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It does happen in my dreams... and most of those dreams are quite erotic.

Am i in any of them ?
:3 we should co-op D&D some time, but i play to much D3 lately, since i got my OP weapons :3 i'm clearing Hell solo atm.
need to do inferno next
 
Wouldnt steam workshop totally oppose the whole way this game creates revenue..

Now steam cloud..please yes ffs.. Its getting dull trying to copy files over a homegroup.
 
Actually I doubt steam workshop would stop them from getting revenue. The base game would undoubtedly get sales akin to elder scrolls series if workshop was available. (or warcraft 3, or starcraft 2)
The problem is not "we can't allow full scale modding because then we get no dlc revenue". PC users still buy dlc. Take one look at fallout 3 and new vegas and their modding scene.
The issue as I have interpreted it through out interviews etc. is that the tool used for mapping and modelling and mapping is Maya 3D. A Program developed by autodesk, with reputation of creating professional tools with professional prices (all software costs few hundred euros.) and open source alternatives are buggy at best.
Also XMA developers (another thing Magicka uses heavily) require another license. And you cannot release the source codes because of it.
I doubt any modder is ready to put hundreds of euro's in line just to mod magicka.

I might be wrong on specific details of XMA, but ye, correct me if I am wrong.
 
Hey Whitebear,
I totally agree with you on that. People wont be creating maps on their own, especially because of the XNA stuff Magicka uses.
However, I don't think that should stop modders.
Magicka actually allows modding by changing .xml files, and there's a really wide range of things you can do with them.
The only thing you are basically limited to, are the maps you play on.
So just to get things clear: You take an existing (piece of a) map and add or remove anything to it you want. NPC's, enemies, drops like weapons or magicks.
You can even have npc's kill eachother or give them different dialogs.
Basically you could say: You have as much power as those guys which create the DLC's. Except for the part that you cannot introduce new NPC's/enemies/weapons/magicks/maps.
So if you want, you can create a whole new campaign (Note: as a challenge map, hence the reason the new DLC's are challenge maps).

So although I agree on you that creating new models and maps etc for Magicka will probably not be done, modding in Magicka is very much possible. And in a way, pretty powerful too!
That basically leaves us again with one question, why isn't there a Steam Workshop for Magicka yet? :p

Your fellow fireball catcher,
Dikharz
 
I agree, some of the xml stuff is quite awesome. To get them to work with the workshop, there needs to be auto-download involved (in case of multiplayer) and some sort of validation so to make sure the script works. Also we would need easier way of swapping files in and out instead of going outside of the game executable to do so.
right now the game is quick to yell "error" if there is any mismatch in content.

ps.
XNA, XMA what ever :3