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HeyImAmethyst

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  1. HeyImAmethyst
    HeyImAmethyst
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    I've released an update for 1.6.11. The mod should be working now.

    I have been busy with school lately, so please don't bombard me with questions for mod updates. Aside from one person who was polite, there was a few who  weren't. I'm slowly working on updates when I have time. I'm not planning on abandoning the mod so don't worry. I'm only one person so please be mindful.

    Please continue posting bugs you come across! I'll slowly fix them one by one.

    Update 12/23/2024

    The fall semester has ended so I have add more time to work on the mod. I have finished enough to put out another update today. I have noticed some users reporting bugs with the spell book. I have tried changing some values in the spell code for this update so I'm not sure if that has fixed them. Please continue posting bugs you come across!
  2. Witcheress101
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    so how do I get the mana elixir recipe? I can't for the life of me figure it out
  3. queen001
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    I loved it! very fun! but getting friendship lv 4 with the wizard feels a bit long to get there. I am a bit impatient. I wish there was some other option, and the wizard gave us tips on strong spells. That would be fun
  4. NarlepoaxIII
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    So... Why, exactly, is the Forage Crops mod now required?
    1. HeyImAmethyst
      HeyImAmethyst
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      The new update adds the ability for you to grow the custom forage the mod adds by using custom wild seeds. Forge Crops is needed because there is no way to make custom wild seeds that behave like the vanilla seasonal ones using content patcher alone (I’ve tried). Forge Crops makes that easy to add.
    2. NarlepoaxIII
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      Ah, okay. Thanks for letting me know.
  5. paulofsf
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    Hi! Amazing mod, one of the few with true magic skills.
    I have 2 questions: what are the runes (crafted) used for? Just for selling? I thought it was connected to the rune spell block, but not.
    And, where can I buy/get mana potions? It was said that some places were going to sell it but none does (at least so far, or is some mod causing a issue).
  6. firesparq
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    If we want to create a plugin for this mod, adding new spell components, how might one go about doing that?
    1. HeyImAmethyst
      HeyImAmethyst
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      At the moment, I haven't really set up an api for you to use with this mod. I've seen some stardew mods have their api methods in one class but the original ars magica 2 mod has their api methods in different api classes and I'm not sure how I want to do the api part. For now you could just create a new c# mod, have my mod as a dependency in the project and extend the spell component abstract classes. The source code is linked in the description so you can take a look at how everything is structured and how to add to it. I will try and make things easier to add user spell parts in a future update through c# mods but not through like json files or something. I think doing it with json would be a pain.
  7. shadowking97
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    Hey there! Fully enjoying the mod. I love making my own spells! And I'm *very* interested in seeing what else you might do with it.

    Though a point about balance - Wave + AoE is incredibly overpowered, and probably needs some tweaking to how these two interact with each other.

    Based on what I can test, the AoE shape seems to be applying for every single tile on the wave independently. So that means at base, the spell procs 9 times every single tile for basically free - but add in two range upgrades  after the AoE, that extends to a whopping 49 procs. If the spell itself also can accept a range upgrade? Perhaps even more.

    I can walk in, kill almost everything on a mine floor in one wave (including myself sometimes), mine everything, find a hole jump in. Grow is even worse, with a not-that-upgraded grow spell, I can instantly grow almost every crop from seed to harvest instantly, allowing me to harvest full-season crops multiple times a a day.

    My suggestion? Keep track of how much a spell is triggering on a single tile per cast, and put a limit on that. Maybe based on wizard level? Maybe also limit how far the wave can travel, also based on wizard level.

    Side note - I do love how the wave functions otherwise. Could we maybe get a variant of the wave that spreads outwards and around corners like a ripple? With a limited range, of course.
  8. PoisonedOak
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    Hey, was using the mod and installed a skill prestige mod, Walks of Life Rebirth and now I'm lvl 0 with no mana. Is there a way to gain exp aside from casting spells?
    1. Mark9623
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      Try to use the command on SMAPI: prfs set wizardry 2
      And on the next morning you will gain 2 levels and mana bar. 
    2. HeyImAmethyst
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      If you haven't seen the event with the wizard teaching you how to use the mod, you wont have the mana bar render and you wont be able to create spells. If this is still the case after you've seen the event, you can use the command player_togglewizardry true to set your wizardry level to level 1. I haven't added compatibility to those mods yet so there will be bugs ^^'
  9. Unless I'm missing something Vinteum Dust is pointless except to make Blue Runes?
    Despite the name there seems to be no process to turn Vinteum Dust into Purified Vinteum Dust?
    1. HeyImAmethyst
      HeyImAmethyst
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      Vinteum Dust was supposed to be in the Purified Vinteum Dust recipe. I forgot to put that in ^^'

      It will be fixed in the next update.
  10. urielseptim8
    urielseptim8
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    Not to be that guy, but the mod should be titled "Ars Venefic" which translates from Latin to "the art of witchcraft"
    The title in question "Ars Venefici" translates from Latin to "the art of being poisoned"

    Not trying to be rude, It's your mod, do with it as you wish
    1. HeyImAmethyst
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      Hello! In the additional notes section of the mod description, I asked if anyone knows if there is a more accurate translation of "The Art of Wizardry" or "The Art of Sorcery" that includes the word "Ars" so you don't need to worry. I would choose "Ars Venefic" but I named the skill wizardry instead of witchcraft. If I named the mod Ars Venefic, the mod mechanics wouldn't align well with the practice. As someone who is fairly new to practicing witchcraft in real life, don't I want to spread any misinformation about the practice in any way shape or form. If you have an accurate translation of "The Art of Wizardry" or "The Art of Sorcery", feel free to contact me!
  11. Jorawrfu
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    Heya, just want to let you know about two smaller things I've noticed

    • When hasting myself by using Self + Haste + Effect Power I immidiatly get Haste Level 8. Maybe the Effect Power modifier should only double the effect gained. That way smaller steps would be possible (Haste 8 is really hard to control :D ) and it would scale better with the mana-cost
    • When using Wave + Plow the plow-effect also applies already hoed tiles, allowing for infinite tillable soil. Noticed this in winter, where this resulted in as much ground-foragebles as I could ever wanted. But it seems to happen to all plowable tiles. I guess the same would also happen with other AOE shapes, haven't tested it though