The old menu never felt quite right to me. The new ones are perfect! It might not really matter to an old player like myself, but I'm sure a lot of people will appreciate this change.TeeGee wrote:- In-game menus were reworked completely!
They're amazing, of course. Some of my favorites in the game, in fact.- Three more tracks by Rob Westwood were added!
I kind of liked it with just text. But I like it this way, too.- Intro now have some good lookin' artworks in there.
They are more well-written now. However, I miss having all the information available to me. If I were a new player, I'd want to know just how effective the incantations were, for example. Maybe you could add a more in-depth explanation below the briefer one.- GUI/messages graphics and layout were improved.
Looks good.- Character cretion now features characters' faces.
- Many other graphical improvements to characters and spells.
- New Magical Shield sprite.
The lack of casting animation has long been my only major graphical complaint. Now I have nothing to whine about.- Mages now have some casting animation.
The tutorial is much more straightforward now. Well done.- Things now hi-light on receiving damage.
- Tutorial and spell descriptions were shortened and improved.
I didn't really find this necessary, but it can't hurt, I suppose.- You can now play MAGI in windowed mode!
- You can now use special skills by pressing respectively 1,2,3 keys.
Were there that many bugs before? In any case I noticed one bug (which may have existed in the past). The enemy mage cast unsummon while my golem was attacking it, and the unsummon missed.- Many, many bugs and other minor things were fixed or improved...
I have yet to test these, but they sound amazing.Gameplay changes:
- Two new game modes were added: Survival and Challenge. Those get unlocked after beating the Death.
YES! In the old version, it got a bit boring towards the end of a character's career. That shouldn't be an issue any more.- Two new Grimoire insignias were added.
- Gameplay itself was rebalanced. Now it's much shorter, but you get more experience per battle. It's more intense overall.
Probably true.- Due to the above, Resistance ceased to give you additional years to play. It's powerful enough.
I was a little dubious about this change at first, but it actually works really well.- Spell schools selection were removed. Now you just pick additional spells as you level-up. As a limit, you can't pick a spell from the same school on two consecutive levels. This limits the influence of Intellect which was too big.
I don't really like this. I can understand why you made this change, but I think a better solution would have been to limit max stats to 15+(level/2).- You can't pick the same attribute at consecutive levels too. This should make for more interesting choices and prevents overspecializing characters too quick.
Sounds good. Dying once or twice shouldn't be game over- at least not in the regular mode.- The Experience penalty for losing was lowered.
I didn't notice much of a difference, but it sounds like a good change.- Game itself is a bit faster now.
Haven't faced her yet but it sounds good.- The Death was rebalanced. She has somewhat weaker stats now (not on Challenge however), but it learned three more skills of extreme power and cool factor. But I'll leave discovering them to you.
The AI definitely seems more effective at using missile attacks now.- AI were improved a bit according to your suggestions. It also scales better to the player's skill.
I don't think this was necessary.- You can't fight against your character's class anymore.
Good! Now it doesn't seem like the game's cheating.- AI can't use spell it wouldn't have access to now.
Okay. This seems like it's probably a good idea.- You can now recast enchantments like Incantations and Healing.
I still don't think this was a necessary change, since shooting monsters have to worry about shields.Balance changes:
- All the shooting monsters were slowed down a bit.
Was his magic resistance increased to compensate? He still seems able to take an unsummon. In any case, I have no problems with this change.- Golem: Health 80->65, Strength 25->30. He's more of a fighter, than a wall now. Also made him move a bit slower.
This certainly changes the nature of the spell, but it needed balanced, so I'm okay with this. However, I don't think this should apply to damage over time from poison or curses.- Slumber: sleeping is now interrupted when the character is taking damage.
Sounds good. I'm playing a cursing caligrapher to test this out.- All curses now have +5% bigger chance of success. Should make them more attractive, even for low Communion mages.
- Enfeeble: Power increased by 5. Casting time 8->6.
- Dull: Casting time 5->4.
- Breach: Casting time 6->5.
Hmm. I'll need to test this before I know how I feel about it.- Dispell is now affected by the opponent's Resistance.
Nightshade wrote:Were there that many bugs before? In any case I noticed one bug (which may have existed in the past). The enemy mage cast unsummon while my golem was attacking it, and the unsummon missed.
TeeGee wrote:- Gameplay itself was rebalanced. Now it's much shorter, but you get more experience per battle. It's more intense overall
Also, does this make it impossible to completely max a character, if you only have one stat left to raise?- You can't pick the same attribute at consecutive levels too. This should make for more interesting choices and prevents overspecializing characters too quick.
Nightshade wrote:I don't really like this. I can understand why you made this change, but I think a better solution would have been to limit max stats to 15+(level/2).
Also, does this make it impossible to completely max a character, if you only have one stat left to raise?
Marius wrote:I think it does. In that case, I believe it should be changed.
Nightshade wrote:Was his [golem] magic resistance increased to compensate? He still seems able to take an unsummon. In any case, I have no problems with this change.
Nightshade wrote:This certainly changes the nature of the spell, but it needed balanced, so I'm okay with this. However, I don't think this should apply to damage over time from poison or curses.
Nightshade wrote:Were there that many bugs before?
In any case, I really like the new golem. He's still functional as a shield, but not as ridiculous as he was before. Also, the slower speed actually makes him more effective as a shield, since he's more likely to block fireballs.TeeGee wrote:Nope, increase in Stength was enough. And he should be able to take one Unsummon, but not much more than this. He's still a tanker, but more offensive and less stale mate generating.Nightshade wrote:Was his [golem] magic resistance increased to compensate? He still seems able to take an unsummon. In any case, I have no problems with this change.
It didn't seem like summoned creatures woke them up either. At least not very quickly.Yup, poison and other timed effects won't wake a character. The enfeeble curse may do so, but it's not certain. In general the character loses one "sleep" point for every 10 points of damage received during the sleep.Nightshade wrote:This certainly changes the nature of the spell, but it needed balanced, so I'm okay with this. However, I don't think this should apply to damage over time from poison or curses.
Roman-the-evil wrote:/offtopic TeeGee, are you familiar by any chance with the Logic Factory? That's an old game producing company. Your avatar reminds me of them xD
Nightshade wrote:In any case, I really like the new golem. He's still functional as a shield, but not as ridiculous as he was before. Also, the slower speed actually makes him more effective as a shield, since he's more likely to block fireballs.
It didn't seem like summoned creatures woke them up either. At least not very quickly.
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