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Author Topic: [0.34.1] Witchcraft Mod (0.6 version) - magic, potions and crafting, Phoebus  (Read 39256 times)

Rumrusher

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #75 on: February 15, 2012, 11:45:44 am »

I don't try to make it like "The witcher". The witcher universe is different. Witchers/witches are just people with magical powers. The logo is misleading :).

might be good to change the title a little so that ppl dont get confused?
I don't know why deon didn't call it the Warlock mod.
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Deon

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #76 on: February 15, 2012, 12:00:01 pm »

Dude... Do you think that a mod named "the dwarf" is about 7 dwarves from Snow White? :D You make no sense.
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Reelya

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #77 on: February 15, 2012, 12:04:25 pm »

Deon, I can't recall ever hearing the word "Witcher" before in English, except related to "The Witcher" games which I have never played.

Witches, Witchcraft, Witchery, these are "words". "Witcher" is a brand name.

So it's more like calling your mod "snow white and the 7 dwarves mod". And insisting "No, these are a different Snow White and 7 dwarves unrelated to the story".
« Last Edit: February 15, 2012, 12:09:35 pm by Reelya »
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Ult1mara

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #78 on: February 15, 2012, 12:12:51 pm »

witchcraft mod sounds more "appropriate" deon
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Hugo_The_Dwarf

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #79 on: February 15, 2012, 12:17:25 pm »


I noticed a little issue with the "raise dead" ability:


I selected 10 corpses, though it's supposed to be limited to four.  The ones that only target one creature or location respect that limitation.
I'm not sure if this is specific to the mod, or if it's a general problem with abilities.


Another note:  Becoming a vampire gives you control over the corpses you raise.  They'll immediately join you as companions.
what I don't see any problems why would you say that. though to answer the vampire bit that's because your "undead" and undead folks don't attack other undead due to being on the same faction.
so has any one found out how to turn into a ghost? I love the idea of becoming a lich.
So does that mean necromancers in worldgen are attacked by thier own thralls?

Also why everyone hate'in on the title? I've played the witcher, and so far deon has created a "Witcher" like universe within DF. Basically, Deon merged "Witcher" Lore into DF.

I don't try to make it like "The witcher". The witcher universe is different. Witchers/witches are just people with magical powers. The logo is misleading :).

Aka like deon said, he's not making a Total Conversion. Just jamming the cool shit from the witcher in here.

Least of course I'm not understanding this all too well. Either way, the crap that you can do in the witcher can now be done in DF
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Deon

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #80 on: February 15, 2012, 12:30:45 pm »

Deon, I can't recall ever hearing the word "Witcher" before in English, except related to "The Witcher" games which I have never played.

Witches, Witchcraft, Witchery, these are "words". "Witcher" is a brand name.

So it's more like calling your mod "snow white and the 7 dwarves mod". And insisting "No, these are a different Snow White and 7 dwarves unrelated to the story".
Witcher is a male witch http://en.wikipedia.org/wiki/Witcher_%28mythology%29. It's from the same mythology rusalka comes from.
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Reelya

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #81 on: February 15, 2012, 12:38:06 pm »

I did pick up you were using Witcher for the males.

"The term vedmak has occasionally been translated as "witcher" in English."

Why not vedmak mod, then ? ;D We normally say Warlock for male witches. Or Sorceror, etc.

Deon

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Re: [0.34.1] Witcher Mod (0.5 version) - magic, potions and crafting, Phoebus
« Reply #82 on: February 15, 2012, 12:39:03 pm »

0.5 adds eldritch secrets and wizards.

Also, it's a full game with a Phoebus graphics pack for a quick dl-and-play adventure mode experience.

"The term vedmak has occasionally been translated as "witcher" in English."

Why not vedmak mod, then ? ;D
Maybe :). I don't consider it to be a major problem for me right now.
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Deon

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Re: [0.34.1] Witcher Mod (0.5 version) - magic, potions and crafting, Phoebus
« Reply #83 on: February 15, 2012, 12:46:02 pm »

I forgot to mention that dwarves and goblins get cities in 0.5 because it's for the sake of the good experience and not looking for goblins in empty areas instead of dark towers.
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The Merchant Of Menace

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Re: [0.34.1] Witcher Mod (0.5 version) - magic, potions and crafting, Phoebus
« Reply #84 on: February 15, 2012, 12:50:59 pm »

Awesome, that should help pad the world out a bit too.
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Raul

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Re: [0.34.1] Witcher Mod (0.5 version) - magic, potions and crafting, Phoebus
« Reply #85 on: February 15, 2012, 12:52:06 pm »

0.5 adds eldritch secrets and wizards.

Also, it's a full game with a Phoebus graphics pack for a quick dl-and-play adventure mode experience.

Are you considering an Ironhand version, Deon? I know I can just download the tileset from the original thread, but I'm sure a lot of people would appreciate that.
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Trapezohedron

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Re: [0.34.1] Witcher Mod (0.5 version) - magic, potions and crafting, Phoebus
« Reply #86 on: February 15, 2012, 12:53:31 pm »

Hey Deon, are you eventually going to make an invulnerability potion of some kind?
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Rumrusher

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Re: [0.34.1] Witcher Mod (0.5 version) - magic, potions and crafting, Phoebus
« Reply #87 on: February 15, 2012, 01:12:04 pm »

Well from what I gather if you use the reanimate spell they attack every one, up until you get the runes and become a full necromancer you can't control your undead army.
I haven't tested the second part but the first part happens allot.
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The Merchant Of Menace

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Re: [0.34.1] Witcher Mod (0.5 version) - magic, potions and crafting, Phoebus
« Reply #88 on: February 15, 2012, 01:22:26 pm »

That seems pretty logical actually, just because you know how to raise dead, doesn't mean you can control them.
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bombzero

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Re: [0.34.1] Witcher Mod (0.5 version) - magic, potions and crafting, Phoebus
« Reply #89 on: February 15, 2012, 05:51:17 pm »

So Deon, i have to say which mod i play in the new version (between Masterwork and Genesis) is totally dependent on who updates first, as you seem to want to intergrate magic in your mod to a decent extent ill probably play yours anyways for a bit  :)


P.S. I may just have to get into modding now, as it seems the new interactions will allow me to make some of the idea i have had.
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