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I wasn't sure if you were just asking about wizard skill/spell trees or about any kind of heroes. Made one for the warrior, would be happy to make more if you want them.
Warrior
New Skill Tree: Defense Specialization
-skill tree grants defensive bonuses at the expense of speed/attack
Cautious Attack
-Warrior relies on their shield more and cautiously attacks the enemy.
-hand to hand combat skill is decreased by 20
-parry skill is increased by 20
-available at level 1
Ground spikes
-Warrior deploys spikes in the ground around them.
-creates area of effect around the warrior
-monsters take 1 damage a second while in the area
-monsters suffer negative effects on their hand to hand combat (-20?)
-either a long cool down time ~3 minutes, or the spikes have to be purchased at a barracks.
-effect lasts for 1 minute
-(friendly units suffer speed penalties in the area of effect, not sure how easy this is so it could easily be cut out)
-available at level 5
Larger Shield
-Warrior carries around a larger shield for better defense
-hand to hand combat skill is decreased by 10
-parry skill is increased by 20
-passive
-available at level 1
Just the Wizard's Fire Skill Tree for the time being. I need to find out what does and doesn't work as well as any limitations with the tree I'm developing. Once I've released the next version with the tree fully developed, I can take the feedback and refine the process for creating skill trees for other heroes.
This will be the last major implementation before the next release, so anything that would require the introduction of new mechanics won't be developed for the time being. Feel free to emphasize certain characteristics of a spell if they'd be developed later down the line. For example, a spell that reduces Fire Resistance as one of it's properties would be fine to suggest, since implementing Damage/Resistance types down the line is definitely planned, even if it won't be done in time for the next major release.
Ok, some ideas for the wizard fire tree (these numbers are probably more off than the warrior numbers, since balancing mana requirements seems a little more complex):
Shield of fire
-Increases magic resistance by 20
-Increases Parry by 50
-Does 1 spell damage to any enemy attacking with hand to hand
-Duration 10 seconds
-Cool down 20 seconds
-Mana cost 10
-available at level 10
Synergy Bonuses:[/b]
Embers - reduced mana cost by 3 mana
Flaming weapon
-Buff ally melee weapon attack damage
-Adds an effect to ally's weapon that increases damage by a small amount (1-2).
-Duration 100 seconds
-Cool down 20 seconds
-Mana cost 2
-available at level 1
Synergy Bonuses:[/b]
Embers - reduced cool down by 5 seconds
I'm having trouble thinking of interesting higher level spells for a the fire tree. All i can think of is an 'Inferno' spell that is just a big area of effect burning spell.
No worries, I have ideas for the tree, I'm just gathering suggestions and casting a wide net to see if there are any better ones out there than what I have in mind. It's the first skill tree people will experience, so I want it to be as good a first impression as I can give. Flaming Weapon will be something I can tinker with, and Fire Shield is already in the game as a base Wizard spell, I'd just need to tweek it to where it'd be a unique spell separate entirely from the generic Flame Shield one, similar to your idea of a defensive spell that deals damage to melee attackers.
Naming wise, it won't be all 'Fire this' or 'Flame that', I do intend for the naming convention to be more expansive with the rest of the skills, though not by so much that it just gets silly trying not to say the words Fire or Flame.
Having unrestricted access to the code lends me more creative power over the depth of spells, so even throwing an outlandish idea might be possible if I like it and it fits within the tree. For example, it's possible to create a fire spell that sets a building on fire and traps any inhabitants inside to slowly burn until they outlast the duration or die and even have it melt any gold the building has in its coffers.
This makes me really curious about this project. How did you get unrestricted access to the code? What was the motivation for starting the project now? Are you open to taking donations or thinking of setting up a patreon type system? Would you be interested in any coding assistance, or is this just a personal project?
Dropping my programmer hat and trying to think of ridiculous and cool fire spells that may or may not be impossible to implement:
1. Fire Shield that can be cast on allies.
2. Spell that reduces current cool down times, but burns the wizard for 1-2hp.
3. Burn soul spell that does massive amounts of magic damage to an individual enemy, available at higher levels.
4. Summon fire minions - fire minions start with ~30hp but they 'burn out' and slowly tick down to zero hp. They can get a temporary HP boost to hp by burning the bodies of fallen enemies, similar to how a rogue loots the bodies. Burning the bodies would destroy the graves and leave them unavailable for rogues. Natural duration of the minion would be about 2 minutes, and the cooldown time on the spell would be about 1 minutes. Allowing the wizard to enter combat with 2 minions.
5. Fire wall - enemies are not able to cross a fire wall unless they are a flying creature.
6. Summon balrog - similar to fire minions. Much stronger. ~100hp. Still burn out, last for 100 seconds, they don't bother looting graves though. Cooldown time is much longer like 5 minutes, so it would be really difficult to have two of them at once. Highest level spell. Synergy with fire minions, gives any existing fire minions a one time 10hp boost upon summoning the balrog.
7. Fire portal - can escape from combat through a fire portal. But the fire portal will burn the wizard for 10-20 hp damage.
Ironically, the only reason I started working on this mod was because there was no other mod that did anything even remotely close to this one. What was available were basically cheat/easy-mode mods. Funnily enough, if there existed a mod on the workshop that did even 1/10th of what the base version of this mod does, I'd never have bothered modding and just played that instead.
I'm not taking donations/opening up a Patreon. I'm not in a situation where my ability to work on the mod is limited by my income, I am creating this mod because I want to have a mod worth playing on Majesty one day. I'd welcome any assistance people can offer for the mod. This discussion is for that purpose, since anyone can help with ideas. Coding, on the other hand, requires experience with the game's code and, thus far, there are few people who can assist in that endeavor.
