Fixed some bugs introduced in the last patch. Larger balance changes will be made in the next patch. Changes: Adjusted preview moving dummy movement. Increased rock received collision damage and applied the same scaling to explosion damage. Adjusted wizard mass scaling. Bug fixes
Fixed some bugs introduced in the last patch. Larger balance changes will be made in the next patch.
Changes:
Adjusted preview moving dummy movement.
Increased rock received collision damage and applied the same scaling to explosion damage.
Adjusted wizard mass scaling.
Bug fixes:
Fixed leaderboard crash.
Fixed undo/redo crash.
Fixed duplicate default loadouts.
Fixed empty stack crash issue with the new end block glyph.
Fixed issue causing wizard clones to not move in a given direction.
It has been a while. This update improves spellcrafting in various ways. Most notably: Custom glyphs: Spells are no longer confined to a single grid, increasing spell customizability. Loadout Workshop support: Loadouts can now be shared within the game through Steam Workshop. Ele
It has been a while. This update improves spellcrafting in various ways. Most notably:
Custom glyphs: Spells are no longer confined to a single grid, increasing spell customizability.
Loadout Workshop support: Loadouts can now be shared within the game through Steam Workshop.
Element changes: Rock element added and several elemental buffs reworked, allowing for more tactical spells per element.
Loop glyphs reworked: Replaced the loop glyphs with start, reset, invert, and end block glyphs, which should be more intuitive.
Performance: Recoded the entire spell execution system to allow for more glyphs with less online lag.
Added:
Added Workshop support with in-game browsing and preview editor.
Added custom glyphs with icon editor.
Added rock element.
Added bounce glyph.
Added different pathing glyphs.
Added tether direction glyph.
Added control tether.
Added a screen shake on/off option.
Added a new large map with powerups.
Added back the original empty pre-0.12.0 map to the rotation.
Changes:
Reworked and optimized the entire glyph execution system. This will introduce timing differences compared to previous versions but should be minimal.
Glyph count limit is set to 255 per wand to allow for complex interplay with custom glyphs, with a cap for performance.
Reduced ambient mana decay of shots.
Increased knockback scaling with wand instability.
Increased directional explosion radius by 75% compared to the normal explosion radius.
Increased rounds from best of 5 to best of 7 (first to win 4 rounds).
Reduced input delay from 2 to 1 step.
Changed Nature Element effect to "lifesteal." A portion of damage dealt is given back as health.
Changed Air Element effect to allow walking through spellshots.
Changed Water Element mana powerup drops to follow the player around.
Buffed the strong mana powerup effect.
Scaled harden tether force with mass to reduce random self-acceleration issues.
Changed hand animation.
Healing amount is now shown, similar to how damage is displayed.
Increased map size for several maps.
Changed Fire Edge map crate layout.
Changed all icons to uniform size for the custom glyph icon editor.
Homing performance optimizations.
Moving while shooting now reduces movement speed.
Window border is now black instead of white on Windows 11.
Moved target glyphs to the Utilities tab as it has more space.
Increased fire ground effect damage.
Changed loadout file naming structure.
Bug Fixes:
Fixed an OpenGL texture issue causing crashes at startup for specific hardware.
Fixed window start visibility issue.
Fixed large spellshot collision issue.
Air reduced damage multiplier was not applied to arrow damage.
Fixed hand animation bug.
Fixed out-of-map bounds check.
Fixed animation bug when shooting in a different direction than movement.
Fixed leaderboard menu crash if 0 matches have been played.
Improved networking lag distribution so that both players experience similar levels of jitter.
Over the past months, I have been working on improving the environment. Most notably, the online arena map has been overhauled. It now spawns as one of four maps with various obstacles. It should be more interesting than the empty square it used to be. Much of the effort has been
Over the past months, I have been working on improving the environment. Most notably, the online arena map has been overhauled. It now spawns as one of four maps with various obstacles. It should be more interesting than the empty square it used to be. Much of the effort has been in implementing reflections in the engine which took more time then expected.
Added:
Added four different arena maps with various obstacles.
Added destructible crates.
Added teleporters.
Added ground reflections. After many rendering changes, the game now has reflective surfaces, which should make everything look a bit better.
