#About the 'Adventure Spells Pack' (ASP) mod

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autumn belfry
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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

  1. 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)

  1. 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.
  2. Find out is there a way to adjust the maximum spell points value as a cost.
  3. 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)

  1. 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.
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AI Compatibility

Problem

I'm wondering if the computer player will be able to use adventure spells, as I have seen it using "Summon Boat" only. If not, it raises questions about how powerful the adventure spells can be.

Solutions

  1. None. Are there any hints for AI that a modder can implement using .json files? I noticed the "aiValue" property (or something like that), but it's deprecated, correct?