Arcen Games
General Category => A Valley Without Wind 1 & 2 => Topic started by: Fleet on September 30, 2011, 09:56:12 am
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My vocabulary may be off. So, at the start of a game, you can travel to the green healthstone. you can then read one of the spellbooks and you will have an option of 4 spells to learn, and you choose one. What determines what spells are available? (why are they different game to game?). Also, are there "trees" of spells, so unlocking spells made by a certain material will lead to higher spells of that kind?
If there is documentation on this, point me that way and I'll read.
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The spells are chosen randomly. At the moment, there aren't any "trees", but, that may be something that gets added in the future.
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Spellcrafting trees are definitely something I'd be in favour of, once there's a few (or a lot!) more spells in there.
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Actually, there are trees, but it's pretty shallow and wide rather than narrow and deep. It's based on the three-step crafting, which is technically a tree.
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Though there aren't many three-step spells... that would be something cool to see more of.
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Yep, of course. :)
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I think the OP means when you get offered four spell recipes to learn, there should be a tree based on which ones you've previously learnt, which sort of spell book you're turning in perhaps, that kind of thing.
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I see. Well, not sure about that at this point, but we'll see.
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What I thought he meant by "trees" was, is the unlocking of one spell the prerequisite of unlocking other, further spells. Which, I believe is not the case, correct?
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What I thought he meant by "trees" was, is the unlocking of one spell the prerequisite of unlocking other, further spells. Which, I believe is not the case, correct?
I think it actually is, or at least it should be, but I'm not 100% positive. If something costs a sapphire and granite, and something else costs sapphire plus granite plus cherry, you'd have to unlock the former first. But I'm not sure that's actually implemented, to be honest.
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What I thought he meant by "trees" was, is the unlocking of one spell the prerequisite of unlocking other, further spells. Which, I believe is not the case, correct?
I think it actually is, or at least it should be, but I'm not 100% positive. If something costs a sapphire and granite, and something else costs sapphire plus granite plus cherry, you'd have to unlock the former first. But I'm not sure that's actually implemented, to be honest.
That seems a bit weird, having the "tree" based on crafting ingredient number rather than what ever the spell does. rather that logic would place, hypothetically, ruby and cedar on the same tier as ruby and magma, despite one being considerably harder to acquire.
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Yes, this is a good point. I doubt that's how it will end up, but it's far too early to really worry with it yet because first we need more spells in general.
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That seems a bit weird, having the "tree" based on crafting ingredient number rather than what ever the spell does. rather that logic would place, hypothetically, ruby and cedar on the same tier as ruby and magma, despite one being considerably harder to acquire.
where do you get magma, anyway? the tooltip says in a tower, but all I've seen there is moonstone and memory crystals. Do I need to be a certain level?
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That seems a bit weird, having the "tree" based on crafting ingredient number rather than what ever the spell does. rather that logic would place, hypothetically, ruby and cedar on the same tier as ruby and magma, despite one being considerably harder to acquire.
where do you get magma, anyway? the tooltip says in a tower, but all I've seen there is moonstone and memory crystals. Do I need to be a certain level?
Yeah, you'll see them eventually. Some of it is randomness, some of it is the type of terrain, some of it is level. By around level 20 or so you should be seeing it.
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First tower I ever took was for magma.