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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Panda's Heroes-based Game System (started by PandaTar in November 2016)
Panda's Heroes-based Game System This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
AncientDruids
AncientDruids


Famous Hero
(Andruids for short)
posted November 28, 2016 06:39 PM
Edited by AncientDruids at 18:49, 28 Nov 2016.

My my, how quick and merciless are you, Rakshasa, to assume so many things about me : D

I'm not American, nor do I mindlessly enjoy watching TV, especially sports, of all things. Most importantly though, never did I forbid anyone from doing what they want with their free time. I'm far from not wasting that precious resource in various ways myself. However, I found this particular project to be flawed and I expressed my opinion.
I know it was profoundly uncourteous of me not to include any substantive complaints, but I suspected that Panda wouldn't reduce his planned 16 factions by about a half. Because that would've been a start.

Nevertheless, for all intents and purposes, consider me slain.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted November 28, 2016 06:47 PM

Consider some factions DLCs, then. ^_^
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted November 28, 2016 07:33 PM

Seeing treads like these have gotten me to think that they may be a tad overly ambitious. Might make a tread about something more down to earth.

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Baronus
Baronus


Legendary Hero
posted November 28, 2016 08:59 PM

Great works. I wosh you succes :-)

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted November 28, 2016 10:20 PM

Thonks. ^_^
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Ereinion156
Ereinion156


Adventuring Hero
posted November 28, 2016 10:28 PM

Some stuff I just saw:

- For Atlantis-Hero Lacus you wrote Merdmaid
- I really like how there are pirates of all races among the heroes of cliffs. But that human Redeye has really pointy ears, apart from the fact that he really reminds me of that elf in the witcher 2.
- Forge heroes are really cool! Mainly because many of the organic lifeforms look really robotic, while the AIs often look humanoid. And Mr. Dolley is just really creepy.
- And I like the fact that there are treant-heroes

That's my opinions after just looking shortly at it. Maybe I'll have a closer look later this week.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted November 28, 2016 11:02 PM
Edited by PandaTar at 22:02, 13 Feb 2017.

Ereinion156 said:
Some stuff I just saw:
- For Atlantis-Hero Lacus you wrote Merdmaid

She's not a really good hero. HOHOHO
Quote:
- I really like how there are pirates of all races among the heroes of cliffs. But that human Redeye has really pointy ears, apart from the fact that he really reminds me of that elf in the witcher 2.

Sometimes you'll see things from other games here. I don't know Witcher games, so I couldn't relate. But all in all, sometimes I find more suitable heroes and Redeye is on top of the list of those who might just vanish in due course.

Quote:
- Forge heroes are really cool! Mainly because many of the organic lifeforms look really robotic, while the AIs often look humanoid. And Mr. Dolley is just really creepy.
- And I like the fact that there are treant-heroes
That's my opinions after just looking shortly at it. Maybe I'll have a closer look later this week.


Thanks for checking on it all. Mr. Dolley was meant to be creepy indeed. Forge is intending to be a cyborg-machine-rustic mixture. Just very few gun-wielders. The line-up is focused on copying the nature with high-tech contraptions. Heroes will have more Artifacts and Relics that are guns though, even a mount which is a motorbike.

Some heroes, due their size and shape, don't have mounts or can't mount on anything. Treeants are heroes who stand on their own, having both advantages and disadvantages on that. Same for heroes who are phoenixes, dragons etc.

Take your time. This thread will be updated for a LOOOOOOONG time.

**************

Line-ups updated with their respective images. Preparing a major update later this month.

**************

Line-ups revised and still preparing the major update related to Citadel: townscreen, town buildings, 2 hero evolution, town system, line-up details, faction overall info.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Fawahar
Fawahar

Tavern Dweller
Niaroto@mail.bg
posted February 25, 2017 02:09 PM
Edited by Fawahar at 14:10, 25 Feb 2017.

cool

Impressive, Panda. I know how much time consuming making a such thing could be. Supporting you here with my both hands, but just one question: What is the general aim of your project? A new game, mod for heroes 4, or something else, like PnP RPG. I could not understand this by reading your opening post.

