Changes to the magic system:
WGE will use a non-linear relationship between spell cost and power. This means that when the cost is halved, the spell's added power (the difference between the spell and a poke) decreases only by a factor of 1.5. This has the following consequences:
1) With any amount of mana, it's not beneficial to spend it all on one cast; optimally spending about 50% of the current mana (meaning spells of any cost will be relevant at different moments).
2) Spells costing the minimum mana (1) are strong enough to be used.
3) Free spells (costing 0 mana) are much weaker than 1-mana spells because the system fundamentally encourages not spending all your mana.
Initially, it was planned to set the cost for level 1 spells from 0 to 1 mana, however, due to point 3, there would be a colossal difference in power between them, so the following decision was made:
1) All 1st circle spells cost 0 mana (Disruption, Bless, Forgetfulness, Curse, Magic Arrow, Spikes, Magic Fist, Wasps) = 60% power.
Essentially, 1st circle spells are just a way to stall for time without spending mana and are a direct alternative to pokes (hero attacks), but not full-fledged paid spells.
For other tiers:
2) 2nd circle spells cost 1 and 2 mana (100-120% power).
3) 3rd circle spells cost 3 and 5 mana (130-160% power).
4) 4th circle spells cost 6 and 10 mana (170-200% power).
5) 5th circle spells cost 15 mana (240% power).
6) Bonus spells cost 4, 8, and 12 mana.
Compared to the original game's prices, the mana cost can be safely increased by 2-3 times (since each point of Knowledge gives only 5 mana instead of 10, and Knowledge itself is lower and more valuable).
Bonus spells are learned automatically when you have 2 basic schools of magic and are, most often, racial spells (due to corresponding magic profiles):
Light + Dark = Holy Word and Vampirism (usually humans)
Light + Chaos = Divine Vengeance and Armageddon (usually dwarves)
Light + Summoning = Regeneration and Hive (usually elves)
Dark + Chaos = Sorrow and Frost (usually demons and shadows)
Dark + Summoning = Death Wave and Animate Dead (usually undead)
Chaos + Summoning = Fire Wall and Earthquake (usually mages)
Consequences of the above:
- Disruption and Forgetfulness are weakened (but free) and are no longer an ultimate counter to shooters and a racial counter-strike, reducing damage only by half instead of taking all shooters out of the game.
- Wasps are free, meaning Hive no longer additionally spends the hero's mana.
- Situational spells (Holy Word, Death Wave, Armageddon, and Earthquake) no longer clutter the mage guild but are given as bonus spells.
- Animate Dead is no longer a universally available way to resurrect troops in battle, since learning it requires knowledge of both schools (Summoning and Dark), which benefits undead heroes; also, this spell no longer clutters the mage guild (as it's almost useless for the living against neutrals).
- Regeneration also no longer clutters the mage guild, which is relevant for the undead.
- In circles 1-4, each school has 2 spells, and in circle 5, exactly 1 (guaranteed).
- Almost all resurrection spells are now not generated in the mage guild, do not depend on randomness, but are given as bonus spells upon taking the corresponding school combinations; the exception is Resurrection as a guaranteed 5th circle Light spell.
Added after 10 hours 21 minute
Current work-in-progress on spells:
Magic of Chaos:
0 Magic Arrow = 6 x (Sp + 0/2/4/6)
0 Spikes = 4 x (Sp + 0/3/6/9) - becomes stronger than Magic Arrow when Chaos Magic is upgraded, but the earth element is not supported by perks.
1 Boulder = 10 x (Sp + 0/2/4/6) - much stronger than Magic Arrow
2 Fireball = 8 x (Sp + 0/1/2/3) - base is stronger than Boulder (and much stronger than Spikes), but scales worse.
3 Ring = 8 x (Sp + 0/2/4/6) - a more expensive analogue of Fireball that scales well.
5 Lightning Bolt = 16 x (Sp + 0/2/4/6) - much stronger than Boulder.
6 Meteor Shower = 6 x (Sp + 0/3/6/9)
10 Chain Lightning = 16 x (Sp + 0/2/4/6) - Lightning Bolt enhanced with secondary chain damage.
15 Disintegrate = 20 x (Sp + 0/3/6/9) - much stronger than Lightning Bolt.
4 Fire Wall = 12 x Sp, 0/1/2/3 rounds
8 Frost = 20 x Sp, +100% physical damage for 1 round
12 Armageddon = 16 x (Sp + 0/1/2/3)
Benchmarks in Duels:
- average HP in a stack = 500
- Spellpower varies from 3 to 9
- Knowledge varies from 3 to 9 (from 15 to 45 mana)
Considering the scale (less HP, less Spellpower):
- Disintegrate is roughly equal to its upgraded analogue in the original (and costs 15 mana instead of 36).
- Armageddon is roughly equal to its analogue in the original (and costs 12 mana instead of 20).
