Magiclysm: A Total Fantasy Overhaul

Im on the latest version of the BN fork

Within that scenario, update past the implementation of nested containers, and the runes shall function properly.

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How do attuenments function?

The Belt of the Iron Whip does not have the “WAIST” flag on it, causing it to use the same slot as a shirt.

Just out of curiosity but what is the most OP or broke thing in this mod?

I’d guess it was the Forge of Wonders, before the prices were fixed.
Before that, you could show up with a duffelbag full of cheapo novels and board games and walk out with a plethora of bonus rings of everything, everburning torches, infinite flasks, spiderboxes, enchanted tailor’s kits and +2 weapons, if RNGesus helped, hahaha.

Other possibility:

  • aggro all demon guards in the vault to one end (say, the farthest)
  • quantport outside through the outer wall
  • backtrack through the entrance to the near end - demons don’t wander so they all stay where they were
  • quantport through the super-hard-and-probably-totally-immune-to-any-magic-tricks-glass(too bad CBM designers didn’t account for magic when they made PT. Oopsie.)
  • pick up all the things you want in that part of the vault
  • q-port back
  • optional: sell things you don’t really need back to vault master (no, dude! these things are totally from another forge. I guarantee it!)

idk if this exploit is fixed or still in game.

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i mean, you’ve been able to use dimensional door (a low level spell) to get into the vault for a while, no reason you couldn’t use quantum teleports to do the same thing.

most people also use magic missile to kill the demon guards cause they dont break the outside glass and you just need line of sight for magic missile to work.

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For some reason I can no longer reload small mana crystals with crystallized mana. Because of this, I cannot craft the lesser staff of the magi; I’m assuming it needs a fully-charged crystal as a component and all mine are a little or a lot drained. I don’t see anything in the .json that gives me a clue as to why this is borked. Something to do with Nested Containers, maybe? I tried editing the volume of the mana crystal to see if that would work but no dice, so probably not NC’s fault.

update: I can reload EMPTY crystals (as in, 0 charges) with crystallized mana, but not ones that still have a partial charge. Is this intended? I distinctly remember being able to “top off” crystals before.

Is there any way to unlearn a spell? To rearrange spells in spellcasting menu? Or at least to reassign their hotkeys? Local keybindings menu doesn’t show anything of sorts.

So I’ve finally managed to clear the prerequisites to acquire an attunement at an Altar, but I noticed that I could only get 1 Attunement despite having 4 of the classes (Magus, Kelvinist, Biomancer, Technomancer) along with the spells and the levels needed for them. I choose Biotek for my Attunement and I can’t seem to choose another. I’m assuming that regardless of your 4 main classes you should always be to get 2 different attunements if you meet the requirements. Especially since Biotek is Tech+Biomancer so I should still be able to get attunement with Kelvinist+Magus if my understanding of this system is correct.

Checking the debug menu for mutations and It seems like Biotek cancels out Permafrost and the Sun Mage, but those two don’t cancel out Biotek, and Biotek itself is even in the list of mutations that get canceled although it still seems to work fine.

For now, I’ve enabled the attunement through the debug menu, but I’ll probably revert it if it’s actually meant to be this way.

BTW just curious since I really like this system we got with Attunements, but are there any plans for a third tier of attunements? Like Crusader(Druid+Tech)+Fire Elemental(Biomancer+Kelvinist)= Fury Elemental or something like that? It might be a bit much, but It seems pretty fitting with the system IMO since it kinda rounds out the 4 different classes into a singular unique one.

Strange. When I was asking the same thing, this never came up.

Yeah idk it’s weird. When I came up to the altar I saw all the options that I should get listed, but when I would choose one I didn’t get to choose another afterwards. It just gave the normal not worthy message that appears.

Ice shield: does it really cover just one arm? So it’s practically useless against non-melee attacks? (and only useful against melee because of high block)

Has anyone experienced the Forge of Wonders merchant very seldom having rings or other equipment for sale on their inventory?
Almost every time I visit a Forge the merchant has something like 5 orichalcum cauldrons and/or purification cauldrons, 2 pages of black dragon scales and 10 endless flasks for sale, but no rings and often one weapon or other useful item/tool. Sometimes they barely have one page of items for sale.
Also, often there are a bunch of rings, weapons and such on the ground and around them, that they won’t sell or pick up to sell when their inventory is empty. Is that a bug?

No I have never experienced that because I always murder the forge master and rob the place blind.

if you dont murder the forge master then he restocks his shop… so probably shouldnt do that.

@mmekaru try buying out his stock of stuff, i’ve noticed vendors will hold onto items that you’ve sold them for long times, clogging up their inventories.

Thanks, I’ll try to do that; but I’ve had the impression that the forgemaster doesn’t restock, since I visited some forges weeks after buying things there and they had the same items for sale.
It just irks me a bit that they have a bunch of items around that they won’t sell, while IIRC the Hub 01 merchant can sell everything that is in their general vicinity, even in boxes and such.
As for robbing the forge blind, yes, I could do that, but if the forgemaster isn’t working as it might be intended, then I’d guess the mod creator/coordinator might want to know.

As pointed somewhere above, biotek(biomancer+technomancer) cancels sun mage(magus+kelvinist) for some reason, but sun mage does not cancel biotek. Is this a bug?
Why are incompatibilities even a thing if the game supposedly checks which of your base classes are locked into existing attunement(s), anyway?

i feel like rather than locking magic altogether, having maxed out (or attuned) to a specific type of magic should allow you to then branch out into diffrent styles considering you’ve mastered them. (mabye at an additional mana cost?)

who ever heard of a mage that wanted to cast less spells?