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In 2021, we made steady progress on GoA2, and for that, we owe a big thank you to all of you!

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Seeing all the appreciation, support, and excitement surrounding our hard work is enough to give us that extra push to keep working to make this mod the best that it can be. With that said, we are sending 2021 off with one final teaser: a look at the Sayaad, a species of sadistic demons who specialize in seducing the weak, malleable hearts of mortals, reveling in causing anguish and pain.
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As our shared New Year’s Resolution, we promise to keep working on this mod in 2022, and if you’re feeling up to the task, you can too as we are always looking for new additions to the development team.


You can also support us on Patreon. Modding is hard work and takes a lot of time, so even a little bit helps.


Happy New Year, from everyone in the GoA2 development team!

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Will Troggs be in the mod? I remember they were replaced by Gnolls in GoA 1, but on the other hand, the 3D character editor seems good at making short, ugly humanoids.
 
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Will Troggs be in the mod? I remember they were replaced by Gnolls in GoA 1, but on the other hand, the 3D character editor seems good at making short, ugly humanoids.
Will see. If we make them, then most likely the last. Their faces need a lot of tweaks.
 
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Developer Diary №7 - The Scourge and Plague

Hello! In today's developer diary, we will break down the Scourge: the Lich King's features, Plague, and Scourge men-at-arms.

Appearance​

The history of the Scourge begins after the Beyond the Dark Portal story we covered in This Developer Diary. Upon escaping Draenor via a portal, Ner'zhul gets caught by Kil'jaeden who torments Ner'zhul and destroys his body, imprisoning his soul in a suit of armor. The armor has been locked in a diamond-hard block of ice called the Frozen Throne. In this state, Ner'zhul appears in Azeroth.

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Ner'zhul starts in one county of Icecrown, having the Necro Government we explained in This Developer Diary.

Legion's Puppet​

However, Ner'zhul has an ultimate goal forced on him by the Legion: summon the demons within 15 years. Upon its appearance, the Scourge is considered the Legion's Puppet.

To ensure Ner'zhul obeys the demons, Kil'jaeden sends the dreadlords to be his Jailors. The Jailor is a special type of relationship similar to Rivals so you can always find the dreadlords on Ner'zhul's character screen.

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Ner'zhul gets punished if he harms the Jailors publicly but avoids punishment if his plots stay secret.

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While the Legion's Puppet status is active, the Lich King's and Legion's faiths consider each other Astray instead of Evil.

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If Ner'zhul goes against the Jailors or fails to summon the Legion, he's executed and the Scourge falls apart.

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There are 2 ways to remove the Legion's Puppet status: kill all the Jailors or summon the Legion.

Lich King Features​

Ner'zhul starts with the Inside Ice Prison trait making him incapable. Thus he can't lead armies.

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The Lich King trait gives Ner'zhul the most bonuses. Scheme Resistance saves Ner'zhul from plots. Skirmisher and Giant Siege Progress should help the Lich King to siege provinces fast.

There are 3 unique features. The Plague Scheme one we will explain below. The other 2 represent the Mind Control the Lich King has over his undead vassals. These features are tied to the Dark Frenzy introduced in This Developer Diary.

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The Lich King's undead vassals are less likely to refuse Ner'zhul's interactions like Revoke Title or Imprison if the Lich King has a high Dark Frenzy.

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Also, the Lich King vassals are less likely to revolt if the Dark Frenzy is high and more likely if it's low.

Thus we plan to represent Ner'zhul losing control over subjects, which happened after Illidan used the Eye of Sargeras, by lowering his realm’s Dark Frenzy.

Expanding​

Another feature is the ability to vassalize rulers by turning them undead. It's available when you click the Offer Vassalage interaction. As an addition, vrykul rulers believe the Lich King is the Death God. Therefore they're more eager to join the Scourge.

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Like the Horde, the Lich King has access to the Great Invasion CB that targets the entire kingdom, but the Scourge vassalizes rulers turning them undead instead of just taking their lands.

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Using these features, the Scourge is able to expand rapidly. Within 3 years, the Scourge should be able to dominate the frozen wastes of Northrend.

Plague​

The final feature available to the Scourge is the Plague Scheme. It may target any ruler within Lordaeron, Quel'thalas, or the diplomatic range of the Scourge who has a county with Human culture. We may allow the scheme on more cultures later, but so far we decided to focus on humans.

