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Author Topic: Magic System  (Read 2567 times)

Favi

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Magic System
« on: June 16, 2018, 04:13:50 pm »

I keep thinking that DF needs a runic magic system.

Imagine 12 runes that each play a variable on the spell cast.

For example, a fireball spell would need a rune for fire, projectile, and explosion to cast.  However, if you forget to include the projectile rune, the spell will explode in front of you blowing your arm off.

I keep imagining all the combination of runes that could be used, and while I'm no math wiz, I think there would be 12! or 12 to the nth power number of spell possibilities.

One of the funnier ones I imagined was summoning a familiar with the projectile rune.  The result being a cat being flung into your enemies. :'(

Edited for spelling.
« Last Edit: June 16, 2018, 04:42:37 pm by Favi »
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KittyTac

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Re: Magic System
« Reply #1 on: June 16, 2018, 10:01:06 pm »

Magic will be procedurally generated. Some worlds will be rune-based, some will be standard DnD magic-based, some like LOTR, some something that wasn't seen in any fantasy story. There won't be a single, fixed, magic system in DF. Something very similar to your suggestion might be produced by the generator, and the second myth release will include a magic editor so you can implement this yourself.
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Bumber

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Re: Magic System
« Reply #2 on: June 16, 2018, 10:06:51 pm »

Quote from: Buttery_Mess
Traditionally, wizard magic is a big no no for dwarves. Do you think we'll be able to make dwarf wizards anyway on our forts, if we want to?
It depends on what you mean and the settings for that world.  "Geomancers" and "Rune <X>ers" are common dwarf 'wizard' types that aren't closely linked to the more-often-used priest powers.  Then there's the more traditional links to magical item production, which is a sort of magic.  The more vanilla settings will lean this way, toward 'dwarfy' magics, I suspect.  Others will allow more arbitrary research and spell opportunities.  Even in the vanilla settings, doing things like exploring runes and the powers of the earth would be on the table as research-style possibilities.
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KittyTac

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Re: Magic System
« Reply #3 on: June 16, 2018, 10:11:35 pm »

Quote from: Buttery_Mess
Traditionally, wizard magic is a big no no for dwarves. Do you think we'll be able to make dwarf wizards anyway on our forts, if we want to?
It depends on what you mean and the settings for that world.  "Geomancers" and "Rune <X>ers" are common dwarf 'wizard' types that aren't closely linked to the more-often-used priest powers.  Then there's the more traditional links to magical item production, which is a sort of magic.  The more vanilla settings will lean this way, toward 'dwarfy' magics, I suspect.  Others will allow more arbitrary research and spell opportunities.  Even in the vanilla settings, doing things like exploring runes and the powers of the earth would be on the table as research-style possibilities.
Well, some time after the myth release, you will be able to play as non-dwarves in fortress mode, with all that entails.
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Favi

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Re: Magic System
« Reply #4 on: June 16, 2018, 11:57:59 pm »

Magic will be procedurally generated. Some worlds will be rune-based, some will be standard DnD magic-based, some like LOTR, some something that wasn't seen in any fantasy story. There won't be a single, fixed, magic system in DF. Something very similar to your suggestion might be produced by the generator, and the second myth release will include a magic editor so you can implement this yourself.

Nice to get some info.  I did some research, but only was able to find something about magic biomes.  Do you have any sources you are able to share for this thread?  I would be very grateful. 
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KittyTac

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Re: Magic System
« Reply #5 on: June 17, 2018, 12:24:12 am »

Magic will be procedurally generated. Some worlds will be rune-based, some will be standard DnD magic-based, some like LOTR, some something that wasn't seen in any fantasy story. There won't be a single, fixed, magic system in DF. Something very similar to your suggestion might be produced by the generator, and the second myth release will include a magic editor so you can implement this yourself.

Nice to get some info.  I did some research, but only was able to find something about magic biomes.  Do you have any sources you are able to share for this thread?  I would be very grateful.
Toady said that in his talks. I forgot the links, but it's also in Future of The Fortress. Myth release is coming within 2 to 3 years.
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Favi

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Re: Magic System
« Reply #6 on: June 17, 2018, 04:56:01 pm »

I did find this link, but the magic system is so far off it's kind of vague:

https://www.pcgamer.com/dwarf-fortress-creator-tarn-adams-talks-about-simulating-the-most-complex-magic-system-ever/

I was thinking last night that magic words could be contained in the performances of bards or dancers and you could travel the world searching for these things.

