I'm trying to get into Ars2 but the mobs really screw the game up for me. It's a cool mod thoughDryads...are one of the reasons I ripped AM out of my pack.
I'm trying to get into Ars2 but the mobs really screw the game up for me. It's a cool mod thoughDryads...are one of the reasons I ripped AM out of my pack.
You can finally turn them off in the config. The mob control is functional, instead of the blank teaser it was for the longest time.I'm trying to get into Ars2 but the mobs really screw the game up for me. It's a cool mod though
Well, if spawn control works I might just add AM back in sans mobs.You can finally turn them off in the config. The mob control is functional, instead of the blank teaser it was for the longest time.
I'm just glad I can turn off the mages, they made cursed earth spawners practically unusable
Finally, thank goodness. I don't really care for the spells but I like the sigils and am ok with the power needs. That config took a while but I may now not need to feel like yanking the mod out.You can finally turn them off in the config. The mob control is functional, instead of the blank teaser it was for the longest time.
I'm just glad I can turn off the mages, they made cursed earth spawners practically unusable
/me smashes a jungle spider with an elf-faceBoP will hopefully be adding a config for hei mobs as well. This is good progress.
Jungle spiders are the sole bane of my existence. T.T they spawn in sacred springs biomes.../me smashes a jungle spider with an elf-face
I don't really like jungle spiders that much.
Not just sacred springs, but all of the BoP tropical biomes :/Jungle spiders are the sole bane of my existence. T.T they spawn in sacred springs biomes...
Not just sacred springs, but all of the BoP tropical biomes :/
Or very rarely go anywhere near it, I have a fairly large tainted area just outside of my chunk loaders range it hasn't done anything. (and the configs are not edited to stop spread)
Apparently, according to a fellow server player, once you progress in AM2, you can recruit those mages to be your companions. Can't see the point myself. The mages are not really a problem, got zombie awareness on the server, so occasionally you see the mages trying to tackle a horde of zombies, usually getting ripped apart in the process.Ars Magica is a mod for me with terrible entity generation... hecates are annoying as they deal alot of damage and can turn invisible, sure, they have low health, but if they spawned in a group of 4, good luck taking them all out in time, even with iron armor on. it also seems their range is messed up, as they often manage to hit me before I hit them, even while slashing my sword like a maniac
and then there are dryads, sure, they can bonemeal the area around them, but do they really need to spawn that often everywhere? why not make them a rare entity or something...
and don't even get me started on those light/dark mages... what's even the point of them?
In AM1 dark mages dropped spell recipes, and light mages were un killable (they would turn 45%, turn red, and just glitch around). Not sure what the dark ones do except a ton of damage. Light mages can be recruited as a crew and they will help you fight off mobs.Ars Magica is a mod for me with terrible entity generation... hecates are annoying as they deal alot of damage and can turn invisible, sure, they have low health, but if they spawned in a group of 4, good luck taking them all out in time, even with iron armor on. it also seems their range is messed up, as they often manage to hit me before I hit them, even while slashing my sword like a maniac
and then there are dryads, sure, they can bonemeal the area around them, but do they really need to spawn that often everywhere? why not make them a rare entity or something...
and don't even get me started on those light/dark mages... what's even the point of them?
Apparently, according to a fellow server player, once you progress in AM2, you can recruit those mages to be your companions. Can't see the point myself. The mages are not really a problem, got zombie awareness on the server, so occasionally you see the mages trying to tackle a horde of zombies, usually getting ripped apart in the process.
Dryads now, total over kill on spawn rates and zero apparent functionality.
In AM1 dark mages dropped spell recipes, and light mages were un killable (they would turn 45%, turn red, and just glitch around). Not sure what the dark ones do except a ton of damage. Light mages can be recruited as a crew and they will help you fight off mobs.
Or a flux-like mechanic where depending on the magic you do light or dark mages would spawn. That would certainly be cool.I would rather have them spawn under certain conditions... how about taking a villager, and use a summoning ritual to either summon a light or a dark mage...
I would have to agree. It fits perfectly into PVP oriented servers, but even then, it's easier to invest in a suit of OP armor rather than grinding your way through all of the Ars Magica 2 levels. Also, I can't seem to damn aim the spells. Still, it does have its uses and its system is unique as well as quite refreshing.[DOUBLEPOST=1390918320][/DOUBLEPOST]Ars2 as a whole seems an ill fit with most general purpose packs. I'm not knocking its inclusion but it seem like it would be better served in a magic based pack with a splash of additional mobs. Even with config to change mob spawning I'm probably going to drop it from my ResRise instance. It feels too out of place.
Yeah, a creeper blew up the wall of my house because of a light mage while I was in the middle of the Osmotic Enchanter infusion process (level: dangerous) and a horde of zombies flooded in. It was not fun fighting them off and a couple more creepers so that they wouldn't blow everything up while dealing with the flux taint and nausea and lightning strikes.I would rather have them spawn under certain conditions... how about taking a villager, and use a summoning ritual to either summon a light or a dark mage...
AM2 mob developer error. Somebody should approach him about that. :/I just set all the Ars2 mobs to false in the configs and they're still spawning. Dagnabbit.
I just set all the Ars2 mobs to false in the configs and they're still spawning. Dagnabbit.
It's an error with the configs. It's listed on the github. Mithion isn't really happy that people want to disable his mobs but he's working on it and I'm appreciative.Still spawning on an existing world, or fresh start? I'm just curious (might take a fresh world to erase them from existence).