I'm just a bit lost, like a cat in a rat's maze, about what you are doin' however I am looking forward to more info you provide in this thread, new concept work and such.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted February 25, 2017 06:59 PM
Edited by PandaTar at 19:10, 25 Feb 2017.

Thank you.

Ah, this is a sort of therapy, you see. I'm sort of designing a Heroes proposal, not following any numbers (which means it's not mod or anything that will actually work for any current version of any of the games), but mainly venting ideas, like we do when we are proposing factions and the likes, you know.

So, it's a full proposition of everything I can think of for a Heroes-based game I would like to create or play. I'm down the lane that I'm not very inclined to play Heroes games anymore as they are, and I see that most mods don't step on the grounds I would enjoy seeing for a prolonged experience.

It's the result. It's mainly to get things out of my head, my chest and have something done on the way. I'm doing slowly, but I mean not to abandon the quest; because, as I said, therapy. ^_^

As I might also have said somewhere, many ideas are compiled from discussions all around here and other threads.

******

Also updated the first post to be more clear about the intentions of the whole thing. Reading back at it, it was a post that felt very ... poetic. Now, it's more straightforward.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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fawahar
fawahar

Tavern Dweller
Niaroto@mail.bg
posted February 25, 2017 09:55 PM
Edited by fawahar at 21:56, 25 Feb 2017.

I see. Sounds like a fan-art project.

I would like to see it one day when it is complete in a photo-book format or similar finish. There is many tools to do one free, like this - [url=http://www.blurb.com/booksmart]Blurb[/url]
I will check from time to time here definitely
GL, HF

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Panda_Tar
Panda_Tar


Known Hero
CH mascot and right-wing
posted September 30, 2026 09:55 AM

Gosh, almost 10 years since then. It's kind of funny reading all these things and how my mind have changed since then regarding a lot of things here, although some other lingered or have been polished passively.

But I'm inclined to agree that there are simply too many factions, which is unecessary. It was like trying to cover all microclimates imaginable.  Besides, life catches up and there's not as much idle time as before to spend on such things. I also wasn't into my psychotherapy then, so I was very volatile on what I was focusing on, hyperfocusing on this and that randomly, never finishing anything.

Regardless, the current state of things with Olden Era and HH3 Remake just made me wistful. These were not games I wished to play anyway, given they're just a bit of the same. HotA is still the best contender imho. So, almost against my will, my mind starts to conjecture: what if.

I would, however, love seeing a MM7 remake (not a mod), or a MMXI. As long as not tainted by ... agendas.
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted September 30, 2026 11:46 AM

Nice to see you Panda!

You lost access to our original account?
Maybe send an email to Val...
____________

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Panda_Tar
Panda_Tar


Known Hero
CH mascot and right-wing
posted September 30, 2026 12:07 PM

Likewise!

Yes, but it's been so long, I don't see a point in retrieving it. If I'm not mistaken, Val wasn't around back then, so I dropped it. For me, it's neither here nor there, to be frank. All is good. Using this account as for now.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted September 30, 2026 12:16 PM

He replies to my emails... Although only when the website is down

Maybe for retrieving your account he will unlock it, no harm in trying. You got some shinies in it
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Panda_Tar
Panda_Tar


Known Hero
CH mascot and right-wing
posted September 30, 2026 12:19 PM

Oh, alright, I'll give it a try. ICTC is a thing yet? I was just revisiting some of the old threads. There are a lot of things I would just change or prune straight away, hohohoho. But, as I was saying on there, with IA now, putting ideas on visual context is way easier/faster.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted September 30, 2026 12:25 PM

Yeah, you kinda need a subscription for quality image generation. Personally, I've used Midjourney a lot for some project and the results were extermely impressive. But ofc it's not worth it if the only use is for some dead forum contest lol

HC has never been as much of a ghost town as it is now... But who knows, maybe if you launch something it could rekindle it a bit.
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Panda_Tar
Panda_Tar


Known Hero
CH mascot and right-wing
posted September 30, 2026 12:31 PM
Edited by Panda_Tar at 12:33, 30 Sep 2026.

