[submod][1.5] Sorcery Mod

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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by HybridBear » Mon Jun 27, 2016 22:50

is there a link for a version of the mod compatible with v.1.2 ?
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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by pietrko » Tue Jun 28, 2016 12:45

HybridBear wrote:is there a link for a version of the mod compatible with v.1.2 ?

Seriously? Checkout first page man - all the needed info will be there, the rest of the topic is for discussing development.

Update: Icons for new disease ready (trait + provice marker).
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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by Kironos » Tue Jun 28, 2016 19:45

Awesome! Is there anything you can share? I can't wait to go all "I am no King, I am your God" on people :D
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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by Sleck » Tue Jul 05, 2016 02:42

Been checking in every day or 2 since i learned about this mod last wee. Really looking forward to it. Curious what changes you'll make to the shadow binding. Will making a shadow assassin still drain or characters health?
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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by pietrko » Thu Jul 07, 2016 15:57

Shadow still drain character's health but you can regen it killing other people.
Life for life principle applies everywhere. I'm occupied till the next thursday, then I'm going back to moddig.

Cya
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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by Sleck » Fri Jul 08, 2016 02:07

Cool. Good to get an update.
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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by Kironos » Sat Jul 23, 2016 20:22

So... any news?
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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by pietrko » Tue Aug 09, 2016 16:03

New illustration for Curse of shadow spells.

Targated land will "fall under shadow" and will be struck by strange illness that kills children, beasts and plants alike.
And end-game spell for blodd magic + shadowbinder magic.
Image
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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by vae » Sat Sep 03, 2016 19:51

Any news?
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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by Podrick pussy killer » Sun Sep 04, 2016 20:54

The idea for the mod is really awesome but you know when you'll get a download link avaiable?
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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by ngppgn » Mon Oct 24, 2016 16:12

How's progress going?
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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by Crannogman » Tue Oct 25, 2016 18:20

Any plans for Qohor? It is called the City of Sorcerors after all, and its people do like sacrifices and blood rituals in honor of their Black Goat.
Eddard Stark: He would have killed me but for Howland Reed
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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by DRevan » Thu Jul 13, 2017 02:40

Still waiting for a download link to show up....
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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by TheMafiaBakery » Sun Aug 06, 2017 08:11

Is this still being developed?
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Re: [submod] Sorcery Mod --- (DEV, NEW INFO)

PostPosted by blackninja9939 » Sun Aug 06, 2017 14:05

TheMafiaBakery wrote:Is this still being developed?

On the grounds the last post in this thread by the developer of the submod was nearly a year ago I am gonna guess no so don't necro old threads.
Locking, if the developer comes back then PM me and I will unlock the thread.
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Re: [submod][1.5] Sorcery Mod

PostPosted by pietrko » Wed Sep 27, 2017 10:18

Updated for 1.5.

Fatten the gods of magic with bloody sacrifices!
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Re: [submod][1.5] Sorcery Mod

PostPosted by livelikeme14 » Wed Sep 27, 2017 19:45

pietrko wrote:Updated for 1.5.

Fatten the gods of magic with bloody sacrifices!


yessssssss, so are u planning on adding more to the mod ?
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Re: [submod][1.5] Sorcery Mod

PostPosted by pietrko » Wed Sep 27, 2017 23:01

livelikeme14 wrote:
pietrko wrote:Updated for 1.5.

Fatten the gods of magic with bloody sacrifices!


yessssssss, so are u planning on adding more to the mod ?


Did you try it?
ATM is really unbalanced i think.
For 1.5 some of the content was obsolete I redone lot of stuff.
But yea I'm thinking about introducing new stuff. You can see some of those in TODO (partially obsolete).
The plan is to:

a) Add flavour and better more challenging way to obtain magic
b) Make the magic sandboxy (make it a tool that broadens the kind of influence you can have on game world) and multiplayer friendly.
c) Give a way to establish "magic dynasties" and build realms centered around sorcery (like Valyria was)
d) Expand list of effects that magic can produce.
e) Make connections with main AGOT mod - spells and magic can affect in a subtle way almost any action, give you special option during other events. Casting separate unrelated spells via decisions is good start but there are interaction with different game systems - this is where magic could shine.
f) Add specific graphics to sorcerers
g) Change ugly parts of map (flat Dragonstone without a Vulcano wtf)

That is roughly my plan which is most likely never to by finished.
But my enthusiasm is fickle and I would rather invest my time in multiplayer game not something I cannot play with someone else.
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Re: [submod][1.5] Sorcery Mod

PostPosted by theshadow603 » Thu Sep 28, 2017 07:11

Sounds good. Thanks for the update.
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Re: [submod][1.5] Sorcery Mod

PostPosted by theshadow603 » Thu Sep 28, 2017 07:37

I don't seem to be able to access the Elyria sorcerer or the sorcerer ambition.
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