The Plague Scheme requires to have 95 Dark Frenzy and costs 75 Dark Frenzy. We balance it to be very expensive because the Plague is absolutely devastating.

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Once Ner'zhul decides to fire the scheme, he may select a place where the Plague begins out of 3 counties with the most development within the target realm.

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After selecting the center of the outbreak, the Lich King should find agents. In addition to the usual reasons like a good opinion of you, there are special reasons. Characters may help Ner'zhul if they approve of his virtues. Thus Deceitful, Sadistic, Ambitious, Callous characters tend to join the Lich King's scheme. Upon finishing the scheme, agents turn to Ner'zhul's faith and culture. If you win a war, they become Scourge vassals.

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If the Plague Scheme is successful, the Plague begins. Plagued counties convert to the Lich King's culture and faith. For every plagued county, Ner'zhul gets troops based on the county's development.

The Plague spreads to neighboring counties from any county it's taken root in. However, there's a limit so the Plague can't cover the whole human world.

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Characters located in plagued counties have a monthly chance of getting the Plague and thus turning into undead subjects of the Lich King. They're considered dead by their family. They become landless and their titles are inherited.

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When a county becomes infected, Ner'zhul starts a war with the Plaguing CB. Like the Great Invasion CB, it doesn't allow a white peace. If the Scourge wins, it takes all the plagued counties. Agents that helped the Lich King in the Plague Scheme become Scourge's vassals. Upon losing, the Scourge falls apart.

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Historically, the Scourge is planned to start 2 plagues: the Plague of Northrend, targeting native humans of Northrend, and the Plague of Lordaeron, leading to the dramatic events of the Third War we will show in the future developer diaries.

Scourge Tactics​

The Scourge culture has a vast set of men-at-arms. The Ghouls are cannon fodder. They're weaker than the Light Infantry, but their MaA size is 200 instead of 100. The Abominations are Giants, land elites of the Scourge army. The Destroyers are the main aerial units used to counter enemy Casters. Finally, the Frost Wyrms are the most expensive MaAs. They counter Heavy Infantry and Skirmishers and have the largest damage in the Scourge army. All the Scourge MaAs have bonuses in the cold regions of the taiga.

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That's all for today! We welcome any kind of feedback. If you have unique ideas, feel free to share them! If you like what we're doing, consider supporting us on Patreon. If you have free time and wish to bring the release closer, we would like to Recruit you. Thanks for reading, and thank you for your continued support! Until next time!

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Hello! Thanks to Paradox, we have gotten our hands on the upcoming Royal Court DLC. We have started the adaptation by diving into new mechanics right away, such as artifacts. Of course, the first on the list was Frostmourne, which will play a big role in the upcoming Arthas' event chain. You will get more details in the upcoming developer diaries.

The adaptation is a very exhausting process, so you may restore our nervous cells by supporting us on Patreon.
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Hello! Thanks to Paradox, we have gotten our hands on the upcoming Royal Court DLC. We have started the adaptation by diving into new mechanics right away, such as artifacts. Of course, the first on the list was Frostmourne, which will play a big role in the upcoming Arthas' event chain. You will get more details in the upcoming developer diaries.

The adaptation is a very exhausting process, so you may restore our nervous cells by supporting us on Patreon.
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"What is this, what are you doing, my son?!"
"Succeeding you, Father!"
Absolutely one of the best cinematics in Warcraft 3. A shame there is no sinister and bulky plate armor in the game.
 
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Developer Diary №8 - Arthas Storyline and Frostmourne

Hello! In today's developer diary, we will show Arthas' expedition storyline, Frostmourne, and its unique mechanics.

Arthas' Expedition

When the Plague happens, Terenas II gets a message from the eastern lands. He may send someone to investigate the outbreak. The event chain is designed to be dynamic; if Arthas dies in childhood, Terenas or another king may send his trustworthy knight instead of the heir. But mainly, we will focus on the historical setup of the Third War.

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As Arthas' journey begins, he won't be alone. A few characters may join Arthas’ Expedition like Jaina, Uther, Marwyn, or Falric. The participants will be visible on the Activity window. Moreover, you, as a player, may follow the prince if he likes you. Arthas' actions may have dire consequences but it's up to you to decide how far you want to follow the mad prince. This journey will be very Stressful so in the best case, you will return home with PTSD.

