These changes are determined by a list that resides in /tomeandblood/data/core/spell_list_base.tpa. Symbol spells are moved to the school of Divination Power Word spells are moved to the school of Enchantment Sequencer spells are moved to the school of Enchantment This component changes the school of various spells, to make sure there is at least one spell at each level in each school, and that specialists of different schools are better-balanced against one another. Here’s a breakdown of what is currently in the mod: You can install one component, or all of them, or any combination you like. You'll have the option to choose which categories you want to consider when you install the mod. There are a lot of different components to the mod at this point, so I have organized them into three categories: 1] spell tweaks 2] new and revised kits and 3] deeper tweaks to various game mechanics. Best I can tell, the spell school changes, the armored casting for bards, the first four innate sequencer options, the first and third cantrip options, and the innate find familiar component might probably work on the old engine. This is not designed for pre- EE TOB/ BGT/Tutu games. The 0.8 series has only been tested in the EE v2.5 engine. (I only haven't made the ALWAYS block comliant yet.) What does that mean for you, the player? Pretty much nothing. Since version 0.8.40, the mod is now almost completely compliant with DavidW''s principles of encapsulation and immutability. The more in-depth Readm for v0.7 can be found here. You can download the latest version of the mod here. But for now I'll highlight the recent changes. In time I'll turn this post into a source of general information about the mod, for newcomers. Increased replay value: Additional multiplayer arenas support up to 16 players.I'm pleased to announce that Tome and Blood has been updated to version 0.8.40 0.9.35! in my branch of the mod.New ally system: Players can now crush the competition by allying with Orcs and Trolls, as well as with other people.Each foe features deadly new combat abilities. 80 unique foes to conquer, including hideous skeletons, zombies, Druids, shamans, and the lethal race of Necromancers.Over 400 weapons, items, spells, objects and buildings to help adventurers in their travels. Each location delivers new challenges and new foes. New story set in an original realm: Players lead their party of adventurers through Arabian-style desert cities and arboreal Druid villages.43 non-linear, branching missions: Rage of Mages II: Necromancer personalizes the game playing experience by allowing players to experience greater variety on their quest.Ultimately you must seek out the lair of the Necromancers and destroy them and their undead puppets before they can carry out their terrifying plans. You must embark upon a journey to improve strength and skill, enlist powerful allies, and recover a lost talisman of ancient magic to survive the coming onslaught. Amassing an army is a trivial task for those that can summon the black legions of departed souls. Wielding dark magic, they have perfected the art of raising the dead and now command these terrible minions to obey their slightest whim. At first content to slowly build their strength within a small region, the Necromancers will soon reveal their awesome power as they move to subjugate the entire land for their evil purposes. Gather powerful weapons to show your might and wield awesome magic as you complete important quests and train your character to be the mightiest of all.Īcross a barren wasteland, a sleeping evil crawls from the depths of the earth. Recruit stalwart allies to aid you against your enemies. Feel the wrath in the thrilling sequel, Rage of Mages II: Necromancer, a role-playing, real-time strategy game.
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