- Chain Lightning is 10% stronger than its upgraded analogue in the original (and costs 10 mana instead of 32).
- Meteor Shower is 10% weaker than its analogue in the original (and costs 6 mana instead of 19).
- Lightning Bolt is roughly equal to Implosion in the original (and costs 5 mana instead of 18).
- Cold Ring is roughly equal to its analogues (Ring and Frost Ring) in the original (and costs 3 mana instead of 9-10).
- Boulder is 25% stronger than Lightning Bolt in the original (and costs 1 mana instead of 5).
- Magic Arrow is 25% weaker than Lightning Bolt in the original (but is free).
5th circle spells will be used in Duels.
3 types of spell sets will work:
Specialist Heroes (6+3 = 9 spells):
1) Primary Specialized School:
- 2 1st circle spells (0 mana)
- 1st 2nd circle spell (1-2 mana)
- 1 3rd circle spell (3-5 mana)
- 1 4th circle spell (6-10 mana)
- 1 5th circle spell (15 mana)
2) Secondary Non-Specialized School:
- 2 1st circle spells (0 mana)
- 1 2nd circle spell (1-2 mana)
Universal Heroes (6+6 = 12 spells):
2 developed magic schools, each has:
- 2 1st circle spells (0 mana)
- 1 2nd circle spell (1-2 mana)
- 1 3rd circle spell (3-5 mana)
- 1 4th circle spell (6-10 mana)
- 1 bonus spell (4-12 mana)
Archmage (6+6+6+6 = 24 spells):
4 basic magic schools, each has:
- 1 1st circle spell (0 mana)
- 1 2nd circle spell (1-2 mana)
- 1 3rd circle spell (3-5 mana)
- 3 bonus spells (4, 8, and 12 mana)
Note the substantial bonus the Archmage receives for learning 4 different magic schools - a total of 12 bonus spells, including expensive analogues of circles 4-5.
With only 3 schools upgraded, this hero would have 6 bonus spells, and with 2 schools upgraded, only 2.
In other words:
- The second magic school adds 2 bonus spells (combinations with the first).
- The third magic school adds another 4 bonus spells (combinations with the first and second).
- The fourth magic school adds another 6 bonus spells (combinations with the first, second, and third).
Added after 6 hours 0 minutes
Magic of Light
0 Disruption = 50% protection from arrows for 2/4/6/8 rounds (global - on all)
0 Bless = max damage for 2/4/6/8 rounds (global - on all)
1 Haste = +50% initiative for 1/2/3/4 rounds (area - 4x4)
2 Stone Skin = +(Sp+3) to defense for 1/2/3/4 rounds (area - 4x4)
3 Righteous Might = +(Sp+3) to attack for 1/2/3/4 rounds (area - 4x4)
5 Exorcism = 100% removal of negative effects from your own unit (area - 4x4)
6 Teleport
10 Anti-Magic = Removal of all magic effects from any unit + Immunity to magic for 0/1/2/3 rounds
15 Resurrection = 40 x (Sp + 0/1/2/3), without penalties to health
4 Regeneration = 10% x Sp, duration 1/2/3/4 rounds
8 Divine Vengeance = 30/40/50/60 x Frags
12 Holy Word = 9 x (Sp + 0/1/2/3)
Stone Skin and Righteous Might, compared to the original, give a doubled bonus (since attack and defense stats are twice as strong), similar to 6 + 2x Spellpower.
That is, at low Spellpower of 3, these spells work like +12 in the original, with the ability to significantly strengthen as Spellpower grows.
The ability to convert Spellpower into Attack and Defense is a fundamental difference from the original.
Haste works stronger than in the original.
Mass versions of all these spells are, however, weakened - they are area-affecting (and push to 0% ATB, not 50%).
Disruption is 1.4 times weaker than in the original, but free. There is no longer an ultimate defense against shooters.
Exorcism works guaranteed but does not affect enemies (unlike removing spells in the original). However, Anti-Magic can be cast on any targets, including enemies.
Divine Vengeance does not depend on Spellpower, only on Frags (square root of the number of killed enemies multiplied by their level). This fundamental difference prevents the spell from being scaled too high.
Magic of Dark
0 Forgetfulness = 50% of creatures shoot and retaliate for 1/2/3/4 rounds (global - on all)
0 Curse = min. damage for 1/2/3/4 rounds (global - on all)
1 Weakness = -(Sp+3) to attack for 2/4/6/8 rounds (area - 4x4)
2 Disrupting Ray = -(Sp+0/1/2/3) to defense, stacks (area - 4x4)
3 Slow = -50% initiative for 2/4/6/8 rounds (area - 4x4)
5 Plague = 14 x Sp damage for 1/2/3/4 rounds (area - 4x4)
6 Blind = 0.3/0.4/0.5/0.5 x Sp rounds, at Expert, enemy does not retaliate to attacks
10 Berserk = attack nearest target with 100% damage (always 1 turn duration)
15 Control = 50% initiative + control for 0.15/0.2/0.25/0.25 x Sp rounds, at Expert can target 7th tier creatures
4 Sorrow = -3/4/5/6 to Luck and Morale for Sp rounds
8 Vampirism = 100% vampirism and non-undead for 2/4/6/8 rounds
12 Death Wave = 6 x (Sp + 0/2/4/6)
Weakness, compared to the original, gives a doubled penalty (since attack and defense stats are twice as strong), similar to 6 + 2x Spellpower.
