten. Again, this will be in the updates, but be aware there might be a few days (or longer!) coming up in the next month when magic does not work. Treat it as the novelty that it is. Monsters won't have spells either at that point, so it could be a lot of fun.

The biggest teaser at this point is regarding the first school of magic that will be used as the test-case for the platform: life magic. Part of the changes will be re-balancing spells as I go and life magic is by far and unquestionably the most overpowered magic. This will be addressed. High level magic: life guys are going to see a big hit to their healing ability, in many cases reducing their total healable hp by around half. Please give this the consideration it deserves. You've all seen the "big guys" rolling thru deadly adventures dropping d50 or d100 heals like candy and never seeming to run out of sp on our healers. That will be a thing of the past. New tactics will need to be developed, probably centering on spamming d5 and d10 heals rather than dropping bombs when it gets clutch, cuz those big spells are going to cost an arm and a leg now. On the other end of the spectrum, life:1 and life:0 guys will get a nice boost. While some spells will be more restricted (i.e. life:1 guys only get heal minor!) they will often be cheaper (heal minor on a life:1 guy will cost 5sp, not 8sp). And you heard right -- spells for life:0 guys to the tune of a "heal practice wounds" that will heal 1 hp for 2sp to give level 1 guys without enough sp for "real" magic skills something to do. I'll try to put in a "cantrip" like that for each spell skill as I go.

Anyway thats it for now -- ignore whatever non-working new buttons and what not appear until I give a pertinent update and be advised that nothing is going to be added to the game over the next month or so (besides a few items here and there as usual) while this massive re-coding project is underway. And start thinking about how you'll handle less power on your mega-healers; I suspect a lot of us will be running easier adventures for a while.
Sardonic
8/11/2012 4:23:05 PM
This may have huge affects on guys like me who set up their clans for life magic and damage dealers. I nervously watch.
WarWorld
8/12/2012 2:21:16 AM
Who got clerics that can drop d50 and d100 spells anyway?!. Bigger issue to me, number of day changes needed to heal the clan up will correspond to more cash spent on maintance costs. guess power healing? will be more important now to make each casting worth it
Sardonic
8/12/2012 2:26:55 PM
Ummm, I do. That being said, the proposed changes to it are not that bad at all. Go to one of your healers and look at their spell book in character page, it tells you what the changes might look like.
Dragon Masters
8/12/2012 9:50:12 PM
Silverlode. This game seems to be set up so those few that get lucky on the rolls for the characters create the powerhouses that legion is trying to kill off. Most of the changes I have percieved are set to destroy anything that isnt the super characters, and not do much to the super characters. As far as logging in, I have not seen MANY characters above level 6 die, with the exception of a few of yours. Without knowing the full min/max of everything, it makes playing seem very difficult even on the border of futile to some of us.

No offense legion, but this is how I have felt since the start of the random adventure levels, and it hasnt seemed to get any better. I tried to do the make a full 20+ set of characters to adventure with, even to the point of not allowing any character to advance while training new characters. The game automatically advances levels with every character, but yet this advancement doesnt match the characters involved. Forced to run into higher adventures, when you have difficulty handling 3 rats since rng seems to have fun toying with some of us, makes the idea of facing 12 or more something that isnt even the slightest bit of fun. I dont know how to say this without being the butthead of the universe, so being blunt is the only way I can do it. The game was fun before your trying to kill the higher levels. Not easy, but fun. Hope this doesnt sound as bad as it probably does.

Legion
8/13/2012 7:13:01 AM
Dragon: you have obviously found some success, having a nice spread of characters up to and including level 3s. You should be proud of those guys; many players never learn to get that high apart from an occasional fluke.

You are correct that the game is set up so that everyone dies. Basically each player seems to find a cap which is as high as he can get given his personal skill level. I have troubles getting past level 7-8 or so. Silverlode used to have troubles getting past level 5, then 6, now he seems to be able to get to level 7 or 8 like myself. Clappendectomy hasn't found his cap yet, but I have no doubt that he will. Your cap used to be level 1, then 2, now you seem to be able to get level 3 characters reliably. You should be proud of this, I'm not sure there are any players who are reliably surpassing level 3 as non-members since number of skill points missed out on starts to be really noticeable beyond there. Since there is no way to "win" Mythic Warfare you really need to find your own enjoyment and set your own goals. Maybe you will try to get 50 characters. Maybe you will try to get a guy to 500xp, or a whole group of 8 to level 3 or save up enough money to recruit a high-cost character.

Maybe your goal is to climb to the top 10 of the rankings surpassing the best of the 100s of players who have tried this game and played for a year or more, often for many hours a day, and do all that with half-skill characters. If that is your goal, its an impressive one! I would wish you luck, but be aware that it will be almost impossible and you'll have to be more dedicated and resourceful than all those who have come before you.

You also seem to have misconstrued the intention of this change. Level 1 and 0 life magic casters will be substantially more powerful, allowing more healing, which should aid low level characters quite a bit.

The best players seem to be able to adapt their styles as they learn about the game and you have demonstrated this ably by getting to the point you are at today with a steady stream of level 3 characters emerging and dying. I imagine you will be one of those who will incorporate a change like this in stride and realize the benefits that additional low level healing can provide.
Dark Realm
8/13/2012 11:58:18 AM
I agree to some degree.. thechanges have really slowed my playing and advancement and i know the reason...i havent fully adapted my play as i know i need to but i am still enjoying the game its changes and challenges. I may not have lost a charcter since the changes but i am usually very very cautious but 4 times i came within a round of losing one of my level 8s due to stuns/fatigue/demon weakness...leaving them a standing target with -83748273 init... i have been lucky and no doubt will lose one soon if i dont change the way i play...until then i willkeep trying and enjoying the added thinking planning just keep at it Dragon :)
WarWorld
8/19/2012 4:27:58 PM
Wow this life magic change is really impacting my house gold by increaseing the number of day changes I need to run to get character healed up. Legion may want to look into making medice skill easier/more frequent/more effective to counter this.
Sardonic
8/19/2012 4:46:44 PM
I was thinking earlier it might be nice if this new change to magic was exclusive to adventuring. So if your cleric stays at home, his healing is still as potent as before, the decrease only applies to when the cleric is away from home.
Legion
8/19/2012 6:20:03 PM
Sard: that is exactly how it is right now. I haven't had a chance to start updating daychange code yet and it still runs as it always has. I repeat: there has been absolutely no change to DC code as of yet. I do plan to update it as soon as I get a chance (its the first thing on my list atm) but I probably won't have a spare minute for MW work until thursday or friday. I actually think when you see the new DC healing you'll find it an improvement since it will take randomness out of the equation.
WarWorld
8/31/2012 9:26:44 AM
Legion, Can you make a new forum that you can post the changes you are informing us of on the main page so we can refere to the needed magic combinations when we have skill points to spend? Thanks.

8/31/2012 10:46:59 AM
an encyclopedia sort of thing that explains the skills and what it takes to gain access to them? As well as what spells require what? Would be nice to be able to reference something like this, at any time in the game.
Dark Realm
8/31/2012 12:01:40 PM
(6) Bea tries to cast major repair but fails (82% fail rate). soooo looks like my crafters cannot repair anything anymore...anything he could repair with ok chance gives low % chance of success boooooo
Dark Realm
8/31/2012 3:32:04 PM
(1) Sy-THE CRAFTER tries to cast major repair but fails (52% fail rate). (6) Sy-THE CRAFTER [major repair] has successfully repaired (60% chance) Grey BARABARIAN's huge spear +1.

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