The Academy of Arcane Arts - Void Wanderers Update v1.2.0
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
The Academy of Arcane Arts - Void Wanderers Update v1.2.0
Greetings! Traveller! We bring you The Academy of Arcane Arts! An absolutely magical alternative for space age warfare.
This mod features spell and mana mechanics, coupled with bomb and trap crafting system. Equip your mages with magical artifacts of your choice and let loose! From crushing people with a giant stone fist, or summoning a zombie army, we have you covered.
See our mighty wizards in action below!
Full-colour Animated G. I. F. Imagery
Explosion
Death Ray
Fist of Vengence
Fireball
Heal
Ice Barrage
Lightning
Infest
Pixie Swarm
Searing Pillar
Wind Shear
Mage Shield and Barrier
Reincarnation
But that's not all, curious adventurer! This is our full catalog:
Using spells is very different from using a gun, so
Please go through tutorials below before attempting magic.
How to use spells:
Spells are exclusive to this mod, meaning actors who are not wizard cannot conjure spells.
To use spells, you will need: 1. A wizard actor; equipped with 2. A spellbook and 3. Spell scrolls 4. Hold fire button to charge, release to cast. 5. To cycle through spells, open the pie menu and press fire button (preferably on the reload sector).
For a video tutorial, watch:
How to craft and use traps:
1. Wield a trap. 2. Switch to the spell you wish to combine with trap. 3. Hold and release fire button. 4. Now the trap is a throw-able proximity mine.
Additional info below, for those who are curious-er: Global Scripts:
Zero Mana Cost Allows you to use spells without concern for mana at all.
Fast Spell Recharge Removes spell charge time entirely, for even more recklessness with ancient powers.
Actors:
Actors in The Academy can hold 4 - 10 spells, depending on their class. Each actor also has an affinity for a particular element, and has a chance to gain bonuses such as double cast and improved mana efficiency when using. Wizard - Arcane Wanderer - Air Warden - Earth Warlock - Fire Thaumaturge - Water Necromancer - Necromancy
Some actors have unique passive effects. For instance, the Warden self heals when using Earth spells, and the Wanderer releases pixies when on low hp. The Necromancer has a unique death effect where a skeleton is summoned on death.
Weapons
Spellbooks are essential for spell casting. Each spellbook has its own unique properties, e.g. The Necronomicon spawns several skeletons when the user is killed.
The spell sword can be used in place of a spellbook. It deals melee damage while casting, and can be used in conjunction with an off-hand item.
Tools
Alkahest Can be used to produce a throw-able grenade with the spell of your choice. Refer to trap making instructions if needed, except using an alkahest in place of a trap.
Empty Spell Trap Can be used to produce a proximity mine with the spell of your choice. Refer to trap making instructions if needed.
Anubis Idol Similar to a spell trap, but instead of producing a mine, you will produce a zombie infused with the spell of your choice, which can in turn self destruct to unleash the spell.
Sacrificial Dagger Hold fire button to use. This knife reduces your health, but replenishes some of yorur mana in return. It is known to cause death, and no, it is not covered by any existing insurance.
Memento Alchemy artifact that could theoretically produce living beings. Not out of thin air though, there is a price to pay.
Bombs
Firestone It breaks into tiny burning fragments when thrown.
Magicstone A small stone that transforms into a huge boulder when thrown, crushing your enemies, while completely disregarding the conservation of momentum. But then again, it is magic.
This mod has partial support to the Unmapped Lands 2 mod, albiet with minor graphical and sound bugs.
Credits: Nexushub - programming, ideas, testing, sprites The Decaying Soldat - sprites, support Duh102, Gotcha - WizCorp (the basis of this mod) Westwood Studios(Rest in Peace) - sounds, ideas from Nox p3lb0x, shook - used homing bullets from High Impulse Weapon System minor mod hackcraft.de, opengameart.org - futhark runic symbol alphabet
Last edited by The Decaying Soldat on Thu Nov 12, 2015 2:23 pm, edited 15 times in total.
Sun Jun 07, 2015 4:51 pm
Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
Re: The Academy of Arcane Arts - AAA - All Articles Arcane V1.00
Nice to see the ideas in WizCorp brought back to life and expanded upon. Looks very nice.
