I believe we’ve talked before on the dev discord when i was attempting to make some spells but couldn’t get my head around how it all worked, I’ve done a lot of design stuff for my own D&D projects (been a DM for about 10 years now) and could draw up a bunch of maps and such for you. Also saw on your magiclysm roadmap that you were interested in adding dungeons, I’ve got a bunch of ideas for great ways that could be accomplished and integrated in an interesting way.
I just want to say that the black dragon lair feels like one of the most well designed dungeons in the game. It has everything covered; danger, traps, loot, flavor, an amazing layout, makes good use of underused mechanics (swimming, water breathing).
How do you find something with Mana Infusing? Am I just not looking hard enough? I’ve only got a few recipes (about 4), but I assume it’ll be useful to be able to craft them some day.
AFIK, they are only craftable, not lootable, you need a copper bracelet to craft it (having a mana infusing level of 1) and a tool with chiseling of 1 or more, and iirc the recipe for it is autolearned, afterwards is the silver bracelet (with a mana infusing level of 2) but that can be crafted only if you have the book with the recipe.
Hate to post another thing here right away, but I’m having another small issue that I can’t seem to figure out - how do I get these Animist spells to work? It says I only have a 17% chance to fail, but it also tells me I ‘don’t have enough Energy’ and then shows me a full bar of health.
a screenshot could be helpful, it sounds similar to the problem of the arcana mod with the dragon mutation that asked for a lot of hp. And just in case you didnt know, if you use gear that has coverage of a 100% of the body, you cant use animist spells since you cant cut yourself.
From what i understood, it does, since even having gloves or using a shield cause the issue, have you tried naked?, if the issue persist, try removing that mutation via the debug menu ( try it again without any gear too, to be sure) if that worked, then i think an issue should be made, unless is intended that encumbrance from your body affects spells too
Edit: sorry i just saw the PC screen showing that the PC is totally naked, so yeah chances are the mutation is the issue.
I’ve been messing around with Magiclysm for a little while and decided to read through the code, and it looks like having a higher spellcraft skill actually makes you learn spells even slower.
Seems odd, any particular reasoning behind it?
Since yesterday I get src/generic_factory.h:384 [int_id<T> generic_factory<T>::convert(const string_id<T>&, const int_id<T>&) const [with T = oter_t]] invalid overmap terrain id "magic_basement"
With this settings
- OS: Linux
- OS Version: LSB Version: 1.4; Distributor ID: Antergos; Description: Antergos Linux; Release: rolling; Codename: n/a;
- Game Version: 0.D-11145-g397d11eb69-dirty [64-bit]
- Graphics Version: Tiles
- Mods loaded: [
Dark Days Ahead [dda],
Magiclysm [magiclysm],
No Rail Stations [No_Rail_Stations],
No Fungal Monsters [No_Fungi],
Disable Religious Texts [no_religious_Texts],
No Flaming Weapons [no_flaming_weapons],
Disable NPC Needs [no_npc_food],
Simplified Nutrition [novitamins],
Stats Through Skills [StatsThroughSkills]
]
I got latests master compiled. Should I report it as bug on github or is this just me?
The description of translocator gates seem to indicate that they could be warped to with an item (a translocator) as well as the translocate self spell. Are there any plans to add such an item or does it already exist without me knowing?