Galaad said:
Yeah, you kinda need a subscription for quality image generation. Personally, I've used Midjourney a lot for some project and the results were extermely impressive. But ofc it's not worth it if the only use is for some dead forum contest lol

HC has never been as much of a ghost town as it is now... But who knows, maybe if you launch something it could rekindle it a bit.


Ah, yes, but given I pay already for my Adobe subscription and Firefly even manages to create some neat stuff, it's feasible for me, not having an additional cost, as it were.

I know what you mean. It's difficult keeping a place alive when Ubisoft blunders were so constant. The late stuff, however, is passable. I still prefer Olden Era over the Remake announcement for now, but still, the games look too simple for my taste either way.

Regarding starting something, I think it would do creating and starting without asking if anyone would join in. It feels like something must be already going on for people to hop on the wagon. Because if I open an enquiry, few people will say yes, some will think, but it'll feel like an impasse.

Be that as it may, I'll decide in the upcoming days, and I'll to simplify a bit more my ideas as a whole, not to look like a graduate-first-content for every faction, with many things to learn.

Are you up to some venting of ideas, by the way?

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 02, 2026 06:30 PM

Yeah, why not! Though I have to say I don't have much free time to dedicate to this kind of stuff these days, but I'm always happy to bounce around some ideas!
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Panda_Tar
Panda_Tar


Known Hero
CH mascot and right-wing
posted October 03, 2026 07:48 AM

Yeah, it demands time, but considering there's no deadline, why not indeed.

I'm gathering the ideas in general, checking some of them from these old ICTC posts and contests and this own thread also, seeing if there's anything usable.

After that, I'll prune whatever feels outdated or too meddlesome. Besides, considering it's been years since I've visited these things, there's a considerable amount of writing I quite don't get anymore, what I have meant back then. Which just shows me how it would be difficult for a third party to understand that also – even if my own mind can't figure out, regardless time passed.

Several things, though, which I have decided so far, but might tweak a bit if I feel like it, or if there's some outside input to help carve a better alternative – or to convince me on the contrary:

Factions, from 15 to 12, marginally the same as HotA. And much less than ERA, that's for sure. So, it doesn't sound overwhelming or contrived. I've merged some ideas together, which seemed to make sense to me, or at least, doable; overlapped features, as it were. Given I have an old Devianart account, I might use it to host the concept art, which I'm making with AI. I'm currently making Regalia's townscreen in parts, given I want a very specific composition, and there are many peculiar buildings to consider, kind of complicated for AI to simply transcribe them in a single prompt.

1. Regalia: the one I'm currently focused upon, the castle, human faction. It has a mix of Roman/Greek named units, although using Gothic architecture; a few human-tied norse elements; rescued the anzu (winged lion) idea to it; completely got rid of angels, although the overal theme also evokes spirituality.

2. Atlantis: underwater/sea themed town. Ocean is very rich, and it fits having its own realm.

3. Islands: which is a fusion of my old Islands and Cliffs factions, with a hint of Cove (HotA). This is the concept Theme Townscreen.

4. Jinen or Feywood: a fusion between Rampart/Sylvan/Preserve and Sanctuary. I think fusing these themes has quite the potential.

5. Gate: the inferno-themed town, although I'm not inclined on making it all magma-like and burning, but rather a Dante's Inferno or as Rimgrabber proposed Capital Sins, something on those lines. I'm just too tired of those volcanic stuff. It might take a small role, regardless. I think the magma, as a source, has a conception of transformation, which might be usable to build this theme.

