Slight magic rework

Sorry for the few updates… development is still going on but quite slowly. I thought I’d give a small update on what is in the works. One of the things that are changing in the next version is how magic works.

Spell Resistance

So far, spell resistance has been connected directly to your current max mp. The idea was to make max-mp somewhat more relevant even if you don’t find any wands. However, it turns out spell resistance is super powerful, especially in the late game, and it encourages carrying around magic equipment just to swap it in for resistance. Another problem is that monsters with any kind of magic attack consequently had spell resistance, and spell resistance on monsters is quite annoying and really discourages the player from using pure magic builds.

For these reasons spell resistance is now disconnected from max mp, and is much rarer in general, both for the player and for monsters. Only a few monsters will now have spell resistance at all. For the player, only a few powerful items will convey spell resistance.

Magic point regeneration (for monsters)

Initially I designed TGGW with the philosophy that monsters should be similar to the player in most regards. This makes it easier to learn the rules and what to expect, it also makes implementation easier. However, I feel more and more the need to move away from that because it doesn’t work well: The lifespan of monsters and the player are so different that it doesn’t make sense for them to have the same rules. A monster lasts for a couple of turns, while the player lasts the whole game.

A problem with the mp system for monsters is that they spam their magic attacks until their mp is out (anyone died to flaming bats this way?), and then becomes quite harmless. This could probably be mitigated somewhat by changing their AI behaviour, but since they generally live so few turns, I can’t really see a good way of doing it without being too unpredictable.

So, in order to make monsters dangerous during their whole lifetime, while at the same time preventing them from spamming their magic attacks right away, all monsters, unlike they player, will now regenerate their mp. As a compensation they will have a lower max mp, generally as low so they can just cast their most expensive spell. The regeneration rate is approximately 1mp per normal speed turn (regardless of their own speed). I have also adjusted the cost of their spells for this to make sense.

Mp-regeneration makes monsters more predictable, and you can anticipate how often they are going to use their spells. This also makes most monsters more interesting. For example: fungi can now use their abilities until they are killed, making them a higher priority target. On the flipside, monsters like flaming bats are more manageable since they can use their attack once (instead of 2 times in quick succession) before charging up mp to use it again.

Spell Cancellation (for the player)

In early versions of TGGW you couldn’t equip items that would take you to negative mp. This to prevent excessive equipment swapping (like constantly shifting between tank/magic builds). Later on I introduced the ep system instead. However, I notice that it is still often beneficial to cast a buff spell and then equip something else to take your mp to negative in order to effectively “ignore” the mp cost, since ep can be quite a plentiful resource later in the game.

If you have buff spells (those that can be used once per day) or conjure spells (those that create equipment) active and your mp goes below zero, these spells will now be cancelled. So this is a bit more flexible version of the system I originally had in place, and hopefully also less annoying.


  1. “anyone died to flaming bats this way?”
    Glad you’ve been using the hiatus to work on your jokes.

    Good to hear from you BtS πŸ™‚

  2. Wow, spell resistance is a huge change, not a slight one! New version will be really different. Dunno, shouldn’t these big changes get a milestone somehow in the version numbers? To make it possible later to try significantly changed older versions? No idea how πŸ™‚

    I have a small feeling that this game isn’t developing in a sense but changing or evolving. So the game versions are not better and better ones, but like different worlds, like different perspectives of something.

    1. The game still feels and plays very similarly despite the magic change and to me it feels quite natural, but yeah, probably you are right that there’s more than a “slight” change πŸ™‚

      > I have a small feeling that this game isn’t developing in a sense but changing or evolving

      Yes exactly! That’s how I started to think about it from when I called it v2. The v2-versions are more of evolving more experimentally. Some of the other changes will be even less slight…

  3. Usually I’m all for having the same rules for both player and monster, and actually it’s because of monster MP that got me to really think about it. In many games monsters would be able to cast spells in an unlimited fashion while the player was of course limited by his max MP. This I started giving my enemies max MP so they couldn’t just cast spells all day as it’d be unfair to the player.

    But as you noted, a monster’s lifespan is a hell of a lot shorter than your average player, and when they waste their spells they are practically sitting ducks. Regenerating MP is a good solution.

    As for Magic resistance, how much influence did your max MP have on it? Was it 10% per point or less? If you made it something pretty small like 5% per point then you’d need a whopping 20 to gain spell immunity, and I’ve never gotten anywhere close to that much in all my runs.

    I look forward to whatever you do regardless!

    1. Thank you for your input! Glad you agree!

      Max mp used to account for 5% resistance per max mp, so yes, you needed 20 to be immune, but it is not impossible to achieve. The main problem was actually monsters with high max mp. And in any case, I wanted to reduce magic resistance all over, because it was a bit too strong/annoying mechanic overall.

      1. You could put a cap on it, like how they do with Diablo 2’s crushing blow mod (I want to say it’s capped at 50%, I could be off). This way the target will always take at least some damage and not drag a particular fight on forever.

        1. Sure, but it is still annoying even at low % since it is just a chance to completely avoid the attack. So a monster having just 30% spell resistance will ignore your attacks almost a third of the time, which means you will waste your precious mp on them. I think it is better if magic resistance is a very rare thing over all.

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