The enchanted tailor’s kit doesn’t seem to be reloadable with normal thread. If this is is intended, it ought to spawn at full capacity in the shop
Personally love the Magiclysm mod, pretty much always start with a Would-be Wizard, and have an idea that I would love to see added - Spell Masteries.
Idea is that every 5(?) levels you gain in a spell you can research something to customise it, with higher spellcraft skill allowing for better options. Maybe have the option to put off the research, or research it again if your spellcraft increases. As for what these masteries could be… well, pretty much anything. For some ideas:
Massively increase the cost of Escape in order to make it almost instant cast.
Drop the range and raise the cost of Magic Missile in order to make it multi-cast.
Drop the mana cost.
Drop the casting time.
Increase the cost in order to remove the somatic or mobility requirements.
Raise the spell level limit.
Increase the damage but reduce the AoE, or vice versa.
Extra idea, perhaps have the ability to cast both versions of the spell? Might be worth it for some spells, probably not for others.
Anyway, does this sound good?
I would love to have one that removes or decreases the damage to “self” on certain AOEs since you wouldn’t have to worry about 1-shotting yourself on a misclick with some spells and allows you to center it on yourself when you’re surrounded.
Perhaps have one for allies too since you’re barred from using some AOEs due to friendly fire. It would likely make some of those spells over-tuned since it makes defending your base from wandering hordes significantly easier.
Absolutely agree. There’s a number of Druid spells I’d like to try out, but never will since I don’t like hurting myself.
Had stat-buffing spells(Cat’s Grace, et al) been changed so you can only have one at a time or is it a bug I should report?
they’ve always been like that. that’s on purpose.
I’ve got a question about the lore- are biomancers capable of carrying out permanent changes to people?
I don’t think there’s anything in-game along those lines, but can a sufficiently set up biomancer in the mod’s lore permanently alter the strength, eyesight, looks, and other physical characteristics of a person/themselves? Or are they limited to relatively ‘temporary’ transformations? With sufficient materials, are they capable of feats similar to/surpassing modern doctors?
Is it conceivably possible for NPCs to eventually be able to cast spells? I’m guessing it would be too complicated for NPCs to have several or more spells, or utility spells, but perhaps a few minor attack spells like Magic Missile would be feasible? There’s also the problem of implementing NPC mana (or not)- I don’t know how complicated that would be. I’m mainly asking this because it bugs me to see NPCs have mana traits and magic classes (Magus, etc.), not to mention “wizards” that spawn, without actually being able to cast spells, and some internal consistency would be nice if possible. Thoughts?
I suggest changing the description of Ichaival to better reflect its dubious origins.
Are the normal and greater versions of Mana Regeneration and Mana Sensitivity locked behind a magical mutation, or do they not exist? Because Mana Efficiency has lesser, normal and greater versions, but regen and sensitivity just have lesser.
that’s a very good question, with long-lasting balance implications. I’ll have to think on that for a while, but for now we’re goingt o keep it to temporary because permanent changes obviously have wider effects on the gameplay as a whole.
yes absolutely. it’s even pretty likely i’ll get npcs to be able to choose from multiple spells in at least a semi-smart fashion.
They’re part of various mutation categories, of which Manatouched is the only one with all of them.
huh, i haven’t posted on these forums in years
anyway it is virtually impossible to find ANY information on magiclysm right now. Attunements are said to be in the game via 0.F’s patch notes, but despite finding an attunement altar and trying everything i could think of, including scouring the .jsons for the mod thoroughly and searching every post the magiclysm dev has ever made in this thread, as well as trying to search through github, i can’t find anything explaining what attunements are, what attunements do, or how you obtain them
a readme? a guide somewhere? just an explanation post? what’s going on here? how do you master spell trees-- there is no way to find that out that i can find
There’s some info on them here: https://app.thebrain.com/brains/55fdc5fe-c744-4c3b-bff5-bffa37424c89/thoughts/21a738cb-7b86-420a-b8b5-fa5abb09d6ec/notes
You master a Spell Class (Tree, as you put it) by leveling at least 2 of its spells to lvl 15. Do it at least twice, and you open up matching att. Classless spells do not count.
Also, by choosing 1st att, you lock yourself to 2nd, so beware.
As for even more info, you can go to Reddit, find Changelog thread, CtrlF for attunement PRs, then check their related threads, there’s at least some nuggets of knowledge there.
Hello there! If you don’t mind i have a question about manatouched mutations. Specially
“Subtle Spell”, “id”: “MANA_SUBTLE_SPELL”.
It said: “You no longer need to move your arms to cast spells, due to your ley lines becoming untethered from your arms. Arm encumbrance no longer applies to spell failure chance.”
So i was expecting to wear some winter gloves and cast my Magic Missile with-out extra mana cost, because you see - you don’t use your arms anymore, as mutation said. But… nope - i am still paying extra mana to cast.
…
Why???
I could understand that before the mutation, more mana had to be added to compensate for the lack of “f#ck-you” gesture in the glove. But when you don’t need not only gesture, but even moving your whole arm is inappropriate, how does a lot of clothes on your hands affect the cost of mana to cast a spell? Especially when “your ley lines becoming untethered from your arms”.
Thanks!
Many spells in Magiclysm have separate penalties for arm, hand, leg and mouth encumbrance as well as low focus. Subtle Spell only removes the penalty for having heavy arm encumbrance, it does not change the penalty for wearing heavy gloves.
I got this. But that doesn’t make any sense. Description says one thing, result - another. "Your ley lines becoming untethered from your arms”, - and hands are part of the arms. And you don’t need to use them to cast spells, so there should be no encumbrance penalties or extra mana-cost as well.
What am i trying to say is this is an appeal to the Magiclysm modder: "Please, change description to one with logic in it, or add another set of mutation chain that removes extra mana cost that comes from your encumbrance (add No Hands flag or smth, IDK). Pretty please, with pemmikan on top of it "
No hands mutation would be insane, you could wear all ring types for +10 all stats, +3 dodges, +2,6K mana, +25 speed, and +20 all armor types, and still freely cast spells.
Hands penalty is the only thing that can keep us to “just” wearing 8 ring types (other than not wanting to nuke the balance).
As to description, it could make sense if spells are only shaped with fingers, while arms are there only to deliver mana charge to your hands. So, rather than arm movement, it’s about chance for yor mana discharging into clothing. And with subtle mutation, you “fuel” your hands through your aura, or smth.
So, starting a Magiclysm church run and the churches are filled with saws, steak knives, heavy duty gloves and butcher’s knives, it looks like something is replacing item type ‘church’ with item type ‘butcher’. Where does CDDA collate the item types so I can debug what mod is doing that? I’ve got mods loaded, but they’re all just ones available from the launcher.
Is there a limit to how many concentrated mana serums you can drink before they stop granting beneficial mutations? Are there mana post-threshold mutations? I’ve managed to get Greater Mana Efficiency and Greater Mana Sensitivity, but after drinking 20 more serums all I seem to get are bad traits. I know Greater Mana Regeneration is out there somewhere…