6. Clans: part of Stronghold, although I might use less humanoids there, perhaps restraining a few to Heroes races only.

7. Oasis: has an Egyptian root, also middle-eastern elements, and might have a few other pince-picked things here and there to fit the theme. Undead is also present here.

8. Dungeon: is the underground and dark-themed faction. As I always detested the idea of dark-elves, they're not here (or nowhere else, for that matter). There was this time I was using the concept of night and day in the game, each representing one turn, but it started to get overcomplicated, although it favored things like units having abilities activate during the day or night, and reinforcements or more than one hero engage in battles which lasted more than one turn ... so, right now, I'm thinking on each turn or every 3 turns during the battle representing day and night, regardless if it makes sense that on the adventure map it's always day, for example.

9. Summit: it's the H5 Dwarven Fortress + Bulwark concept, focused on snow and peak and cave themes. It'll also feature much less humanoid units. I'm simply trying to prune as many humanoid units as possible.

10. Necropolis: self-explanatory, although the line-up is quite malleable, to disentangle it from humanoid concepts, because if you take H3's Necropolis for instance, just Bone Dragons are not humanoid in some sense. Wights have no legs, ok, but that's that.  

11. Spire: a tower/academy and foundry mix. It's a magical clockwork theme, with both magic and technology in focus. I have still not decided the native terrain for this. I wanted to disengage from the desert-themed part, so I might use the peaks and clouds theme. Undecided.

12. Temple: old H3 fortress + insectoids. It's another merge of different themes with a lot of potential. Bogs, swamps and jungle make the setting.

Neutral units might appear aligned to factions (as in H4) or simply detached to everyone. Also undecided.

Bosses/mob bosses, also undecided.



War machines. Back then, I was designing different war machines for each faction, I don't recall if the number was the same for each one of them, like 3 or 4. But they had not the same effect, obviously. I'm not sure I'll keep it this way. I might use some concepts to turn into buildings, or the support units, which are not directly tied to battle. Thus, war machines woul be virtually the same with their faction skin, and maybe a faction perk based on Ballistics/Artillery/Tactics secondary skill, which I have not yet listed what to use. Some war machines, or more specifically, first-aid mechanics, I feel like they must have an area of effect. If you want certain troops to be healed or emergencially treated, they have to retreat at some point. It's something I'm considering. It just feels off when your healing tent is able to reach your troops on the other side of an enemy's castle walls.



Support units: as in previous ideas, some might thrive, but they'll be mostly focused on kingdom business, rather than battles alone. I'll make a fixed amount of number for each town, but I have not yet decided, ranging from 2 to 4 seems optimal. I have created 4 for Regalia, so far, not feeling contrived too. So, 4 might be the number, or 3.



Heroes' roles and skills: using the idea of main roles as for now, divided in three concepts: commander, ruler and explorer. Any action taken provides experience, which is automatically distributed to the corresponding role. This proficiency dictates from which skill poll, the hero will be offered their random options when leveling up. This makes the most sense to me. It was completely bizarre having your hero being offered Navigation in a waterless map. In practical terms, a Commander role has a skill poll containing: Offense, Defense, Archery, Artillery etc. Ruler's skill poll: states, diplomacy etc. Explorer's skill poll: logistics, scout, pathfinding etc. I'm giving known names, although the skill system itself, if leaning to H4's, H3's, H5's is undecided.



Heroes in combat: I have taken heroes from the active battlefield, but I'm keeping the implementation of the TAG command. TAG is a command given to a hero, in which they'll tag to an allied stack and provide bonuses to their next action. It revolves on the concept of a hero's presence amidst troops boosting morale, just as it usually did throughout history. After that action is performed or at the end of the turn, hero returns to the backline. If I consider TAG a command that waits until the end of the turn to allow a hero return to their position, I might consider that if the Tagged unit is bombarded or suffer a lot of losses before the end of that turn, a hero might return injured and skip one round or so, before being able to cast spells or use the tag command again. The balance between bonuses and this danger of getting temporarily disabled adds an interesting dynamic, without having them setting foot literaly on the battlefield as in H4, or being just statues casting spells as in H2, or hitting a full stack of troops by themselves, as in H5.