I'm sure there is something great planned.
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KittyTac

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Re: Magic System
« Reply #7 on: June 17, 2018, 09:50:23 pm »

No, it's coming in 2 years or so. Not far off. There is a Future of the Fortress thread, where you can ask Toady things. And it will be procedurally generated. http://www.bay12forums.com/smf/index.php?topic=169696.0 It's mostly focused on the magic system, just what you want. You should also read this: http://www.bay12games.com/dwarves/dev.html

Procedurally generated means in this case that the magic system will be generated for every world, suggestions for fixed magic systems, no matter how good you think they are, are irrelevant.

And why are you doing DF research on PCgamer? When they talk about DF, they just want to create a sensation.
« Last Edit: June 17, 2018, 09:58:50 pm by KittyTac »
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Shonai_Dweller

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Re: Magic System
« Reply #8 on: June 17, 2018, 10:01:18 pm »

No, it's coming in 2 years or so. Not far off. There is a Future of the Fortress thread, where you can ask Toady things. And it will be procedurally generated. http://www.bay12forums.com/smf/index.php?topic=169696.0 It's mostly focused on the magic system, just what you want. You should also read this: http://www.bay12games.com/dwarves/dev.html

Procedurally generated means in this case that the magic system will be generated for every world, suggestions for fixed magic systems, no matter how good you think they are, are irrelevant.

And why are you doing DF research on PCgamer? When they talk about DF, they just want to create a sensation.
Have you read their three-part interview with Tarn on magic, mythgen and boats? That's where I'd point anyone to start looking at what's upcoming in Dwarf Fortress. Then the videos.

Easier than saying "dig out some buried fotf replies, good luck!" (Although, that's probably the next best step...).

(Yeah, headline is over sensational, sure, luckily most of it is Tarn taking so it doesn't really matter).
« Last Edit: June 17, 2018, 10:04:09 pm by Shonai_Dweller »
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Miles_Umbrae

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Re: Magic System
« Reply #9 on: June 23, 2018, 09:30:48 am »

Would be really fun to have a fort consisting mostly of Golemancers, Geomancers, Artificers and Runemancers.
With constructed armies of bauxit-golems, enhanced by rune-magic, wielding frosty silver-hammers... XD
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KittyTac

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Re: Magic System
« Reply #10 on: June 23, 2018, 09:33:51 am »

Would be really fun to have a fort consisting mostly of Golemancers, Geomancers, Artificers and Runemancers.
With constructed armies of bauxit-golems, enhanced by rune-magic, wielding frosty silver-hammers... XD
Have fun rolling a world with that magic system.
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Shonai_Dweller

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Re: Magic System
« Reply #11 on: June 23, 2018, 09:44:24 am »

Would be really fun to have a fort consisting mostly of Golemancers, Geomancers, Artificers and Runemancers.
With constructed armies of bauxit-golems, enhanced by rune-magic, wielding frosty silver-hammers... XD
Have fun rolling a world with that magic system.
Magic types should be a lot more flexible for modders after Mythgen, so yeah, should be possible (at least, easier to manage than it is now anyway).
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Miles_Umbrae

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Re: Magic System
« Reply #12 on: June 23, 2018, 11:27:20 am »

If a combination of several magical systems can be naturally generated into the same world then it shouldn't be that hard to mod the world-gen so that the combination is generated every time.
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KittyTac

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Re: Magic System
« Reply #13 on: June 23, 2018, 11:55:48 pm »

If a combination of several magical systems can be naturally generated into the same world then it shouldn't be that hard to mod the world-gen so that the combination is generated every time.
...unless it is not moddable.
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Shonai_Dweller

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Re: Magic System
« Reply #14 on: June 24, 2018, 07:47:46 am »

If a combination of several magical systems can be naturally generated into the same world then it shouldn't be that hard to mod the world-gen so that the combination is generated every time.
...unless it is not moddable.
That's not at all likely. The stated aim (many times) is to make things as moddable as possible. In addition to adding a fixed world editor. There's no way Toady is suddenly going to say 'you know what, fu** modders, who needs customization' unless he suffers from a stress-related personality change half way through the Big Wait.
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