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176.57.165.128:33415
We’ve remastered the magic mod with new animations, wands, structures, and more! Come check out Dragonpunk: Magic Remastered and leave your feedback! This new mod will be supported for a long time to come!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1840761213
https://steamhost.cn/steamcommunity_com/groups/novaco
Is there any possibility to get the volume of magic sounds more silent? because on the map(Extinction) you can hear the explosions when a spell hits all over the map. This is something that can become very annoying if there are more people on the server.
If anyone wants to try it out and get a feel of what the mod is like, feel free to check out our server!
→ Server Site with Connect Links! Website [www.chaosgaming.net]←
→ Server Discord with Connect Links! Discord [discord.gg]←
tyvm for help
- The healing spells either do not work or they are so weak that for me there's absolutely no effect. I've read, that they are set to 10/s. Well, if played with higher dino and player lvl/stats that's way to little. Would be cool if we could somehow adjust this setting as well.
- Torpor... well... i had to shoot a lvl 20 dodo about 10 times before it fell. Hmm... in my eyes it's also a bit too weak and useless (at least for my setting. Alas, I cannot adjust the torpor in the ini to make it valuable for me.) It may be that for vanilla setting all values are fine. Just giving my feedback on higher difficulty play. ;)
- Oh, and the lightning spell didn't go where the hud was. It dropped a bit down, so I couldn't hit creatures very close to me.
Hope this helps. Keep going with this cool mod! =)
I didn't find anything here or in discussions.
Something like how the spells are supposed to be used / supposed to work because right now I cannot tell if the resurrection spell does work or if I'm using it wrong... just as an example.
it's F2, not F12
The single target spells will heal at the expense of the players stamina, giving them a drained feeling. Though their rate of regeneration will be much higher.
AoE Healing will cost mana and drain the casters stamina slightly.
These changes will aid in balancing for long drawn out fights.
In regards to other spells:
- Resurrection MAY recieve some major changes in a few months. - Won't say what these are yet.
- Magic Shield will recieve a lot of changes, its current state is below my standards. The intention of this spell was to block all projectiles and keep large creatures away from the caster.
It will also have the power to absorb and maybe reflect projectiles. Absorbing spells will increase the casters mana.
- There will be small QoL updates to all spells to show clarity in the mechanics.
This should clear up some things and what is being worked on.
I have some spells that are in game just not avaliable/ready for people to use yet.
- Magic Missile
- AoE healing,
- Ice Walls
- Infection (An aggressive poison spell that spreads)
I'm currently going through all spells that need a rework, summoning and mind control really needed it, they were both in a poor state.
I want to add some unique mechanics to some spells before adding new ones. The next spells to recieve attention are AoE Fireblast and Healing.
Like you said AoE Fireblast is very weak, it will receive some damage buffs and increase to the burning effect. (3%)
Healing requires a lot more change, its currently just three tiers of single target healing.
I don't really want tiers for lightning, else its basically like fire. Lightning is just an alternative to fire magic with a low chance of a bouncing shock effect.
https://www.youtube.com/watch?v=KX8Pm4hlDWQ&t=1s
Tried leaving a link the day it was posted, but Steam wouldn't let me leave a comment? Maybe because I'd done 4 other videos and left comments on the other maps and mods I was showcasing and they thought I was spamming haha. Feel free to check it out