The first update for Waltz of the Wizard: Natural Magic is out — the POWERS update includes many new features that enrich the existing Natural Magic campaign!
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This update includes many things from our own list of features combined with popular requests from the community (thank you for the feedback!), focused on increasing diversity of the experience. Natural Magic introduced key foundations that will let us keep building more advanced environments, characters and powers, faster. The initial release showcased the bare core of some things, and we’re very excited to start expanding!
Here are key additions, expanding magic and the Fortress.
[h3]Magical powers
[/h3]We are expanding the natural magic system, giving you seven new powers to control — in addition to the sonic scream, flexible casting and telekinesis system of natural magic—for a total of ten magical powers.
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[*][b]Lightning Bolt[/b] — Rubbing your hands together charges particles with electricity for a lightning cast.
[*][b]Tornado[/b] — Swirls your hand in circles to form a tornado of particles.
[*][b]Neutron Orb[/b] — This powerful attack condenses magic into a devastating neutron orb.
[*][b]Neutron Explosion[/b] — If you’ve formed a neutron orb, you can make it explode to push enemies away.
[*][b]Spectral Blade[/b] — A quick motion of closed fists spawns a blade. You can have one in each, and it leaves a satisfying streaks and realistic ectoplasm liquid dripping.
[*][b]Spectral Orb[/b] —Bowling with magic is now possible. Simply do an underhanded bowling cast and see particles form into a ‘solid’ shape.
[*][b]Spectral Shield[/b] — Quick crossing of your arms creates an instant block for incoming projectiles.
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[h3]New and improved characters
[/h3]We are introducing two new enemies in this release and making extensions of character behaviors. They pay active attention to moving things in the environments, react to your hands during melee, avoid dangers like explosives and additionally perform dodging maneuvers instead of driving straight for you all the time.
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[*][b]Demolisher[/b] — This automaton is magically programmed to detonate its explosives as close to you as possible.
[*][b]Larvops Droppers[/b] — These larger Larvops rain down explosives!
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[h3]New items
[/h3]Behold, new creative types of grenades that are sure to make things feel like an explosive supersport. We also added nice little Obelisks to hold objects.
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[*][b]Regular Grenade (pink)[/b] — Simple enough, pull the pin and it beeps until it explodes.
[*][b]Proximity Mine (yellow/gray)[/b] — Once activated, tentacles slither out of holes and can attach it to any surface. Once attached, it becomes a proximity mine that triggers when you or characters stand too close.
[*][b]Sproingbomb (orb)[/b] — Like the timer version, but bounces like a rubber ball. Sprooooiiiinng.
[*][b]Holy Hand Grenade (gold)[/b]— Bathe thine enemies in the holiest of forces.
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[h3]New environments
[/h3]The main addition are colorful cave environments that are now present regularly throughout the whole campaign… Destructible stalagmites and stalactites included.
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These new environments are occasional breakout areas that lead you into some of the many caves and tunnels that riddle the Fortress. Perhaps one day in the future you’ll get to see some of its native inhabitants that have evolved there throughout millions of years.
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The other new area is a special occasion in level 3 — the first look at what the Observer Fortress actually looks like from the outside!
[h3]Other improvements
[/h3] Phew, is that it? No there's a bunch of others improvements too. For more technical details and images you can [url=https://medium.com/aldin-dynamics/introducing-powers-the-first-update-for-natural-magic-c2694ff62cad]visit our blogpost [/url] or join our Discord!
We really hope you enjoy, - The Aldin Team