Sun Jun 07, 2015 11:38 pm
cybershadow0
Joined: Tue Feb 10, 2015 4:07 am Posts: 7
Re: The Academy of Arcane Arts - AAA - All Articles Arcane V1.00
Amazing Mod!!
Mon Jun 08, 2015 6:45 am
p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
Re: The Academy of Arcane Arts - AAA - All Articles Arcane V1.00
Real nice use of negative glows, long time since I have seen those used.
Mon Jun 08, 2015 4:16 pm
terminator44
Joined: Sat Oct 06, 2012 1:52 pm Posts: 42
Re: The Academy of Arcane Arts - AAA - All Articles Arcane V1.00
Just...wow. This is one of the best mods in all CC, certainly the best magic mod. The only complaint I have is that the Earth Magic's charge times seem a little long, but otherwise it is perfect.
Tue Jun 09, 2015 12:37 am
scrdest
Joined: Sun Aug 28, 2011 1:47 pm Posts: 105
Re: The Academy of Arcane Arts - AAA - All Articles Arcane V1.00
Modding at its finest, well done.
Tue Jun 09, 2015 11:56 am
Nexushub
Joined: Fri Jun 05, 2015 1:28 am Posts: 4
Re: The Academy of Arcane Arts - Void Wanderers Update v1.1.2
The slow charging of earth spells has been addressed, there is also a new spell (Frost Star) and new spell-infusable item (Roller Spellbomb) along with many other changes.
Images
Levitate through Roller Spellbomb
Raise Dead
Frost Star
Changelog
1.1.2
Thaumaturge is now in the Sniper Group, hopefully this give it sniper AI. Frost stars now gib correctly. Frost stars now spins in different directions depending to whether target is to its right or left. ! Added some spell traps for bunker construction (AAA bunker tab). Fix rollerbomb ini mistake. Added a spell switching chance (edit MAGen.lua), for CPU casters to switch spell after casting, the chance incrase proportional to casting time. Reincaration now reduce your team death count. Skeleton from raise dead now mimic the caster's AImode. Casters now switch to a random spell after learning from spellbooks ! The mod now has partial support for void wanderer that should be fully playable (abit with a new system, randomized spells, and less tooltips) Added a new book-learning option (edit MAGen.lua), this fix a sidesteps a issue this mod has with void wanderer. (Also an option even if you don't play void wanderer) A new faction lua file for void wanderer, with difference pricing and no scrolls, fixing the 6 scroll wizard bug. Added no tooltip/spell-naming option (edit MAGen.lua), this fix a bug of this mod that occurs in void wanderer. Fixed a numbering error for blizzard. CPU with casters that have scolls but no spellbook now get a spellboom for free so they can cast. Fixed another loadout spellbook reference. Lengthened Barrier, Leviate (15s->30s) ! Added lightning and poison skeleton, poison skeleton has 10sec poison.
! Switching to uncontrollable actors now kills them allowing them to remain uncontrollable and giving you a way to clear excess summons. ! Changed the uncontrollable "actors" from particles to actors, allowing them to be harmed by burn and be treated as actors by scripts. Revamped how ice shards works, now with less terrain damage. ! Newly cast "Buff" spells such as barrier, leviate, pixie swam, frost star and guardian stones now overides older "Buffs" instead of being overitten by the old "Buffs". Increased Thaumaturge mana regen (10->13). Changed trail color and length of death ray MOpixel. ! Reduced various spells' casting time, especially rolling boulder and other earth spells. Increased warden's spell "haste" (x1.6->x1.4). Leviate's main scripting is moved to the object from the actor, non-mages can now leviate(if you managed to get the effect on them), leviated enemy has different effects. ! Added Frost Star spell. File size reduction by removing excess lightning sprites. Added glow to searing pillar. ! Added roller spellbombs. ! Changed the skeleton actors made by death effect bolts and raise dead, raise dead now summon skeleton mages. Fixed spellmine rot angle. Crafted items now have goldvalue. Spelltrap mass increased, also get hits now. Summoned actors' death no longer count toward team death total. Buffed flyswarm and pixieswarm swarm numbers. (15->25) (35->45). ! Guardian stones now shoots toward enemies instead of dropping to the ground. Blood particle now spawn correctly at the flies for the Infest spell.