Heroes' races: I think races will keep influencing how heroes behave or interact with terrain and move on the adventure map, or even how they interact with troops. This concept is interesting to consider, although it can lead to too many options and become overwhelming. So, I'm mainly keeping my mind to a few topics:

****Back then, I was considering that each hero could buy or hire their own mount, and each mount had their own abilities. It's sort of how AoW works, as far as I'm aware. But I have scribbled out this idea. Heroes have races, and some of them can't be mounted. And that's the limitation. Heroes who can mount something will have their generic faction-tied mount. Heroes who have no mounts, it's because they're either Giants, or Flyers, too small or even Mount-like themselves. This is where the TAG command may vary its uses. Ground heroes can't tag with Flying troops, for example.

*****It's also where things like which equipment the hero is carrying can count. If wielding a ranged weapon, if that hero will only Tag ranged units? Because it would be dangerous going into the frontlines, if you're supposed to be at the backlines. It's also an interesting idea. So, I'm still mulling over all this, because it makes equipping artifacts more meaningful, than just picking the thing with higher stats.

*****On the adventure map, considering a hero can walk on their own (unable to flag buildings, attack towns, conquer anything, fight neutrals; but limited to pick resources and interact with some map objects, explore areas and interact with NPCs and hirelings), flyers would fly, swimmers would swim etc. However, if that would be a feature, limitations should be necessary to avoid exploits, especially with unimpended movement, flying all around. So, it's a thing to keep in mind, if races influence on map exploration.

****More basic things, such as different alignments, or natural enemies, would be easier to implement. A Regalian hero controlling Necropolis's units might not be as effective as controlling Regalia's units. However, how far will these effects go or which effects will be represented here? I have not yet thought a lot about it.



Adventure map in general: it'll be as it is in most installments. I liked the concept of building things, or upgrading certain things, maybe destroying or modifying terrain with some limitations as not to make unpassable sections etc. NPCs or hirelings: still playing with these concepts. As stated above, I'm keeping a H4 feature as for now, heroes able to meander on their own, but with limitations on what they can actually do. Something I find interesting to consider, is that neutral units will be bolder, if they spot a single hero walking about, so their 'aggressivenes area of coverage' might be larger than the area of coverage they usually have against armies. Not yet decided as to make troops remaing stationary on their own, and if they exist, if it would be a controllable fight, not having any heroes issuing orders. Also, if they remaing stationary, or if neutral units sort of patrol their surroundings, as in H4. Caravans and reinforcements are important features, which might be implemented as well.



Battlefields: As armies grow in numbers, so battlefields grow in size. Thinking on small, large and huge sizes. Based on hexagons: 15x15, 25x25 and 50x40. Siege maps would be always 30x25. Ambush maps 30x30 (maps in which heroes get flanked). Also, three ground levels: low ground, even ground and high ground. This is something crucial in warfare, which I miss a lot in a game such as Heroes, and which is nicely implemented in other strategy games. I think there's no necessity as making nuances like many levels of height and abysses, as in Final Fantasy Tactics, for example, hindering units to attack adjacent hexes, or it can lead to exploit, where creatures can hit with impunity, then move away or teleport away before ground troops reach them, because they had to take another turn. So you have low ground which has penalties over even ground and high ground, and vice-versa. Ranged units are most affected by these nuances. Obstacles also play a role when combined with different ground leves.



Weather and terrain effects: if, terrain affects hero on the adventure map, there's no sense in ignoring the same thing on the battlefield. And given weather is also an important element for battle strategy, I'm highly inclined to add both these mechanics, although I'm trying to make them concise. Bringing back to this discussion, the day/night cycle as well. Hmmm, actually, I might open a thread for this thing in particular - done!



