Build spells using a unique visual spell programming system. Create shields, mines, totems, anti-missiles, decoys, or anything else you can come up with. Challenge others to online duels where you fight with your custom spells.
[img]{STEAM_CLAN_IMAGE}/39928699/575d7f7c507822512942c560c0473d429f566f03.png[/img]
Over the past months, I have been working on improving the environment. Most notably, the online arena map has been overhauled. It now spawns as one of four maps with various obstacles. It should be more interesting than the empty square it used to be. Much of the effort has been in implementing reflections in the engine which took more time then expected.
[h2]Added:[/h2]
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[*] Added four different arena maps with various obstacles.
[*] Added destructible crates.
[*] Added teleporters.
[*] Added ground reflections. After many rendering changes, the game now has reflective surfaces, which should make everything look a bit better.
[*] Added tower ambient occlusion rendering effect.
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[h2]Changes:[/h2]
[list]
[*] Target dummies are no longer static and move back towards their original location after not receiving damage for a while. The new behaviour more accuratly reflects the damage and knockback.
[*] Modified network clock sync code; hopefully, it will improve the lag spike at the start of the first round.
[*] Increased mana/health powerup regen effect strength.
[*] Modified UI scrolling behavior; it should be smoother now.
[*] Changed Nature element colors a little to be more vibrant.
[*] Changed the descriptions of target glyphs.
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[h2]Bug fixes:[/h2]
[list]
[*] Fixed initial camera position so that the camera does not need to move to the center for the first couple of frames.
[*] Fixed the bug causing clones to sometimes use their wands. So no more clones shooting wands (for now).
[*] Reduced transition delay between clicking 'play' and seeing the home world.
[*] Wands can't shoot in a wall anymore.
[*] Changed the collision resolution factors to have objects less likly to be stuck in walls.
[*] Optimized the target glyphs logic by reducing the number of spatial query calls needed and moved to a 'filter' approach where possible.
[*] Fixed lag spike occurring when creating a bunch of wizard clones. It was a very dumb bug caused by my lacking competence. (I was doing a network call for the Steamworks leaderboard per wizard clone spawn to check which rank to display, which is very slow.)
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