Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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jayhova
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Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Post by jayhova » Sat Jan 26, 2019 12:05 pm

I was thinking that rather than base your magicka regeneration off of the amount you have used, base it instead off of your physical condition which would be a average of your health and fatigue. So in the morning you would regenerate much faster than if wounded or tired or both.

Something like {RegRt= X(H+F)/T} where T is Time in seconds, F is Fatigue, H is Health and RegRt is the Regeneration Rate of your Magicka. So lets say for ease of discussion, your health is 50 and your fatigue is also 50 and X was .0001 then you would regen at .1/1 or 1 point every 10 seconds. You could bias this so the gen rate does not climb in proportion to your magicka and a really powerful mage might take all day to regen their magic where a low level might totally regen in 3 hours.
Remember always 'What would Julian Do?'.
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Narf the Mouse
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Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Post by Narf the Mouse » Sun Jan 27, 2019 1:09 am

jayhova wrote:
Sat Jan 26, 2019 12:05 pm
I was thinking that rather than base your magicka regeneration off of the amount you have used, base it instead off of your physical condition which would be a average of your health and fatigue. So in the morning you would regenerate much faster than if wounded or tired or both.

Something like {RegRt= X(H+F)/T} where T is Time in seconds, F is Fatigue, H is Health and RegRt is the Regeneration Rate of your Magicka. So lets say for ease of discussion, your health is 50 and your fatigue is also 50 and X was .0001 then you would regen at .1/1 or 1 point every 10 seconds. You could bias this so the gen rate does not climb in proportion to your magicka and a really powerful mage might take all day to regen their magic where a low level might totally regen in 3 hours.
That's what this was missing - options! I knew it was missing something. :)

I should be able to get to this over the weekend, but also that's not the only thing I want to do. Also I need to do a bit of planning. )
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

johnwax
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Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Post by johnwax » Sun Mar 03, 2019 8:16 pm

@Narf the Mouse - I have always wanted to play an Honest-to-Merlin blast-em mage and this test mod has given me the opportunity - Thank you!

I rolled a lady High Elf with 3XINT magicka and general spell absorption, named (of course) Nimue. Shock is one of your three beginning spells. Its pretty weak, but I made it through Privateer's Hold using Shock as my only offense. I saved a lot and had to reload frequently.

The only worm in the apple is the occasional Daedroth who casts Silence, which meant I needed a backup melee weapon. Chose Long Blade and am having fun. Thanks again!

N.B. Am really looking forward to an official release.

Narf the Mouse
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Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Post by Narf the Mouse » Sun Mar 03, 2019 10:15 pm

johnwax wrote:
Sun Mar 03, 2019 8:16 pm
@Narf the Mouse - I have always wanted to play an Honest-to-Merlin blast-em mage and this test mod has given me the opportunity - Thank you!

I rolled a lady High Elf with 3XINT magicka and general spell absorption, named (of course) Nimue. Shock is one of your three beginning spells. Its pretty weak, but I made it through Privateer's Hold using Shock as my only offense. I saved a lot and had to reload frequently.

The only worm in the apple is the occasional Daedroth who casts Silence, which meant I needed a backup melee weapon. Chose Long Blade and am having fun. Thanks again!

N.B. Am really looking forward to an official release.
Cheers, and thanks! :)

I have an idea of where to take this next, which will basicly be a complete re-write, after which the mod will work exactly the same, only with a lot more flexibility. It's more a matter of actually sitting down and Doing the Thing. :) Since it works well enough right now, there hasn't been much incentive.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

johnwax
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Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Post by johnwax » Fri Mar 08, 2019 8:57 pm

[/quote]
there hasn't been much incentive.
[/quote]

Don't wait! Do it now! (please) :)

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jayhova
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Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Post by jayhova » Sat Mar 09, 2019 5:37 am

He meant:
johnwax wrote:
Fri Mar 08, 2019 8:57 pm
there hasn't been much incentive.
Don't wait! Do it now! (please) :)
Remember always 'What would Julian Do?'.
Windows 10 Pro 64 bit. DFU Ver. 0.7.91

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Sandro
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Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Post by Sandro » Mon Mar 18, 2019 6:30 pm

Been playing with this mod for some time now and I've taken quite a liking to it. It makes playing a focused spellcaster a lot more feasible.

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