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Castle magic wishlist from some castle magic fans

AuthorMessage
Delver
Mar 30, 2014
229
Some of your castle magic fans came up with updates we would love to see for castle magic:

CARDS:
1. Fast move card. Would be great to be able to move objects at the same speed that pets move to bread crumbs. Also the speed players walk. The more speed options the better, especially faster speeds.

2. Small move cards. 10 and 25 unit moves would be nice.

3. Port object cards. A series of port object cards like the move object cards.
4. Teleport triggering player card. The current teleport player ports the player who is closest to the target. This one should port the player who is closest to the trigger.

5. A stop movement card. Stops the current movement commands on an object.

6. Silent versions of spell effects. The sounds that come with some of the visuals can get really annoying when on a loop. Or instead of separate cards, put a check box on the control elements to turn off sound on an effect card.

7. New cards to interact with the playable music instruments.

CONTROL ITEMS:

1. A new "sequencer" control item. Would count up from 1 to 8 with a card for each number. The count would be controlled with cards like the ones for counters. In a different version, a "timed sequencer" the count would go up after the selected number of seconds.

2. Detectors (player or object) with numerical player settable ranges—we need more precise and complete range setting. The specified range ideally would be visible in the housing interface like the ranges for garden spells are. Also, make cube detectors that have a cube detection space instead of a sphere.

3. An item linker: This would link up to 8 follower objects to do the same movements that the leader does. It would be very useful to be able to set a detector to move with an object or pet. Or to have a group of objects all moving in the same way. Ideally it would be great if item movements could also be linked to players.

4. Player direction detector: Detects which direction a player is facing/walking in within its range. Has 8 slots: North, Northeast, East, Southeast, South, Southwest, West, Northwest. Could alternate between requiring facing or walking for more fine-tuning. For example, with walking someone could walk backwards such that their facing is South but their movement is North. If walking was preferred it would trigger North, but if facing was preferred it would trigger South.

5. Option on item detector to trigger on ANY item or ANY pet.

6. Big castle magic items. Items such as player detectors, timers, reflectors etc. in a big version with 8 built in card spots (16 for big reflectors). These big items could count as 2 items for the purpose of the castle magic limit.

PET CRUMBS:
We also want direct ways for castle magic to interface with the pet crumbs
1. Start crumb/stop crumb cards (stop causing a pet to stop at prior breadcrumb, or in its tracks if it is in transition).

2. Teleporting or restoring the position of a breadcrumb to reinitiate its pertaining pet to move towards it.
3. Restore object's position affects pets by restoring them to their original placement position and relinking them to their original breadcrumb.

4. Option on pet crumb move to lock the starting height of the pet, so pets can fly in the air without falling to the ground and without requiring a support.

Thanks for your suggestions!

I'm working on a few Castle Magic improvements which will hopefully be in the fall update.

I've already done a couple of things on your list.

Arthur

Survivor
Apr 21, 2011
5
I am thrilled to hear some of these splendid ideas will make the cut; I can´t wait so see which ones!
Any of these additions/improvements would be put to good use in my homes!