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Full An Amazing Wizard update
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What changed
- Gameplay
- Balance
- Maps
- UI and audio
- Server
An Amazing Wizard changes
Final Development Updates
Dear Wizards,
We originally planned to release a new update last month or this month. However as the game's lead developer, I'm sorry to say that you'll need to wait a little longer. The update will take a few more months to complete.
The reason for the delay is actually good news. Since the last patch, we've added so many new features and improvements that we've decided the next update will become... 🥁 🥁 🥁 the BIG FINAL 1.0 UPDATE! 🎉🧙♂️
With that said, it's time to break the silence and show you some of the exciting changes coming to the game!
Spells Fusion
Spell Fusion is a completely new way of combining spells. Honestly, it's a system I wish I had designed from the beginning instead of the current spell merging system.
In short, every spell now has a set of"tags"that describe its behavior, such as:"Pierce | Homing | Shotgun | Haste | Explode | Rain | Machine Gun | etc".
Using Spell Fusion, you'll be able to transfer these tags and special effects between spells. You'll even be able to change a spell's element.
The new system focuses on player creativity and experimentation, rather than relying on random outcomes like the current spell merging system, which often results in rather boring effects such as "repeat this spell 3 times" the current spells merging have most of the time.
The success chance is always 100% as well. The main limitations are that each fusion affects the spell's mana cost and cooldown, and fused spells cannot be used as sacrifice if they already have more than one star from Spell Merging.
This new system is unlocked right from the beginning and you only need to find the Fusion Altar on the map to access it.
Now, let's take a look at a few examples of Spell Fusion in action! As you can see, the interface is intentionally very similar to the existing Spell Merging UI, keeping the system familiar and easy to learn.
In the following videos you can see how the Lesser Fire Ball spell changes based on different tags
20+ new Magic Weapons
There are more than 20 Magic Weapons coming next patch, around half of them available without the need of unlocking them so the early game will be greatly improved and you will have more choices than just a Sabre.
Summons visibility
Summons and charmed enemies now use spells transparency setting and their health bars are hidden so it's waaaay easier to notice who is the real enemy now. In the example below the transparency is set at 40% (which you can tweak however you want) and the summons are creating way less mess on the screen already.
Just look at this screenshot and tell me if you can recognize who is the summon and who is the enemy(oh btw there is also 1 of the new enemies in these screenshots).
Example with 60% transparency
UI Improvements
Most of the UI windows were improved. Here are few examples of Hunter, Adventurer, Inventory or Weaponsmith windows.
Oh, we have also added unlockable option to exchange currencies (the existing upgrade about it will finally do something).
Final boss and finishing the game's story
We don't want to show you too much because it's still in the WIP stage, but we are currently working on the final boss of the game and finishing the game's story! It's the main thing currently missing and we want to make it as good and remarkable as possible.
As you can see, there are a lot of changes incoming and there is even more to be reveled alongside the upcoming 1.0 version! One thing I can promise is that it will be released this year. I hope you're excited as much as I'm right now!
Thank you for your patience and continued support.
Make sure to check out our official Discord server to discuss anything you want and give your suggestions! https://discord.gg/vEtTJpqnwN
P.S. If you have just 5 minutes of free time, please write a review about our game. It will cost you nothing and will help us greatly! 💜
Stay tuned for the next updates!
Source
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