Full notes
Full Magic of Spring update
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Repeated intro
Hey all!
What changed
- Gameplay
- Balance
- Events
- Compatibility
Currently, I am working on Progression 2.0 for Magic of Spring - a series of reworks and additions to make the game more fun and accessible.
Here's what's in it:
Fragments
Mirror shards will be replaced with fragments of three kinds.
Rune fragments
Obtained by breaking runes. This is the main resource for duplicating and crafting.
Soul fragments
Obtained by killing bosses. Soul fragments will be used to craft special, previously unobtainable cards. For example, Fire Titan summons Searing Presence - after Progression 2.0 the players will be able to spend soul fragments to craft Searing Presence card and use it without summoning Fire Titan.
And yes, it will possible to craft additional copies of Soul card from soul fragments.
Life fragments
Obtained from various sources. It will be possible to permanently increase the initial health of your avatar by 1 for 10 life fragments.
Rune forges
Rune forges is where the fragments are turned into new cards and where the life fragments are used to increase initial health.
Fragment chests
An additional source of fragments will be added: Fragment chests. These are the classic video game treasure chests.
Ghost
In addition to the new card and resource rewards, I'm also adding more lore to the game as a different kind of reward.
Say hello to Ghost - the Isle of Fate's memory of a powerful conjurer, much like our Aeon.
The player will encounter Ghost in multiple places of the Isle, recording her observations of the Isle into echo recorder.
She will talk about her quest, about the Isle's history, and many other things, providing more details about the game's world.
New rituals and attack action
I'll move some rituals around: Second Wave ritual will be replaced with Chaos Trick at the beginning of the game.
Chaos Trick draws 1 card from the shuffled deck and creates 1 warmth, allowing the players to have some comfortable turns.
I also have an idea that should fix all empty turn and turn limit problems: Attack action ritual.
Instead of drawing cards or creating warmth, the player will get a choice to attack instead.
This will come with three options:
Attack the enemy's sigil and deal 1 damage to it. - Attack the enemy's wraith and deal 2 damage to it. - Attack the enemy's avatar and deal 3 damage to it - damage is reduced if the enemy has summons.
This will be available to the enemies as well, so the battles will get a lot faster and more intense, even when all cards are used up.
Early game changes
In the latest demo version that I've released as a beta during Tokyo Game Show I've already buffed some early game cards, increased player's initial health to 10, and added card conjuring cues.
There will be more card buffs and early rune re-balancing.
I'll also add new easy runes right after the tutorial, so the player can get used to the combat before moving to a more open area of the game.
* * *
It will take make a while to deliver on these promises - but if I can pull it off, this should significantly improve the game ^_^
Thanks for reading and until next time!
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