[BETARELz] Mastering Magicka

Post » Thu Aug 29, 2013 4:32 pm

Mastering Magicka
BETA Release 8

A spellcaster's proficiency with Magicka increases as they advance in the various schools of magic. Maximum Magicka increases as more skill is invested in the various schools of magic (up to x3), and spells become cheaper to cast as a spellcaster advances in the school of magic that governs the primary effects of the spell (up to 50% cheaper).
Magicka regenerates at a modest rate governed by one's Willpower and maximum Magicka. Casting spells briefly pauses Magicka regeneration. Those under the sign of the Atronach, or stunted Magicka effect cannot regenerate Magicka.
Casting spells now cost Fatigue as well as Magicka. Fatigue costs are a constant cost regardless of the Magicka cost. Powers do not cost fatigue if they do not cost Magicka.
Armor now affects spellcasting; Magicka regeneration rates and casting fatigue is affected by equipped armor. Proficiency in the armor skills offsets the penalty, however unarmored will always prove the most effective. Bound armor is unique in that it is not affected at all by these restrictions.

Download at Morrowind Nexus: http://morrowind.nexusmods.com/mods/42269

Requires Morrowind, Tribunal, and Bloodmoon.

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Micah Judaeah
 
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Post » Fri Aug 30, 2013 5:15 am

This works with both new and existing characters. This also can account for any spells that fortify or drain skills.
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ashleigh bryden
 
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Post » Fri Aug 30, 2013 2:42 am

Any feedback?

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Inol Wakhid
 
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Post » Fri Aug 30, 2013 1:43 am

more magicka is always good. i'll give this a try.
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HARDHEAD
 
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Post » Fri Aug 30, 2013 5:52 am

Thanks! My next version will include integral magicka regeneration, which will be based on the existing regeneration of 15% of maximum magicka per hour (at least when resting), basically 1% magicka gained every 8 seconds. I also have a couple other ideas to implement regarding regeneration which should be interesting.

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joseluis perez
 
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Post » Thu Aug 29, 2013 10:42 pm

Uploaded new version with magicka regeneration included!
BETA.R2

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Dan Endacott
 
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Post » Thu Aug 29, 2013 6:27 pm

Any feedback?

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BRAD MONTGOMERY
 
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Post » Thu Aug 29, 2013 7:29 pm

works great! I'd seperate the max magicka bonus from the magicka regeneration. that way the max magicka bonus can be used with other mods like GCD or other magicka regen mods.
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Jerry Cox
 
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Post » Fri Aug 30, 2013 2:07 am

I will hopefully have that planned out in the future.

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Charlotte X
 
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Post » Fri Aug 30, 2013 3:32 am

New update! This version adds a delay to the magicka regeneration while spell casting. Magicka will begin to regenerate after a couple seconds from the last spell casted by the character. This means that magicka management is required during heavy spell use (mostly during combat or training), which still gives potions a useful role.

BETA.R3

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alicia hillier
 
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Post » Fri Aug 30, 2013 12:49 am

That's a very interesting idea dopey fish. I'm curious to see how that'd feel in a combat situation with a mage now.
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Klaire
 
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Post » Thu Aug 29, 2013 6:40 pm


The concept is to make magicka regeneration more complementary with potions and absorption, rather than a replacement. Potions and spell absorption are valued for their effect during spell barrages to gain back magicka in combat under duress. Passive regeneration is valuable as it'll maintain your magicka levels outside of heavy casting.
In effect, the delay is pretty neglible with novice spellcasters, as they aren't proficient enough to see much gains from magicka regeneration. The delay is much more pronounced with adept spellcasters, as the delay prevents a sustained barrage of spells through passive magicka regeneration. However, adept spellcasters will have a much greater pool of magicka to utilize due to the spell proficiency with this plug-in.
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Horror- Puppe
 
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Post » Thu Aug 29, 2013 4:53 pm