The spell ideas you listed are all possible with the exception of #5, while #1 has already been done for buff spells in the other Progress Reports. #5 and spells like it are not possible for the reason that the game doesn't currently support finding angles, such as the angle between two points, or functions such as sin, cos, tan, etc. Without those functions, I can't make spells such as fire walls which would create a wall perpendicular to the facing angle of the caster. That is one of the two limitations that I've run into when trying to come up with spells. The second limitation is that the game's clock speed doesn't allow for smooth knockback/pull effects, so any spells ideas can't utilize those.
Perhaps a circular effect then, surrounding the caster (defensive: Flaming Barracade) or target (offensive: Fire Trap) and dealing damage to any enemies that cross or stand in it.
If there's one thing I'm pretty sure Majesty can handle, it's circles.
Circles are certainly doable. The real question is how effective such a circle can be. In the form of a stationary trap that sends out rings of fire whenever an enemy approaches, it would certainly be effective. To make one large enough to be considered a defensive ring of fire centered on the Wizard is a little trickier to make effective.
Fire Walls are certainly out of the question. Fire Circles are doable, just difficult to envision and implement properly. I'd need a precedent from another game that does such a thing right so I can follow a good example, but I think a Nova would be more reasonable in such a case.
I'm finding that there is a very real limitation in the capability of this tree being expanded upon, so while I'm working on the other spells, I will be trying to implement at least one damage type for Fire as well as working in Fire Resistance.
This should give greater variety for effects the tree can have such as Resistance Penetration, Resistance Reduction, and flat number or percent increase for specific damage type spells such as those belonging to Fire.
If you expand the theme a little, how about a 'Brilliance' spell that passively boosts intelligence, or a Blinding Light spell to stun enemies/damage undead? A 'Meltdown' spell that destroys metal armour or weapons?
I guess my other concern would be making sure the Solarus feels unique. You might want to reserve certain spells for that purpose? Off the top of my head-
Summer Chant (aids agriculture)
Rite of the Forge (helps create armour/weapons, needed for Sigil of Helia)
Eye of Heaven (tracks enemies on map)
Sun Lance (damage + stun, especially undead)
Corona (protection from fire/cold, mild melee damage)
Phoenix Rising (free resurrection + area damage)
Pillar of Flame (intense AoE damage)
Whether these would be clerical spells, sovereign spells, or open to the public is another question.
PS- 'Embers' is a great name! (I was going to suggest 'Stamina' or 'Afterburn' or something similar, but you nailed it.)
PPS- Interestingly, mana is explicitly mentioned as being collected by the Solacranum in a Temple to Helia, so maybe mana-as-magic-currency actually makes more sense for the Solarii? ...I dunno, it just seems so cliche to have bearded white men chugging little blue potions.
PPPS- I know you said you wanted detailed suggestions matching the format you outlined, but I'm just spitballing here. If you really like some of these, I'll try to tack on some proper numbers.
A spell like Quickfire is actually pretty fun sounding. I'll add that to the Fire Tree to the Wizard and see about thinking of a name that won't be confused for an Attack Speed buff spell. I've already got an idea for the tier bonus for such a spell so it should fit in nicely for the Wizard's kit. As for the Solarus concerns, well all of these spells can be moved around, reworked and revised as new ones get made, nothing here is set in stone. On the note of Agriculture boosting spells, that would be something more in line with Fervus or Agrella worship.
Stamina won't be used as the name for a spell/ability. If UI editing allows it when it's implemented in the SDK, I will add a stamina system alongside the Mana system for heroes to draw from to use their abilities. Stamina for physical abilities, and Mana for magical abilities. Until then, Mana will be the catch-all pool for heroes to use for abilities.
Detailed suggestions means less guessing on my end of what exactly the skill would do if it is a complicated one. Simple concepts like Quickfire I can work with sans detailed information.
Alt-names for Quickfire: Wildfire, Ignition, Seed of Flame, etc.? Do you want me to add some detail on the other spells listed, or are we good for now?
I'm not opposed to worshippers of Helia gaining some kind of agricultural benefit, but the Solarii appear to be the militaristic type of worshipper more concerned with how much force she needs to apply to smash someones head in with a mace rather than praying for a bountiful harvest and plentiful sunlight. If a class were to have skills oriented around agriculture, they'd have to be part of a non-combat skilltree altogether, which I can see heroes like Healers and Cultists having such a tree. I don't see Solarii being able to make use of a non-combat skill tree since the primary reason a player wants them is that they are the next best things to Paladins, so having one end up specializing in a non-combat role is counter to their purpose.
As far as detail goes on the spells listed, that'd really only be necessary for the one's meant as suggestions for the Wizard's Fire Tree as I'm actively working on those at the moment. I can fill in the blanks for a spell like Quickfire easily enough since things like rate/radius of burn spread can be easily adjusted.
I could argue that even militaristic heroes might benefit from one or two economic skills to use during their downtime (like Elves playing in taverns or Dwarves cutting stone), but I'd be quite happy if Summer Chant was just a minor spell that peasants could learn, for example.
Uh... as far as wizards are concerned, I'd imagine the Earth/Metal tree being concerned with golems and weapon/armour-enchantment, plus a tree for Air/Force spells that covered invisibility and knockback/lightning FX, maybe extending to teleports. Are you planning an Ice/Water tree as well?
FWIW, my personal head-canon was that spells of illusion/divination and alchemy/healing would be limited to Sorcerors, as a kind of wizardly uber-unit, but I don't know what your plans are there.