NPCs and hirelings: NPCs would travel with your hero, or be sent to your catle or require something (like seer's hut) for your hero. If they travel with your hero, they could provide a temporary bonus or even a penalty, depending on the final goal. If sent to town, they could boost something there, after an accord. Hirelings would work in a similar way of those in Might and Magic games. Hire them temporarily to have their specialty active with your hero. Differently from a NPC, they would always cost you gold or a resource regularly. And they would die if your hero lost a battle. Dead NPCs or hirelings vanish from the game for good.



Magic system: I'm keeping my old idea of having metaspells, then each school of magic handpicking metaspells to change them into something aligned to their theme. Schools of magic follow closely those of MM games, except that I have fused Light and Dark magic into the Arcane School of Magic. So, you have Air, Earth, Fire, Water, Body, Mind, Spirit and Arcane schools of magic transmuting Metaspells.

"But that the heck is a metaspell, oh, primordial fluffiness made flesh??", I hear you say.

Metaspell is an enchantment that can affect both allied troops and enemy troops, most of the times, with antagonistic effect. I'll make two examples of three metaspells (metaspells are named in Latin, mostly. But no, no Avada Kedavra for you):

METASPELL MOMENTUM – cast on an ally, it'll imbue the haste effect. Cast on a foe, it'll imbue the slow effect.
  [*]Air School of Magic >> Bowshock: this spell can only be cast on allied units. It applies the haste effect, and after moving to any other hex, it creates an air shield, increasing the protection against ranged attacks for the next turn. Bowshock might be a creature's ability as well. I'm not decided.
  [*]Fire School of Magic >> Trailblaze: this spell can only be cast on allied units. It applies the haste effect, and it leaves a trail of fire on its wake, for the next turn, damaging foes who enter in contact with it. If cast on a flying unit, it'll imbue it with the fireshield effect for the next turn.

METASPELL PURGA – cast on an ally, it'll purge most negative buffs from it. Cast on a foe, it'll purge most positive buffs from it.
  [*]Body School of Magic >> Flush: cast on an ally, it'll randomly remove debuffs and transfer them to the ally's fists. When they perform their next melee attack, they'll transfer those debuffs to the target. Effect dissipates, if not used, or if the spell is recast.
  [*]Earth School of Magic: >> Petrichor: cast on an ally, it'll cleanse all physical debuffs and convert into defense bonuses, stacked accordingly to the number of debuffs dispelled.

METASPELL SERA – cast on an ally, it'll imbue a temporary magic barrier that will absorb magical damage once. Cast on a foe, it'll inflict pure magical damage. Pure magical damage ignores any sort of magic school magic resistance, but the damage is quite variable.
  [*]Mind School of Magic >> Psychic Shock: cast on a foe, it'll create a telekinesis-based force that will blast a foe, temporarily dazing it, with a probability to pushing it away too.
  [*]Fire School of Magic >> Fireball: cast on an area, it'll cause a secondary fire-based damage after a initial, physical damage blast. It can trigger wildfires. It can set certain obstacles aflame.

The way metaspells are acquired is not yet defined. I'm thinking on libraries on the adventure map, or local guilds which can trade spells in a similar way Artifact Merchant worked, having NPCs teaching them. Only after they are acquired, the Magic Guild or School will be able to transmute it into their own version. If not, the hero will cast their raw form. Metaspells were made to be useful and flexible, whether they're transmuted into specialized versions or not.



That's all for now. Some other subjects are in my mind, but it will take a while to write them down. So, it's best that I write them after I have settled some more ideas.



P.s.: is there a page around here showing all codes for message formatting? Like if there's a way to make bullets, or anything else worth knowing? In CH forums, writing [*] make a bullet, if I'm not mistaken.
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Beware the ultimate fluffiness. PUUUHOHOHO

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 03, 2026 09:11 AM

Panda_Tar said:

P.s.: is there a page around here showing all codes for message formatting? Like if there's a way to make bullets, or anything else worth knowing? In CH forums, writing [*] make a bullet, if I'm not mistaken.


Here
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