Arma 3
RINCEWINDER - Combat Effective Magick System [A3, 0.71]
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Update: 11 Jun, 2021 @ 4:54am

- spellbook GUI should not appear if: 1. the player is not a battle mage; 2. in the map view; 3. other custom user dialog is active.

Update: 28 Oct, 2020 @ 7:25am

- every spell reviewed, adjusted, changed, improved, bigger variety of booms added etc. ;
- if you have a spell selected (name is white) you can use mouse wheel to control, how much mana you wish to spend, this way you can amplify every spell, which in general means, it will do, whatever it does, longer, wider, brighter, stronger etc. but also it becomes harder to harness, which means a risk of not desired side effects like too wide spread, too early detonations, hostile to all creatures etc. Mage's experience will reduce that backfire. Details I'll leave to your experiments;
- most spells, that was producing some effect in the mage-centric area (meteor shower, ice storm, sky candle etc.) now by default are focused rather in the area roughly ahead of the player which should make them more tactically useful - easier to control, where the spell will be manifested, easier to avoid friendly fire or self-inflicted damage... Unless amplified too much;
- the most changed spell is airlift, now the broom (or the carpet if mage is CSAT) can be semi-controlled by mouse movements, but it is also "homing" towards clicked target position. Flight and effects rewritten;
- some changes in the spellbook GUI, mostly easier picking the target (less precision required);
- AI can amplify their spells too if they see fit, also now they are limited to mana level, which wasn't the case earlier; 
- new audiovisiual effects/details accompanying some explosions, fire effects etc.
- earth elemental now can throw exploding rocks;
- dragons on the top of mundane weaponry got also actual fire breath attack; 
- additional, delayed explosion at BM's death spot, as requested, with small AI routine for near AIs, that may flee from the BM's body depending on various factors. Size of explosion should semi-randomly depend on BM's experience (potence);
- new config variable for adjusting general light effects brightness;
- AI spell casting choices routine rewritten in order to make AI BM's spell usage a bit more thoughtful (for example expect resistance spell to be usual first choice in danger...). 

Update: 23 Sep, 2020 @ 3:34am

- removed config error.

Update: 23 Sep, 2020 @ 2:23am

- small fix in the code restoring proper spellbook GUI work after resuming saved game.

Update: 21 Sep, 2020 @ 7:02am

- userconfig replaced by CBA solution in game: CONFIGURE ADDONS button at init map screen;

- new init settings for experience gain rate and initial player level;

- improved compatibility with dynamic scenarios etc. (switching units, spawns mid-game, resuming saved game...);

- updated manual;

- various code improvements.

Update: 19 Sep, 2020 @ 9:03am