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Modding Wizards power

I'm wondering where can we find and change the effects that have on the game the retorts.
Something like changing Nature Mastery research bonus from 15% to 10% and cost bonus from 15% to 20%.

I also noticed Sage Master has no permanent effect after all spell are researched. What about adding 100 mana at the beginning of the game and changing the text accordingly? (As a mod, not a bug fix, of course.)
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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(March 23rd, 2015, 01:58)FrancoK Wrote: I'm wondering where can we find and change the effects that have on the game the retorts.
Something like changing Nature Mastery research bonus from 15% to 10% and cost bonus from 15% to 20%.

I also noticed Sage Master has no permanent effect after all spell are researched. What about adding 100 mana at the beginning of the game and changing the text accordingly? (As a mod, not a bug fix, of course.)

Mana focusing and sage master to many players are bad choices (And possibly an all-time bad choices) i.e. not worth a pick. So, why not increase their effectiveness, so that they become balanced? For example, mana focusing, instead of giving 1/4 extra points, we can set it to give 1/2 or even 1x extra points. Again, the sage master, instead of giving 1/4 extra points in the research points, we can give 1/2 or even 1x extra points toward the research points.
There should be a balance point, and this mod is very easy!
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For now, I've applied these enhancements to the retorts mentioned below:

Mana Focusing: extremely poor retort. +25% changed to +50% which essentially doubles the benefit, becoming quite useful throughout the game.

Sage Master: another poor retort. +25% changed to +40%. The reason why the % benefit is slightly weaker to 'mana focusing' is because this retort applies to additional buildings, which can add up very nicely after conquering a few cities.

With these modifications, both retorts are decent choices. Hardly the best ones, but the simplicity of the retort allows every wizard to benefit.

Chaos/Nature/Sorcery Masteries: Now these ones are situational and relying on luck. Instead of a boring 15% all-around bonus and dispel resistance, these get a MASSIVE 4X bonus to nodes. These masteries assume that the player would play the game with 'average' node power, not the 1.5X option.

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(April 21st, 2015, 18:16)zitro1987 Wrote: For now, I've applied these enhancements to the retorts mentioned below:

Mana Focusing: extremely poor retort. +25% changed to +50% which essentially doubles the benefit, becoming quite useful throughout the game.

Sage Master: another poor retort. +25% changed to +40%. The reason why the % benefit is slightly weaker to 'mana focusing' is because this retort applies to additional buildings, which can add up very nicely after conquering a few cities.

With these modifications, both retorts are decent choices. Hardly the best ones, but the simplicity of the retort allows every wizard to benefit.

Chaos/Nature/Sorcery Masteries: Now these ones are situational and relying on luck. Instead of a boring 15% all-around bonus and dispel resistance, these get a MASSIVE 4X bonus to nodes. These masteries assume that the player would play the game with 'average' node power, not the 1.5X option.

Would that be 8x or 6x if combined with node mastery?
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(April 24th, 2015, 04:03)robinh3123 Wrote:
(April 21st, 2015, 18:16)zitro1987 Wrote: For now, I've applied these enhancements to the retorts mentioned below:

Mana Focusing: extremely poor retort. +25% changed to +50% which essentially doubles the benefit, becoming quite useful throughout the game.

Sage Master: another poor retort. +25% changed to +40%. The reason why the % benefit is slightly weaker to 'mana focusing' is because this retort applies to additional buildings, which can add up very nicely after conquering a few cities.

With these modifications, both retorts are decent choices. Hardly the best ones, but the simplicity of the retort allows every wizard to benefit.

Chaos/Nature/Sorcery Masteries: Now these ones are situational and relying on luck. Instead of a boring 15% all-around bonus and dispel resistance, these get a MASSIVE 4X bonus to nodes. These masteries assume that the player would play the game with 'average' node power, not the 1.5X option.

Would that be 8x or 6x if combined with node mastery?

1X + 3X = 4X (chaos/nature/sorcery mastery)

4X + 1X = 5X (in addition with node mastery)

If Myrran: 8X and 10X

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Very nice! jive

Where did you poke to modify them? mischief
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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(April 30th, 2015, 08:54)FrancoK Wrote: Very nice! jive

Where did you poke to modify them? mischief

Wizards.exe
9603E 02 00 => 04 00 (quadruple)
9606C 02 00 => 04 00
9609A 02 00 => 04 00

The 15% bonuses can be removed on magic.exe around a similar location as the runemaster and other bonuses shown on the beginning of 'how to mod' thread. There are three cells '0E' close to each other that need to be changed to '00'

The dispel bonus removal - I don't remember. I'd have to dig that up.

Alternative: You can just triple the node bonus instead of quadrupling it, keep the dispel bonus, and maybe a 5% cost/research bonus on those three cells.

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