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Soon enough the expedition will face a real threat: Kel'Thuzad and his undead minions. Like the Beyond the Dark Portal event chain, all the battles happen in events: any party member may be wounded, maimed, or even killed… Ominously, the undead won't touch Arthas, as if they have something planned for him.

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Ultimately, the necromancer will die. His last words will guide Arthas to Stratholme where he has to stop Mal'Ganis and make his first important decision. The city is infected and you will have 3 options: Purge, Evacuate, or Quarantine.

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The Purge: your soldiers enter the city and kill both the living and dead. This action will give a small chance of preventing the Plague in Stratholme, but the city will lose Development. Such an act will affect your Piety. Also, the expedition will suffer fewer losses. You may encounter Mal'Ganis and accept his invitation to Northrend. This option fits Callous, Sadistic, or Vengeful characters. Compassionate characters will abandon the prince here.

The Evacuation: your soldiers enter the city and save the few uninfected citizens. The expedition suffers hard losses. Though the city is plagued, the expedition will save a couple of thousand people. Eventually, you’ll find Mal'Ganis and may continue the event chain. This option fits Compassionate characters.

The Quarantine: your soldiers close the gates and don't let anyone pass. The expedition suffers medium losses. The city is overwhelmed by the Plague. Since no one enters the city, you don't meet Mal'Ganis and can't sail to Northrend. This option may fit the rest of the characters.

After Arthas makes his decision, his companions will be able to leave him if the decision goes against their traits. For example, kind characters like Uther and Jaina will quit if Arthas decided to Purge the city. Such "betrayals" will increase Arthas' stress.

If Arthas meets Mal'Ganis, he may chase the dreadlord to the arctic lands of Northrend. After this decision, there's no turning back for Arthas and most of his servants. It is in Northrend that their true destiny will unfold. Soon Terenas finds out about Arthas' venture and may send an emissary after him.

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Upon arriving, Arthas runs into Muradin who tells him about the blade of Frostmourne, a powerful magical artifact of suspicious origin.

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A few days after, if Terenas sends an emissary, the ships arrive to recall the expedition back to Lordaeron. There are 2 possible options: Burn the Ships, blocking a possibility to escape the frozen wastes, or Let them Run, allowing your companions to stay or return home.

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Arthas – driven by mad visions, vengeance, and despair – takes the cursed blade. The blade knocks Muradin out of his consciousness. Arthas goes to kill Mal'Ganis and disappears in the snowfall to be reborn as the Lich King.

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Frostmourne

As an interlude, let's talk about Frostmourne and its special mechanics. In addition to generic weapon modifiers like Prowess, Natural Dread, the cursed blade has special soul mechanics. Every character killed with it increases Frostmourne’s strength. Moreover, it allows the resurrection of the killed, changing their very personality. If the victim has traits like Just and Compassionate, they are replaced by vile ones: Cynical, Greedy, etc. Also, the wielder of Frostmourne hears Ner'zhul's voice endlessly so there is no way the wielder can refuse the Lich King's commands.

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Arthas' Betrayal

If you were loyal enough to follow the mad prince into death's clutches, the mad prince will come for you. Arthas and his undead overwhelm your camp, killing everyone and resurrecting them as obedient servants to the Lord of the Dead.

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Followed by his new death knights, he returns to Lordaeron. As he enters the throne room, he pierces his father's heart and orders the undead to cleanse the city from the living. A new era begins; Arthas surrenders the kingdom to Ner'zhul. All the lands touched by the Scourge join the new order under Arthas' command.

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That's all for today! We will develop the Third War events further in the future. In the near future, we will focus on the Royal Court adaptation. As always, if you have any feedback, feel free to share it. If you like what we're doing, consider supporting us on Patreon. If you have free time and wish to bring the release closer, we would like to Recruit you. Event arts by Norbert Toth. Thanks for reading and thank you for your continued support! Until next time!

