I'm working on the mod to learn VCMI modding and refine ASP along the way. The deeper I delve into the mod, the more potential I see, and I am increasingly convinced that a different approach from the current one is needed. Before I take a walk through a mine field, I would like to ask the community for opinions and advice. Of course I can’t promise to implement everything suggested, but as a fan of customization, I can assure you that everything I design will likely be optional and won’t alter the original mechanics known from v1.4 (only if necessary). So, here are the goals I want to achieve in future versions of ASP.
Adventure Spells' Duration
Problem
The frustrating 'bureaucracy' associated with casting adventure spells repeatedly.
Solution
- Increase the duration to 7 days for most spells, including Disguise.
Adventure Spells' Cost
Problem
If the durations change, it naturally leads to a question about costs. A high spell point cost won't resolve anything, as a hero can cast spells in a town, make a turn, and have a maxed spell point reserve the next day.
Solutions (Theoretical)
- Adjust the costs in primary skills ('Power' and 'Knowledge' in most cases) as long as the spells are in use. For example, using 'Clarity' for 7 days will cost -2 'Power' and -2 'Knowledge' while it is active.
- Find out is there a way to adjust the maximum spell points value as a cost.
- Consider applying mechanics from the 'Mysticism' or 'Intelligence' skills, but with a negative value.
Adventure Spells' Indicators
Problem
Currently, there is no indication that the spells are in use, and the opponent hero has no way to disrupt them.
Solutions (Theoretical)
- The effects of the spells could, in most cases, be replaced with 'free' spell at the beginning of a battle. This way, a player would know which adventure spell is in use, and opponents could potentially dispel it.