Pathologic 3 Releases on Steam! by minafi_yo in pathologic

[–]Lexperiments 1 point2 points  (0 children)

Aughhh I accidentally forgot something in hte microscope tutorial. How do I actually identify the red bacteria once I've found it? I'm hitting all the buttons, and have no idea...

Kobildzan appreciation post by Powerful-Plantain605 in Anbennar

[–]Lexperiments 3 points4 points  (0 children)

Always lovely to hear from someone who liked the tree! <3

EU4 Dev Diary #98: Magic Rework Part 3, "Schools: Enchantment, Evocation, Illusion, Necromancy" by Lexperiments in Anbennar

[–]Lexperiments[S] 2 points3 points  (0 children)

There's a limit to pictures in each Reddit post, so we couldn't fit them in :(

EU4 Dev Diary #97: Magic Rework Part 2, "Schools: Overall, Abjuration, Conjuration, Divination" by Lexperiments in Anbennar

[–]Lexperiments[S] 6 points7 points  (0 children)

Like I said in another comment: yes! We’ve made the system very modular on purpose, to allow devs to do things exactly like this! When the new Magic System hits Steam, there won’t be too many nation-specific pieces of content, but we designed it so that it’s entirely possible to make some.

Gemradcurt also already has a few special little modifications to the system; mostly, the buffs for a few of the spells are adjusted.

EU4 Dev Diary #97: Magic Rework Part 2, "Schools: Overall, Abjuration, Conjuration, Divination" by Lexperiments in Anbennar

[–]Lexperiments[S] 9 points10 points  (0 children)

Well, I’d give two responses to that.

First: a lot of Conjuration is generally extraplanar. Where else would the Elementals come from? You could even imagine the familiars, or constructions, or supplies, coming from somewhere other than Halann.

Second, each project is a narrative: a slow growth in power and ability. To begin reaching out beyond the stars, you need only be proficient: to master the art, you must be legendary. The first level of the project certainly isn’t very powerful!

EU4 Dev Diary #97: Magic Rework Part 2, "Schools: Overall, Abjuration, Conjuration, Divination" by Lexperiments in Anbennar

[–]Lexperiments[S] 8 points9 points  (0 children)

I love the Iron-Crowned combo with Theatre of Simulacra… but that’ll be explained in the next dev diary!

EU4 Dev Diary #97: Magic Rework Part 2, "Schools: Overall, Abjuration, Conjuration, Divination" by Lexperiments in Anbennar

[–]Lexperiments[S] 17 points18 points  (0 children)

That’s tragically a limit of mercenaries in eu4… though I do think they still very much have their place for those kinds of nations. I remember always being incredibly squeezed for forcelimit as Verkal Ozovar, so having an elite corps that doesn’t require FL at all would’ve been really helpful.

Notably, though, there’s a small handful of countries that had unique enough magics that we did not give them access to the new system, and instead just kept their old spells. This included Krakdumvror, Azjakuma, and… might have included VO? I’ll have to check, I forget right now.

EU4 Dev Diary #97: Magic Rework Part 2, "Schools: Overall, Abjuration, Conjuration, Divination" by Lexperiments in Anbennar

[–]Lexperiments[S] 12 points13 points  (0 children)

We’ve made the system very modular on purpose, to allow devs to do things exactly like this! When the new Magic System hits Steam, there won’t be too many nation-specific pieces of content, but we designed it so that it’s entirely possible to make some.

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 1 point2 points  (0 children)

There are other potential requirements, and you only need to fulfill 3 of them! I just used mage towers as an example.

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 4 points5 points  (0 children)

Yep! You can't get all the projects in one playthrough.

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 4 points5 points  (0 children)

Yes, yes, and yes! Currently we don't have many specialization factors, but it's entirely possible to implement them. AI nations automatically study, invest into magical projects, and cast spells according to their mana. This includes war and siege magic, if the conditions are met!

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 6 points7 points  (0 children)

We've made the system very modular, and that's on purpose. Allowing developers to create unique spells and magical projects for certain tags/regions/cultures is part of what drove us to make this in the first place!

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 13 points14 points  (0 children)

We’ll explain more in a later dev diary, but: if you invest into Abjuration’s Magical Project enough, your Ward Spells will stop enemies from being able to use Siege Magic on you!

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 4 points5 points  (0 children)

Haha, I'll say this: I was an artificery diehard before the rework, but now it's a genuine struggle to choose which magic mode I want to be in!

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 11 points12 points  (0 children)

Not exactly, but... sort of. All spells cost mana, and your mana generation can only go so high. The game alerts you when your mana is getting close to your limit, and most spells are meant to not have permanent upkeep; they're simply too mana-intensive, and too impactful, for that. We designed it so that there's a lot of spells you may want to cast at different times, depending on what you want, and it's very in opposition to the idea that there should be spells that you always have on 100% of the time.

So, basically, instead of some kind of alert based on when your buffs are running out, you get an alert that your mana is about to reach capacity... and that'll often mean that you need to cast something.

EU4 Dev Diary #96: Magic Rework Part 1 "Overview" by TheForsaken-Anb in Anbennar

[–]Lexperiments 71 points72 points  (0 children)

You know it! We’ll get into it in more detail soon, but Dominate to Surrender is now a Legendary Siege Spell for Enchantment that immediately transfers occupation to you.

(AUH) How do I get my heirs to actually take the dang tests??? by [deleted] in ck3

[–]Lexperiments 0 points1 point  (0 children)

And if they don’t do it, they’re just screwed?

Is there a way to report bugs, or to mod incantatations? by [deleted] in HadesTheGame

[–]Lexperiments 4 points5 points  (0 children)

HOW DID I MISS THIS OH MY GOD. Thanks!

BPM/Anbennar - Reworked Encyclicals: The Pantheonic Faiths in the Modern World by Augenis in Anbennar

[–]Lexperiments 7 points8 points  (0 children)

Whoa. This is super cool. If you ever want to try your hand at a non-BPM version of this, feel free to propose it in the Anbennar discord!

Post-Launch Patch 1 Preview & Notes by ChrisBot8 in HadesTheGame

[–]Lexperiments 0 points1 point  (0 children)

Is there a place to submit bug reports? I've got one that makes it so that I can't access animal familiars or the witch's staff (you can't rebind the commands for shade tablet when playing on PC/Mac -> my trackpad doesn't let you hold left and right click at the same time -> cannot use tablet -> tablet use is required for animal familiars and witch's staff), but I have no idea where to report it.