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Some suggestions and question i really want to add/ask -
1)Arthas have option to leave Northrend after meeting Muradin. Maybe requiring to Jaina and Uther to be present, so evacuation option must be previously picked
2)This expedition (from Ner'Zhul perspective) has aim to aquire a champion for the Scourge. If expedition didn't turn Arthas, i belive one of the Morgraines should be picked
3)Scourge should normally destroy Lorderon in most cases. But in case Artas is living he can relocate kindom to Tyr's Hand. Obviously, no Scarlet Crusade in this case.
4)Jaina as possible Lich-Queen is smth that fans will want. Maybe not in 1.0 version, but please try to add it eventually.
5)Any chances, that expidition can change rout, while in Northrend? Dragon temple, Taunka, undead Nerub vs Human expidition.
6)What will happen to Muradin if quarantin is picked?
 
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When the Plague happens, Terenas II gets a message from the eastern lands. He may send someone to investigate the outbreak. The event chain is designed to be dynamic; if Arthas dies in childhood, Terenas or another king may send his trustworthy knight instead of the heir. But mainly, we will focus on the historical setup of the Third War.
From what depends who gets to be chosen?
 
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1)Arthas have option to leave Northrend after meeting Muradin. Maybe requiring to Jaina and Uther to be present, so evacuation option must be previously picked
Well, maybe, but he has 2 options to stop: before Stratholme, before sailing Northrend.

2)This expedition (from Ner'Zhul perspective) has aim to aquire a champion for the Scourge. If expedition didn't turn Arthas, i belive one of the Morgraines should be picked
If Arthas isn't good candidate, another Lordaeron knight or commander is picked.

3)Scourge should normally destroy Lorderon in most cases. But in case Artas is living he can relocate kindom to Tyr's Hand. Obviously, no Scarlet Crusade in this case.
It's not scripted so anything may happen.

4)Jaina as possible Lich-Queen is smth that fans will want. Maybe not in 1.0 version, but please try to add it eventually.
If she goes to Northrend together with Arthas, he turns her undead like other expedition members.

5)Any chances, that expidition can change rout, while in Northrend? Dragon temple, Taunka, undead Nerub vs Human expidition.
Maybe, but we focus on Arthas vs undead conflict.

6)What will happen to Muradin if quarantin is picked?
He won't be called and wounded by Arthas.

From what depends who gets to be chosen?
Combined factors: more likely if your martial, prowess is high, if you're a heir, if you have traits like Vengeful, etc.
 
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Developer Diary №9 - Magical Mechanics

Greetings, I’m MW, and it just happened that the one who works on the magic system is me. So, apparently, I must initiate you to the mysteries of whatever I’ve been doing for a year.

Magic Schools

Since we decided to base our system of magic on the chronicles, there are 6 Cosmic Forces that we implement: Light, Shadow, Chaos, Order, Life, Death; and 4 elements: Fire, Water, Air, Earth.
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There is neither “Spirit” nor “Decay” among the listed types of magic - they are not separate types of magic, but we will come back to them later - and to how the fifth and the six elements are interacting with the first four.

Lifestyles

We plan to make magic lifestyles - one per type of magic. They will be an addition to the vanilla 5 lifestyles, so if you wish to, you can completely ignore all magic and roleplay a ruler, like Terenas, who is neither a warrior nor a mage.

Six cosmic forces were represented like that:

  • Light - Light Magic, illuminating the thorny road to paladins, priests, moonpriestesses, sunwalkers and many more.
  • Shadow - Shadow Magic, hiding in the dark not only for the servants of the Old Gods, but also its less radical adepts - shadow priests and shadowhunters.
  • Chaos - Fel Magic, sacrificial magic, which gives immense power to demons and warlocks practicing it.
  • Order - Arcane Magic, lifting the veiled secrets of magic to those who are diligent in their search for it.
  • Life - Nature Magic, known for its calmness yet ferocious. Wielded by wise and savage druids who follow the path of the Ancients.
  • Death - Death Magic, loved by necromancers for its claws that firmly hold the souls of the deceased and not letting the dead travel to the other side.
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Elemental Magics are used by monks, shamans (dark and not), and even mages. They are pretty straightforward and correspond with 4 elements - Fire Magic, Water Magic, Air Magic and Earth Magic.
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We decided to make the class system modular - for example, frost mages will combine water and arcane magics, while fire mages will combine fire and arcane.