That is, at low Spellpower of 3, it works like -12 in the original, with the ability to significantly strengthen as Spellpower grows.
Disrupting Ray, compared to the original, gives a doubled penalty, similar to 0/2/4/6 + 2x Spellpower. This is much stronger than in the original, plus the ability to significantly strengthen as Spellpower grows.
Slow works stronger than in the original.
Mass versions of all these spells are, however, weakened - they are area-affecting (and push to 0% ATB, not 50%). This is especially relevant for the area Disrupting Ray, which, although much more powerful, is cast half as often (thus overall stronger only at Spellpower above 3).
Forgetfulness is twice as weak as the original, but is free. There is no longer an ultimate defense against shooters.
Plague is roughly 2 times stronger than the original.
Blind lasts twice as long at equal Spellpower compared to the original.
Berserk is weakened: it does not deal bonus damage and always lasts exactly 1 turn.
Sorrow and Vampirism are much stronger than in the original.
Added after 22 hours 55 minutes
Current work-in-progress on Summoning:
0 Magic Fist = 6 x (Sp+0/1/2/3)
0 Wasps = knockback 20/30/40/50%, no damage
1 Crystal = 5/10/15/20 x Sp
2 Sword Wall = durability 100 x Sp, for 2/4/6/8 rounds, returns 10% of melee damage taken back
3 Phantom = clone up to 4/5/6/7 tier
5 Land Mines = 4 x (Sp+6), 6/8/10/12 mines
6 Elementals = Sp + 0/2/4/6 elementals
10 Celestial Shield = absorbs 100% damage, up to 18 x (Sp + 0/3/6/9)
15 Phoenix: Speed = 7, Initiative = 15, Damage = 60-90, Health = 300, Attack/Defense = ? + Sp
4 Earthquake: damage 50-(100/150/200/250) x Sp
8 Hive: initiative = 15, health = 30/40/50/60 x Sp, Defense = 20
12 Animate Dead = 20 x (Sp + 0/3/6/9), without penalties to health
Comments.
In general, Summoning should work for a drawn-out game with a focus on Knowledge rather than Spellpower. In the current version, the dependence on Spellpower is still too high (on the level of Chaos).
Wasps and Sword Wall no longer deal damage. In both cases, the focus is entirely on control; Summoning is not Chaos, which plays for damage. Wasps are free, and Sword Wall should be durable and long-lasting, not falling apart in one hit like Crystal.
The question about Land Mines is still open: how many mines should be created at once - few with high damage, or many with lower damage.
Celestial Shield has become more expensive than Elementals, because this spell should be more useful for Necromancers (high Knowledge), while Elementals are the obvious choice for Elves (with low Knowledge).
An interesting question about the Shield: should it have 100% damage absorption, and would such a shield be a more interesting option than just a "double Stone Skin"?
Phoenix: there's an idea to standardize the Phoenix parameters as a neutral T7 unit, and pour the Spellpower dependence into the Attack and Defense parameters, which already depend on the hero's. It would essentially be a neutral Phoenix, without rebirth, but with "built-in" buffs (directly depending on Spellpower) - Stone Skin and Righteous Might.
Earthquake: damage should generally be stronger than the durability of Sword Walls, however the interest of this spell lies in randomness - it should not just predictably clear all placed obstacles. As far as I remember, this spell affects not only town walls, Crystals, and Sword Walls, but also Hives (but this needs to be checked).
Hive: durability should depend on Spellpower so that the Hive can scale with increasing armies, not falling apart in one poke. Hive no longer spends the hero's mana, and therefore becomes a cheaper spell. At the same time, since Wasps no longer deal damage, this is a pure control spell (similar to Blind). Like Blind, Hive allows you to disable a unit, albeit partially, but with the ability to simultaneously attack it without stopping the spell's effect.
Animate Dead: has become even more expensive. In general, resurrection spells are arranged in terms of power as follows:
15 mana - Resurrection (5th circle)
12 mana - Animate Dead (bonus - for Dark + Summoning)
8 mana - Vampirism (bonus - for Dark + Light)
4 mana - Regeneration (bonus - for Light + Summoning)
Update: added a minimum 10% damage return to Sword Wall so that destroying a Sword Wall is not completely "free".
Increased Celestial Shield's damage absorption from 75% to 100%. It is now a full-fledged "preventive" resurrection.