In this update2
Full notes
Full Mind Over Magic update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
Mind Over Magic changes
Dev Notes
We’ve received feedback that you’d like to continue receiving full change notes with the Steam updates, so those are below! We also wanted to say a little about our intent with some of these changes.
Our goal is to make MoM the best game it can be and to use Early Access to its fullest. That means change, and sometimes aggressive change. With the Ultimates update, we are aiming to deliver interesting combat systems with a variety of strategic options and some subtlety that takes time to master. That has meant shaking up the combat meta. Based on feedback so far, we’re much closer to having every Magic Skill be powerful in the right moment, but we will keep monitoring all the posts on Steam, Discord, and Reddit and make adjustments as necessary.
The Difficulty changes we’ve made streamline the way you start a new game. Instead of making multiple choices about difficulty, you now just choose between three levels. Based on feedback, we realized that players were sometimes choosing a middle level that was harder or easier than they thought they would get, so we simplified the process while keeping the ability to completely customize the experience.
Standard difficulty should now represent what we expect from MOM. It has interesting choices with consequences, both positive and negative. It may be harder than some players expect based on their past experience with the game. Relaxed difficulty is intended to be the mode where you can always recover from problems and you can play at your own pace. We’ve gotten a lot of useful feedback on difficulty already and are making some adjustments, especially for Relaxed and Standard modes.
If the game is too hard, keep in mind that you can change your difficulty level at any time during the game and even customize exactly which aspects are harder and easier from the settings menu.
Looking forward, this is likely the last time we’ll really shake up core game play so deeply. On our path to a 1.0 release, we’ll be adding to and enriching the Underschool, extending the lore of the game, adding new quests, and endgame goals. As always, we’ll continually mix in QoL and other improvements. Thanks for all the play, feedback, and help as we strive to make MOM into the game we’d all like to play.
Combat
Level 8 Spells
Mages at Skill 8 now get access to Ultimate spells. These are ultra powerful, expensive spells to turn the tide of even the hardest battles.
Ultimates can only be cast a limited number of times per day. Each Mage intrinsically has one Ultimate Cast every 24 hours; even if they have two Ultimates, they will only be able to cast one each day.
Mages with high Conviction will have +1 Ultimate Cast per day.
Mages that Apprentice in the same Skill as their Wand (aka Mancers) will gain +1 Ultimate Cast per day. (See Apprentice Specializations section below.)
All Ultimates cost 150 mana to cast. Mages who have a D grade or better in Mana will be able to afford to cast at least one Ultimate by level 18.
The Ultimates
Tornado Trap (Air): Attacks an enemy five times. Adds Shield 3 to the caster.
Lance (Fire): Deals heavy damage to a front row enemy. Has a 50% chance to crit, and pierces all shields, armor, and resistance effects. Any overkill damage is dealt to the enemy behind the target.
Tsunami (Water): Damages all enemies. Each ally is healed for
Source
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