Let's look at them a little bit closer. One of the first things you will notice is that magic lifestyles don’t follow the vanilla pattern of giving character a trait for finishing a perk tree. Instead, the character gets a trait when they unlock a perk in the lifestyle. As the character unlock more lifestyle perks, their traits will be upgraded.

These traits will decide how other characters might perceive them. - I’ll talk about that in detail a bit further.
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Perk trees in the new magic lifestyles are too early in the development, thus not ready to be shown yet. However, it also means that if you have an idea for a perk you want us to implement, you can send your idea through this Google Form.

Skipping the perk trees, lets look at the perks itself. We plan that some perks will give access to new Spells,
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while some others will upgrade already existing perks.
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However, you will need Mana to cast them.

Mana

In order to use magic, we added a new resource - Mana. You can find its amount, maximum, and monthly regeneration value in the resources HUD or in the character window, when you hover over a character’s mana value.
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Perks in magical lifestyles have a side-effect: they increase Maximum Mana.
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It’s up to you how to spend it - you may spend it on whatever spell you may cast,
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I’m still working on the spellcasting system itself, so it’s one of a couple working spells I can actually show you.

…or don’t spend it at all - also a legitimate strategy, as your character may benefit from unspent mana too. For example, increasing Mana Conductivity may lead the character into receiving more prowess from available mana.
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If you are wondering what the Channeling option is - that’s QoL for players who like to cast buffs on characters, but don’t want to renew them every few years. We plan to make Channeling Spells whose effect is active until the caster stops channeling it, or becomes unable to channel it anymore.
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Elemental Goodwill

Elemental lifestyles deserve another word about them.

They will have a special mechanic to determine a character’s relationship with the elementals.
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To show the difference between Spirit and Decay (about which was mentioned briefly with magic schools), we created an Elemental Goodwill mechanic. We plan to use it extensively in elemental magic lifestyles events and spells. The idea behind it is simple - if you are friendly with the elements, your character has high goodwill, which makes them a shaman. A shaman is respected by those who venerate the elements, and use Spirit to commune with the ever raging primordial forces.

Your character prefers to subdue elements instead? It will certainly lower goodwill, making them a dark shaman. Dark shaman is not very liked by those who use Spirit to venerate the elements, but would be respected by those faiths that use Decay to venerate them.

Maybe your character is not too radical in either way, not enslaving nor serving the elements, but instead controlling and regulating these chaotic forces? Then they may become a mage.
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Depending on idolising doctrine, actions of (dark) shamans may be viewed as pious or impious. Think twice before asking for help, subjugating, or helping the elements.
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Three traits - one for shamans and monks, one for mages, one for dark shamans

Wai-wai-wait, doctrines? Yeah, doctrines.

Doctrines

Each faith has magical doctrines that regulate how adherents of the faith look at magic users, and what focuses in magic lifestyles adherents can choose.
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Each cosmic force has its own doctrine with 5 possible variations.

I’ll make a quick remark about ones that are very similar to vanilla criminal doctrines:

  • Criminal - characters with traits from the corresponding magical lifestyle will be regarded as criminals that you can imprison and even execute.
  • Shunned - adherents will not imprison you, but won’t love you very much either.
  • Accepted - no negative opinion about characters with this magical trait. This is also one of two doctrines that allows characters to learn magic by default.
About the other two…
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Ignored, a faith with that doctrine variant doesn't see anything extremely shameful in practicing that type of magic, but also doesn't value it. Characters without prior experience or outside help will find it very difficult to start learning it, as they will have no default access to focus in this magic lifestyle. However, if they manage to learn how to wield that magic, adherents from this faith wouldn't mind that.
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Idolising maybe would not raise the mages to the rank of the divine, but it’ll at least give them some respect from the masses. The higher their magical trait level is - the more respect they gain. A faith can have only one Idolised cosmic force, but elements are a bit different in that matter…
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Each elemental force has their own doctrine with 8 possible variations. Accepting doctrine is divided into 3 new ones: Controlled, Harmonized, and Enslaved. Idolizing into 2: Idolised, Spirit and Idolised, Decay.
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Two variations of idolised magic - Spirit and Decay - represent faith’s opinion for interaction with the elements - as we already talked about Elemental Goodwill earlier.