Edit: Now has partial Void Wanderer support!
Last edited by Nexushub on Fri Jun 12, 2015 4:18 pm, edited 1 time in total.
Re: The Academy of Arcane Arts -AAA- UPDATED V1.1.1
This is pretty spectacular, excellent job all round.
There are some balancing issues in terms of price and damage, and it'd be nice if your summons would mimic your ai mode (unless they do this and I didn't notice) or there was a way to make them go in a specific direction instead of sitting there but other than those minor quibbles there's not much to criticize.
I'm looking forward to any future additions!
Thu Jun 11, 2015 12:18 am
The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
Re: The Academy of Arcane Arts - Void Wanderers Update v1.1.3
UPDATED!
Most importantly, there is no need to manually revamp the spell system for Void Wanderers now. Also added is a mana crystal bunker module, as well as potions.
Thank you for the support, more comments are welcome!
Sat Jun 27, 2015 5:56 pm
The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
Re: The Academy of Arcane Arts - Void Wanderers Update v1.1.3
Version 1.2.0 is online!
- Added spell mechanism to work with Mechanisms mod: viewtopic.php?f=61&t=46006 - Added new Aphid Demon actor with built-in Magicka style casting system - Status effects added (e.g. burn, wet, poisoned) - Buy menu items (with teleport glyph as craft) can now be directly teleported to a summoning circle (summoning spell). Blink will also teleport the actor to the summoning circle - Firebolt, air bolt and arcane missile now less likely to gib your own actor - [~] key. number keys, and controller center button can now switch spells
You can read the Readme, ActorSpecs and StatusSpecs for more detail.
Sat Nov 07, 2015 2:00 pm
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
Re: The Academy of Arcane Arts - Void Wanderers Update v1.2.0
upheaval and fist of vengeance seem to bug out when trying to use them on a warden with an elemental grimoire, i cannot cast upheaval and it flickers on my spell selection screen, and fist of vengeance will not add itself to my spellbook at all
Mon Nov 09, 2015 4:41 am
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
Re: The Academy of Arcane Arts - Void Wanderers Update v1.2.0
is there a way to not die after swarm form? idgi
also, several spells, i cant tell you which cus im not sure, seem to cost no or 1 mana when it should be more. or is that just spell efficiency or w.e?
Mon Nov 09, 2015 5:02 am
Someone64
Joined: Mon Aug 27, 2012 11:13 am Posts: 151
Re: The Academy of Arcane Arts - Void Wanderers Update v1.2.0
Wow, you're putting out a lot of really cool mods. An absolute modding machine. I love how many spells there are in this mod and experimenting with the tools you can enchant stuff with and how some stuff just work terribly with them and others, better.
Also, I've encountered a bug. It happens when you get the fist of vengeance in the latest version of this mod. Didn't used to happen before the Mechanisms update.
Trying to cast causes the screen to go absolutely nuts.
Miggles: The swarm form of the new crab unit allows you to fly around. You can turn back to normal by touching the ground or just selecting another unit. You can fix your head when you lose it the same way.
I wish the new unit didn't always stay upright as it's hard moving up or down any incline and make them as unusable as human actors in Orbit Lands.
EDIT: Version history says you fixed a bug for acid rain and fist of vengance. Might have broken something in the process. EDIT2: Goddamnit I didn't read Miggles's post.
Fri Nov 13, 2015 8:21 am
Nexushub
Joined: Fri Jun 05, 2015 1:28 am Posts: 4
Re: The Academy of Arcane Arts - Void Wanderers Update v1.2.0
Seems the download was blocked by Mediafire for some reason, I reuploaded the latest version here.
Wed Mar 02, 2016 1:45 am
asdedo
Joined: Sat Dec 22, 2012 8:34 pm Posts: 9
Re: The Academy of Arcane Arts - Void Wanderers Update v1.2.0
dude , this is a great mod ! , but mediafire dont let me download it :c
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