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Author Topic: Back to Armok  (Read 13706 times)

Toady One

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Back to Armok
« on: January 05, 2003, 06:08:00 am »

I just finished pulling all of the things out of the Supernatural Future Page that I'm considering for the next release.  And the Quaint Thorpe is only 3 away now...  it looks very close on The Plan.

Magic really shouldn't be too hard to add.  I thought saving and loading would be a pain, since magic affects everything, but even there I think I found a shortcut that means I won't have to do any work at all.  Just make things blow up...  and catch on fire and stuff.

I wonder if the spell editor will also be impossible to use.  There's a lot of room for it to be complicated and indecipherable.

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The Toad, a Natural Resource:  Preserve yours today!

Demon

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Re: Back to Armok
« Reply #1 on: January 05, 2003, 01:15:00 pm »

The more difficult to use the better I say!  Then people will have a harder time making their nuclear-destroy-all-enemies-for-free spells....   hopefully...
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Captain_Action

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Re: Back to Armok
« Reply #2 on: January 05, 2003, 01:52:00 pm »

As long there's a heal spell somewhere I'm a happy camper. Having a character slowly die from a liver bruise is such a downer.

[ January 05, 2003: Message edited by: Captain_Action ]

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spelguru

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Re: Back to Armok
« Reply #3 on: January 07, 2003, 01:58:00 pm »

As long as I will be able to make my different telekinetic and material/being shaping spells. Dont want my character to have to dig them stoneblocks for his tower out of the mountain by hand.
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Renaxer

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Re: Back to Armok
« Reply #4 on: January 07, 2003, 02:01:00 pm »

As long as I got meh create items spell so I can make them godlike items and hunt down those despicible and vile rabbits.....
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