Unlike with the cosmic forces, you can have one or four idolised elemental magics.

For example, those who serve Ragnaros or Theradras could have only one idolised magic.
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While taunkas and orcs venerate all the elements.
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Let’s look at three elemental doctrines that the accepted doctrines were divided into:

  • Harmonized, that is used by faiths where shamans and/or monks use the fifth element, spirit, to live in harmony with elements, but do not view it as central dogma of their faith to idolise it
  • Enslaved, that is used by faith where elements don’t play a major role, but are still occasionally used against their own will by the mages and/or (dark) shamans.
  • Control, that is used by faith where elements are not on friendly terms, nor are enslaved, but are controlled by the mages.
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Traits

We have a lot of plans, for now we added 8 new traits, 6 of which are congenital, to represent sorcerers - mages gifted from birth, in contrast to wizards that need to learn how to wield magic. Aside from a small bonus to learning magic a bit faster, sorcerers will receive a large pool of mana, increased mana regeneration, and bonus to Mana Conductivity for prowess conversion to represent their innate battle spells.
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What’s next?

That's all for today! We will keep designing magic lifestyles, adding new spells so we can show our progress later. As always, if you have any feedback, feel free to share it. If you like what we're doing, consider supporting us on Patreon. If you have free time and wish to bring the release closer, we would like to Recruit you. Thanks for reading and thank you for your continued support! Until next time!
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Developer Diary №9 - Magical Mechanics

Greetings, I’m MW, and it just happened that the one who works on the magic system is me. So, apparently, I must initiate you to the mysteries of whatever I’ve been doing for a year.

Magic Schools

Since we decided to base our system of magic on the chronicles, there are 6 Cosmic Forces that we implement: Light, Shadow, Chaos, Order, Life, Death; and 4 elements: Fire, Water, Air, Earth.
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There is neither “Spirit” nor “Decay” among the listed types of magic - they are not separate types of magic, but we will come back to them later - and to how the fifth and the six elements are interacting with the first four.

Lifestyles

We plan to make magic lifestyles - one per type of magic. They will be an addition to the vanilla 5 lifestyles, so if you wish to, you can completely ignore all magic and roleplay a ruler, like Terenas, who is neither a warrior nor a mage.

Six cosmic forces were represented like that:

  • Light - Light Magic, illuminating the thorny road to paladins, priests, moonpriestesses, sunwalkers and many more.
  • Shadow - Shadow Magic, hiding in the dark not only for the servants of the Old Gods, but also its less radical adepts - shadow priests and shadowhunters.
  • Chaos - Fel Magic, sacrificial magic, which gives immense power to demons and warlocks practicing it.
  • Order - Arcane Magic, lifting the veiled secrets of magic to those who are diligent in their search for it.
  • Life - Nature Magic, known for its calmness yet ferocious. Wielded by wise and savage druids who follow the path of the Ancients.
  • Death - Death Magic, loved by necromancers for its claws that firmly hold the souls of the deceased and not letting the dead travel to the other side.
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Elemental Magics are used by monks, shamans (dark and not), and even mages. They are pretty straightforward and correspond with 4 elements - Fire Magic, Water Magic, Air Magic and Earth Magic.
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We decided to make the class system modular - for example, frost mages will combine water and arcane magics, while fire mages will combine fire and arcane.

Let's look at them a little bit closer. One of the first things you will notice is that magic lifestyles don’t follow the vanilla pattern of giving character a trait for finishing a perk tree. Instead, the character gets a trait when they unlock a perk in the lifestyle. As the character unlock more lifestyle perks, their traits will be upgraded.

These traits will decide how other characters might perceive them. - I’ll talk about that in detail a bit further.
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Perk trees in the new magic lifestyles are too early in the development, thus not ready to be shown yet. However, it also means that if you have an idea for a perk you want us to implement, you can send your idea through this Google Form.

Skipping the perk trees, lets look at the perks itself. We plan that some perks will give access to new Spells,
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while some others will upgrade already existing perks.
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However, you will need Mana to cast them.

Mana

In order to use magic, we added a new resource - Mana. You can find its amount, maximum, and monthly regeneration value in the resources HUD or in the character window, when you hover over a character’s mana value.
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Perks in magical lifestyles have a side-effect: they increase Maximum Mana.
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It’s up to you how to spend it - you may spend it on whatever spell you may cast,
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I’m still working on the spellcasting system itself, so it’s one of a couple working spells I can actually show you.