I'm finishing up rewriting parts of the script to utilize globals to set some of the constant variables to let users customize the magicka regeneration, and also throwing around a couple more ideas to implement. I think I should also change the name of this project, maybe Mastering Magicka?
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Alba Casas
 
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Post » Fri Aug 30, 2013 8:12 am

Yep, think I'm renaming this to Mastering Magicka when it's done. I just about have this ready to go.
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Peter P Canning
 
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Post » Fri Aug 30, 2013 4:13 am

Nice title, and good work on this neat mod.
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maria Dwyer
 
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Post » Thu Aug 29, 2013 6:04 pm

I've updated the version to beta release 4. I cleaned up the script, and improved the existing functions.

BETA.R4

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Tom
 
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Post » Thu Aug 29, 2013 10:51 pm

I been playing around with other ideas that work with this plug-in.
1) Spell school proficiency can reduce magicka costs. The framework is already existing in the plug-in, and it's just simple calculations, albiet with Morrowind limitations. This would allow even more available magicka for spells, and would benefit classes which only invest in a few spell schools.
2) Armor can effect magicka regeneration and spell casting. Basically, the heavier the class of armor, the slower magicka regenerates, and the more difficult it is to successfully cast spells. The effect would scale with armor skills and spell school proficiency.

I'm also thinking, as part of another whole project, to have combat and stealth skill totals similarly give bonuses.

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Ezekiel Macallister
 
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Post » Thu Aug 29, 2013 9:48 pm

I'm looking into having the actual spell school bonuses be adjustable by variables. I think the framework ready; I just need to test it thoroughly. I was toying around with the bonus for general spell school proficiency, and figure I may as well have it adjustable; I was thinking of having the general bonus max out with 3 or 4 schools mastered, rather than all 6. The individual school mastery bonus will still remain. This just means more magicka available to hybrid classes.

I also want to look into balancing spell costs and effects. A lot of the spells and effect costs don't seem consistent.
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Lindsay Dunn
 
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Post » Fri Aug 30, 2013 4:12 am

I have the new additions working well, now I just need to wrap up the package for the next update.
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kyle pinchen
 
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Post » Thu Aug 29, 2013 7:35 pm

New beta release 5 posted! This just makes the general proficiency bonus tied to variables.
This means that the various levels of proficiency can be adjusted while in-game.

This offers more flexibility to future projects.

BETA.R5

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Neko Jenny
 
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Post » Fri Aug 30, 2013 12:02 am

Nice mod, great for all spellcasters as it is not only another magicka-regeneration mod, but also introduces some nice changes to the whole magic system. As i'm mage-loving player, this mod is excellent for me. Good work.

Oh, by the way, there's grammar mistake in the plugin title. Mastering Magikca instead of Mastering Magicka. Just saying /biggrin.png' class='bbc_emoticon' alt=':D' />
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SexyPimpAss
 
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Post » Thu Aug 29, 2013 5:12 pm

Thanks! The primary focus was to increase available maximum magicka, based on a character's skills, as well as place less emphasis on birthsigns for spellcasters. I think this accomplishes that well.
I'll fix that error in the next release, thanks for the report!
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Schel[Anne]FTL
 
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Post » Thu Aug 29, 2013 11:47 pm

I'll finish up the armor effects, and that'll likely be the last update to finishing up the project. The effects will scale with armor skills, so armor proficiency will offset the penalty, however going unarmored still provides the best regeneration rates.
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tiffany Royal
 
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Post » Thu Aug 29, 2013 5:52 pm

Anymore progress? After using this for months, it works great! No issues at all.
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Neko Jenny
 
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Post » Fri Aug 30, 2013 1:39 am

Hi! I did add more features, where armor affects casting proficiency, miscasts can cause bad effects, and a few other tweaks I'm working on. I'll post more info shortly, as this is beginning to become a overhaul for spellcasters.

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Nomee
 
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