I thought about and like the biome-specific entity essence extraction too, whether it be a corpse OR we could extract while they're alive... that could be fun, no? :rapture:I would like to be able to transmute corpses as a way to get some essence. Especially if it was based on the corpse in question. Burnt zombies give fire, Lumberjacks give ice, and animals give a generic one that can be used for anything.
Good ideas with the non-combat branch. Healing is making it in multiple forms, for sure.earth magic could be more of a supplemental magic. no combat at all, but healing, mining or digging, and crop growing. a completely noncombat branch.use earth magic to farm essence?
Been contemplating a teleport spell... we'll probably sneak it in.looks awesome! i want dis in my life![]()
i would really love a blink (short self teleport) spell
also becoming a necromancer is an obvious magic shool choicemaybe even playable on a phone?
![]()
resistances. fire tree makes you resistant to burning and heat, ice makes you resistant to cold?What about Elemenetal "Stations"? Basically, alters or workstations that provide a benefit to those who use them? There could be some basic features anyone could use, and some advanced features only masters could use. If you wanted to flesh it out.
The Earth Station could be the previously mentioned "Teleport." So you could basically erect a teleporter for the team, ala TF2. Ice/Fire stations could erect ice walls/burning campfires in front of them, helping to provide defenses, and Lightning could provide heatless light. They can be picked up and moved, if need be, and you (the author) can decide if their walls break down after the station is removed or not based on how you want to balance things.
To make the ice walls, have the station spawn a block with the propereties of a growing plant. Then make 3: Ice 1; Ice 2; Ice 3. With Ice 3 being a non-growing block. There were mods that did similar things in Alpha 16. (15?)
I'd also like to see defensive and utility features to each element. Games are quick to make offensive options, but no one things to make defense or utilities. Like Earth/Ice making stairs or blockades, temporary armor, or slowdown effects on enemies. Or the Fire role allowing campfires to burn longer for the same amount of fuel. Maybe Fire/Ice could make torches that don't give off as much heat, or Fire could make one that gives off a LOT of heat for farming or base raiding. Weather changes also comes to mind, as well as how many berries you can pick and/or whether or not they make you sick.
I could go on and on, but I don't want to daunt you. Just keep up the great work.
Stations are definitely a planned necessity in the form of "Spellcrafting Alters" where you'll have to craft your spells and will be able to augment them (governed by your mastery). I like the direction of co-op/teamplay you're taking it. As will bullets, we must govern creation and augmentation.What about Elemenetal "Stations"? Basically, alters or workstations that provide a benefit to those who use them? There could be some basic features anyone could use, and some advanced features only masters could use.
Agreed. So far: we have minor mending and cauterization for the Fire Spellcast, then Ice Shield for the Ice Spellcast (working on this atm). We'll keep expanding on this and branch it out as you're suggesting.I'd also like to see defensive and utility features to each element. Games are quick to make offensive options, but no one things to make defense or utilities. Like Earth/Ice making stairs or blockades, temporary armor, or slowdown effects on enemies.
TFP appears to be working on full implementation of elements and damage types behind the scenes... this will go perfectly.resistances. fire tree makes you resistant to burning and heat, ice makes you resistant to cold?
Thanks, all feedback and testing helps. I'll actually reach out to you soon here.Thank you @Devrix. I'll keep an eye on this thread. If you ever want someone to bug pick your brain about features, I'm around. But as you said: one thing at a time. Keep up the awesome work.
Ah, don't you worry about that... we'll be taking care of it through quest lore hints.i'd approach all of this less from a magic perspective, but rather from a mutation one. No clue about the details from fallout 76, but about this setting.