…or don’t spend it at all - also a legitimate strategy, as your character may benefit from unspent mana too. For example, increasing Mana Conductivity may lead the character into receiving more prowess from available mana.
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If you are wondering what the Channeling option is - that’s QoL for players who like to cast buffs on characters, but don’t want to renew them every few years. We plan to make Channeling Spells whose effect is active until the caster stops channeling it, or becomes unable to channel it anymore.
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Elemental Goodwill

Elemental lifestyles deserve another word about them.

They will have a special mechanic to determine a character’s relationship with the elementals.
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To show the difference between Spirit and Decay (about which was mentioned briefly with magic schools), we created an Elemental Goodwill mechanic. We plan to use it extensively in elemental magic lifestyles events and spells. The idea behind it is simple - if you are friendly with the elements, your character has high goodwill, which makes them a shaman. A shaman is respected by those who venerate the elements, and use Spirit to commune with the ever raging primordial forces.

Your character prefers to subdue elements instead? It will certainly lower goodwill, making them a dark shaman. Dark shaman is not very liked by those who use Spirit to venerate the elements, but would be respected by those faiths that use Decay to venerate them.

Maybe your character is not too radical in either way, not enslaving nor serving the elements, but instead controlling and regulating these chaotic forces? Then they may become a mage.
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Depending on idolising doctrine, actions of (dark) shamans may be viewed as pious or impious. Think twice before asking for help, subjugating, or helping the elements.
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Three traits - one for shamans and monks, one for mages, one for dark shamans

Wai-wai-wait, doctrines? Yeah, doctrines.

Doctrines

Each faith has magical doctrines that regulate how adherents of the faith look at magic users, and what focuses in magic lifestyles adherents can choose.
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Each cosmic force has its own doctrine with 5 possible variations.

I’ll make a quick remark about ones that are very similar to vanilla criminal doctrines:

  • Criminal - characters with traits from the corresponding magical lifestyle will be regarded as criminals that you can imprison and even execute.
  • Shunned - adherents will not imprison you, but won’t love you very much either.
  • Accepted - no negative opinion about characters with this magical trait. This is also one of two doctrines that allows characters to learn magic by default.
About the other two…
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Ignored, a faith with that doctrine variant doesn't see anything extremely shameful in practicing that type of magic, but also doesn't value it. Characters without prior experience or outside help will find it very difficult to start learning it, as they will have no default access to focus in this magic lifestyle. However, if they manage to learn how to wield that magic, adherents from this faith wouldn't mind that.
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Idolising maybe would not raise the mages to the rank of the divine, but it’ll at least give them some respect from the masses. The higher their magical trait level is - the more respect they gain. A faith can have only one Idolised cosmic force, but elements are a bit different in that matter…
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Each elemental force has their own doctrine with 8 possible variations. Accepting doctrine is divided into 3 new ones: Controlled, Harmonized, and Enslaved. Idolizing into 2: Idolised, Spirit and Idolised, Decay.
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Two variations of idolised magic - Spirit and Decay - represent faith’s opinion for interaction with the elements - as we already talked about Elemental Goodwill earlier.

Unlike with the cosmic forces, you can have one or four idolised elemental magics.

For example, those who serve Ragnaros or Theradras could have only one idolised magic.
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While taunkas and orcs venerate all the elements.
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Let’s look at three elemental doctrines that the accepted doctrines were divided into:

  • Harmonized, that is used by faiths where shamans and/or monks use the fifth element, spirit, to live in harmony with elements, but do not view it as central dogma of their faith to idolise it
  • Enslaved, that is used by faith where elements don’t play a major role, but are still occasionally used against their own will by the mages and/or (dark) shamans.
  • Control, that is used by faith where elements are not on friendly terms, nor are enslaved, but are controlled by the mages.
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Traits

We have a lot of plans, for now we added 8 new traits, 6 of which are congenital, to represent sorcerers - mages gifted from birth, in contrast to wizards that need to learn how to wield magic. Aside from a small bonus to learning magic a bit faster, sorcerers will receive a large pool of mana, increased mana regeneration, and bonus to Mana Conductivity for prowess conversion to represent their innate battle spells.
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What’s next?

