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 WizCorp Public Beta! (v0.04b3 03:33 4/19/09 GMT) 
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Joined: Tue Mar 31, 2009 3:16 am
Posts: 14
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Post Re: WizCorp Public Beta! (v0.04b3 03:33 4/19/09 GMT)
I LOVE this spriting. I've been aching for magic mod for a long long time, but lacked the initiative and skill to do it my self. The spells are powerful, but not oo much so, although the pyromages' and cryomages' unique spells need lesser recharge. Also, the bodies are extremly fragile. I have to use other bodies to be able to defeat the tutorial easily, which pains me greatly because they're so beautiful!


Tue Aug 11, 2009 3:43 am
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Joined: Sun Aug 09, 2009 9:26 am
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Post Re: WizCorp Public Beta! (v0.04b3 03:33 4/19/09 GMT)
This mod is FANTASTIC!
First off, the graphics are beautiful, the glow effects are well used, and the spells look great, especially ice lance.
The characters are balanced(they have the most destructive power of any unit, imo, but low health to compensate)

Also, for fun, i used the telekinetic wielder with this mod. Multicasting is cool. As a suggestion, I feel you should add an Arcane mage, who has a full shield skill, a digging skill, that works faster than any other, a homing magic missile spell, telekinesis, etc...Keep up the good work!


Tue Aug 11, 2009 6:31 am
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Joined: Tue Mar 31, 2009 3:16 am
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Post Re: WizCorp Public Beta! (v0.04b3 03:33 4/19/09 GMT)
I do have a few suggestions:

A heal spell. Healing is pretty common place within other mods, but magic themed sprites/effects would work well here.

Telekinesis. I've seen done before.

And I wouldn't be surprised if were impossible/extremly difficult, but terrain manipulation. Probably a few different spells for making crators, or spike walls.

Just some ideas :smile:


Thu Aug 13, 2009 4:02 am
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Joined: Sat May 02, 2009 4:52 am
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Post Re: WizCorp Public Beta! (v0.04b3 03:33 4/19/09 GMT)
tezzet wrote:
A heal spell.

Should be achievable with Lua...

tezzet wrote:
Telekinesis.

Again, achievable with Lua.

tezzet wrote:
Probably a few different spells for making crators, or spike walls.

Craters are REALLY easy to make: use a cannon shell that shoots shrapnel in a very limited range in all directions. As for spike walls, a weapon that shoots repeater rounds in a shotgun-spread would work well.


Thu Aug 13, 2009 4:20 am
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Joined: Tue Jul 28, 2009 2:45 am
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Post Re: WizCorp Public Beta! (v0.04b3 03:33 4/19/09 GMT)
tezzet wrote:
Telekinesis.

We already have a lot of Telekinesis.
mail2345 wrote:
F for push
G for gravity effect
C to decrease distance of gravity
V to increase
H to disable AI and heal your guys --New powers start here
R to change teams
T to create a small stream of raw psy energy. Useless without another power controlling it.
X to stop stuff near you, like bullets
1 and hold to toggle GetHitByMOs(aka phasing)
2 to puppet nearby units
B and hold to swap with the unit nearest your crosshair, swapping teams and giving it your psy powers.
Z to activate psy storm. I would turn on phasing if I were you.

If you could think of something new though, and you find a key for it, go ahead.


Thu Aug 13, 2009 6:06 am
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Joined: Fri Aug 21, 2009 8:46 pm
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Post Re: WizCorp Public Beta! (v0.04b3 03:33 4/19/09 GMT)
Superb!
balancing on weapons is pretty spot on, ecspecially with the pricing
love that the wizards are as vulerable as they are +++


Sat Aug 22, 2009 12:38 am
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