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#474036 18/09/13 02:52 PM
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Was just thinking (though I’m probably going to answer my own question) If the new spell system mechanic of weather / moon phases effecting magic will work in dungeons and other underground locations (though for simplicity sake I’d assume it would)

And if it does, will there be some sort of day / night / time / weather / moon phase UI so we will know what the weather, phase of moon will be?

Will that UI disappear when underground? If so will there be a skill to divine current weather pattern / moon phase?

And on a side note, has there been any thought to spells that can influence the weather, moon phase?

With using a magic called "Source" it sounds like you could have license to do things like this rather than your run of the mill acid arrow or fireball wizard spells.

Looking forward to more detailed update on the magic system myself, even though in RPG's I usually play the ol' Smash 'n Bash, Sword 'n Board chars, this magic system (especially with the new mechanics) has me intrigued. rpg003


I pledged and all I got was this lousy awesome game!
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Why, they have already shown us a spell that can influence the weather! The make it rain spell grin ! Heheh.

I love this weather and moon stuff...reminds me of moongates from ultima. So much potential for hidden things...there's something special about waiting till a certain time in game to unlock some secret.

I wonder how moons influence magic though (besides werewolvessheep, of course)

Reki #474045 19/09/13 10:39 AM
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The only other game I've played that had a similar-ish magic system was "A Farewell to Dragons", where the time of day influenced which magic schools were stronger and which were weaker. Basic, but still fun.

I hope to see some fun interactions between magic and environment, on the how the environment affects magic side. I'd have fun with something like a map of ambient magic on top of the normal game map, which translates into areas of different magical potency. Having different values on the same battlefield would add a nice little bit of strategy, with mages trying to move the fight to magic-strong areas, while non-magic users try to push the fight away from those areas when fighting magic users.

Heh... couldn't help myself with spilling an idea. Still, this feature of the game that was added thanks to the Kickstarter is what makes me so much more eager to play the game.


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EinTroll #474046 19/09/13 01:24 PM
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I hope too that summoning an water elemantal on a lake of fire will make a pitiful smoke creature... And on the other hand,summoning a fire elemental on the same pool would make a gorgeous firelavathing very powerful ... (for exemple, if the dungeon is a Volcano, our fire spells should be awesome, but the enemies wouldn't be sensitive to fire ... What a nice ironie ...

But, generating water (rain (which becomes smoke because it's very hot) + rain (this time, it's raining) + rain( What, three characters spanning the same spell ? WTF ? ), the lava may become more "solid", allowing new places to be reached ...

I don't know if this is possible, but stacking weather effect may already be in your mind ...

(I think of Ghostmaster on PC, in which you could raise an hurricane by staking wind ,rain, thunder usw...)

And, imagine what would happen if you design some "very gorgeous" elemental if spawn in an hurricane ...

I know, I'm dreaming, but hey, you maid me !


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