That's all for today! We will keep designing magic lifestyles, adding new spells so we can show our progress later. As always, if you have any feedback, feel free to share it. If you like what we're doing, consider supporting us on Patreon. If you have free time and wish to bring the release closer, we would like to Recruit you. Thanks for reading and thank you for your continued support! Until next time!
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Gods, I want to play...
 
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i wish my input will be read by devs -
Decisions and Eng-game goals and some shenanigans for 3 war bookbark
-restoration of Alterac for humans can only be done via decision. It should give bonuses akin to inspire opus.
-Alteraci in Warcraft universe are portratited as not-so-nice people, so i suggest giving their culture "trouble-makers" tradition, which greatly increases chanses, that aleraci child will gain (by age of 16) wrathful, ambitious, vengeful, deceitful, cyncal and callous. Lore-accurate.
-Lady Prestor can be wonderful event chain. Totally will make playing in Storwind interesting.
-Most kingdom titles in Northrend continent can't be created by non-undead or demon-worshiping humans and must be done via decision, reqiring you to conquer Icecrown Citadel and owning it personaly. Special reward - landmarks are converted to usable variants (light worshippers shouldn't have bonuses from Frozen Throne)
-if Lich King fails to destoy/remove all his jailors AND to summon Legion, he has one chance to prepare early arrival (and summon) of his champion to prevent execution. Actual chances of survival, only if 1 or 2 nathresim remain.
-Archimonde can win and burn Nordrassil, this will result in summoning of Kil Jaedan. Forces of oreder should be given one more chance. Wild Gods and dragon aspects should help, but obviously it's slim chance to escape enslavement by Legion.
-Quillboars, Harpies, Furbolgs, Tortollans, Tuscars and Gnolls can form their scpecial empires, based on their Wild God patron/creator. This is definately must be rewrded by some normally unobtainable tenent in religion and culture tradition to mark their new status as power to be reconed with.
-Azshara can choose to leave Old Gods service. Requires a war and magical transormation back. New Religion associated with that should be verison of Elunism, with personality cult (and faith leadership) of Azshara herself.
-If Kal-dorai is lunatic/mage/warlock, one can atempt to become champion of Azshara (even if she a naga). Nothing good will come of it, surely...
-As a Hearthstone player i want to see Ambasador Faelin. Since there's not much lore, here're my thoughts - managed to pass Suramar barrier (pre-Legion), both wizard and druid, traveler.
-Blood elves have special relations within Dalaran. So if Dalaran is held/conqured by Blood elf, it can be released like a Crusader Kingdom. Aethas Sunreaver if alive should be always be an option for a leader.
-Kul-Tiras can for their version of Noth Sea empire. Requires Theramore, Tol Barad, and all goblin isles in middle of ocean.
-Goblins can unite their cartel cities and form empire. This decision and one above should reward with extra building slots in baronies.
-Terraforming - at least in the form of changing of terrain/waether type in counties.
-Elven ruins of Kaldorei empire, can be rebuild by Kaldorei and Sindorei. They should be renamed afterwards in sun or moon theme. Reminder - Tomb of Sargeras is once a major ELune temple.
 
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i wish my input will be read by devs -
Hello! I read though them, I have questions about a few, but overall I like them. Please, list them on GitHub. It's our task tracker. You may give more details there. Otherwise, your wishes may be lost.

-Most kingdom titles in Northrend continent can't be created by non-undead or demon-worshiping humans and must be done via decision, reqiring you to conquer Icecrown Citadel and owning it personaly. Special reward - landmarks are converted to usable variants (light worshippers shouldn't have bonuses from Frozen Throne)
Actually, there is a lot of vrykul or human kingdoms before the Scourge: Wintergarde, Ymirheim, Jotunheim.

So if Dalaran is held/conqured by Blood elf, it can be released like a Crusader Kingdom.
Not sure what you meant here.

-Goblins can unite their cartel cities and form empire. This decision and one above should reward with extra building slots in baronies.
They are united at the start. There's the Trade Coalition empire title.

-Terraforming - at least in the form of changing of terrain/waether type in counties.
IIRC, it's not possible to change terrain and wether in-game.
 
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