38 new Spells, with 21 new Effects in Update

Worlds of Chaos: Invasion

Worlds of Chaos: Invasion is a single player, party based open-world tactical RPG with a strong emphasis on exploration, tactical real-time-with-pause combats and party creation. It has a deep, fun and intense combat system that will challenge you to your limits, and will make clever decisions count.

In this update, I improved the spell and effects system, and added 38 new spells which mostly use 21 spell effects. Here is the list of new spells by category: [b] Warrior :[/b] Battlecry, Break Armor, Dispel Burst, Guard, Provoking Shout, Raidant Aura. [b] Fighter :[/b] Battle Vigor, Defensive Stance, Draining Aura, Draining Hits, Ignore Pain, Offensive Stance, Rage. [b] Rogue : [/b] Assassinate, Black Curse, Bleeding Strike, Charm, Confusion Powder, Deadly Aim, Luck, Run, Smoke Cloud, Sneak. [b] Archer :[/b] Alertness, Bleeding Shot, Breaking Shot, Slow. [b] White Mage :[/b] Dispel, Energize Group, Group Power, Mass Dispel, Resist Magic, Summon Guardian, Toughen Group. [b] Black Mage :[/b] Confuse, Curse, Mass Confusion, Pain. These new spells are quite good to adapt to specific situations. They are mostly complementary to those that already exist in the game, and offer a lot more choices to broaden the party's abilities. A thing I changed with the way spells work is making it more... universal, unified. Spells now work all in one simpler, cleaner system. To create a new spell effect, I just need something like 3 to 6 lines of code, and create one particle effect with my new particles editor that I love. I also made a new system for particles that let me create new particle styles for spell effects inside my editor, it works really fast, is extremely easy to use and the effects it makes look a lot better too. I also made an editor to create spells inside my editor instead of directly programming them, which is awesome for me. You won't see any difference, but with it I can improvise spells specific to enemies in very little time, so enemies will now have more spells that fit their individual styles. What I will work on next is just finishing the game scenario/world. I think that I've unconsciously put making the end on hold because I'm such a perfectionist, I don't want the end to be just average. I've redone most of the map for the last 6 hours because I wasn't satisfied, it was not on par with the rest of the game world. Now I just need to make about 6 maps (about 4 hours of gameplay) to finish. I need to say, I have a tendency to change plans and to try to improve everything I made previously... and it has been a bad thing for this project. It took too much time because of that. The thing is, I want to change this tendency, so [b]I pledge to focus on finishing the game[/b].... and debugging the current problems. That's it, I've pledged it, now I need to just finish the damn game. After it's finished, I'll continue to improve it, but it will be a good thing rather than a problem.