Added tower ambient occlusion rendering effect.
Changes:
Target dummies are no longer static and move back towards their original location after not receiving damage for a while. The new behaviour more accuratly reflects the damage and knockback.
Modified network clock sync code; hopefully, it will improve the lag spike at the start of the first round.
Modified UI scrolling behavior; it should be smoother now.
Changed Nature element colors a little to be more vibrant.
Changed the descriptions of target glyphs.
Bug fixes:
Fixed initial camera position so that the camera does not need to move to the center for the first couple of frames.
Fixed the bug causing clones to sometimes use their wands. So no more clones shooting wands (for now).
Reduced transition delay between clicking 'play' and seeing the home world.
Wands can't shoot in a wall anymore.
Changed the collision resolution factors to have objects less likly to be stuck in walls.
Optimized the target glyphs logic by reducing the number of spatial query calls needed and moved to a 'filter' approach where possible.
Fixed lag spike occurring when creating a bunch of wizard clones. It was a very dumb bug caused by my lacking competence. (I was doing a network call for the Steamworks leaderboard per wizard clone spawn to check which rank to display, which is very slow.)
This update introduces wand customizability, expanding the available build options. The game is moving closer to complete control over spells. Still a couple large updates left before release, but we're getting closer to full release. Full changelog: Added: Added Wand Editor: Wan
This update introduces wand customizability, expanding the available build options. The game is moving closer to complete control over spells. Still a couple large updates left before release, but we're getting closer to full release. Full changelog:
Added:
Added Wand Editor: Wand settings such as mana use, charge time, cooldown are now customizable.
Added Wand Stability: A new concept, 'stability,' is introduced to prevent wands from being over/underpowered, ensuring better balance.
Totem can now shoot in addition to spellshots, shooting orbs and arrows.
Added Friendly target glyph.
Added Enemy target glyph.
Added Any target glyph.
Added Any enemy orb glyph.
Added health and mana bar indicators.
Added physics object freezing to improve performance when there are a lot of spellshots.
Changes:
Migrated all prebuild wands to the new system. Should behave similearly, but with a different texture.
Remade chatbox to support text wrapping and to look a bit cleaner.
Changed start direction glyph mana cost from none to 3 mana per second. As wand stabiity is a factor now, so no more free perfect aim.
Changed the 'typing indicator' texture.
Fixed:
Fixed issue with tooltips positions were updating with the fixed update rate instead of the frame rate.
Fixed hardend tether bug which was causing unusual movement.
Reduced the chance of audio source reuse by removing silence from some explosion audio files.
Fixed another audio bug that caused sudden and very high volume in some audio instances.
Added: Added elemental effects (fire tick damage and electricity sparks) to arrows. Added element particles to arrows and orbs. Changes: Reduced erratic movement of orbs. Changed the dummy mass to be the same as the wizard's, for more accurate damage indication. Buffed fire tick
Added:
Added elemental effects (fire tick damage and electricity sparks) to arrows.
Added element particles to arrows and orbs.
Changes:
Reduced erratic movement of orbs.
Changed the dummy mass to be the same as the wizard's, for more accurate damage indication.
Buffed fire tick damage.
Changed the maximum mana used by the scaling wand to be 450 instead of 600. This doesn't really change much as the wizard has a maximum mana of 450.
Simplified how fire tick damage is calculated. Now it is a flat x damage over x seconds, resetting whenever an object collides with a fire element object, regardless of other factors.
Optimized rendering, removing redundant rendertextures and render passes.
Optimized the main menu background rendering.
Adjusted the alternative color for the water element to look less like air.
Added a bow wand and a directional explosion glyph. Made a bunch of balance changes and fixed multiple game breaking matchmaking bugs. Orbs are back with slightly different behavior. This update was a bit rushed and may have some noticeable balance issues, but I wanted to release
Added a bow wand and a directional explosion glyph. Made a bunch of balance changes and fixed multiple game breaking matchmaking bugs. Orbs are back with slightly different behavior. This update was a bit rushed and may have some noticeable balance issues, but I wanted to release the matchmaking fixes as soon as possible. Patches will be released in the coming weeks to address any balance issues.
Added:
Added Bow wand.
Added directional explosion glyph.
Added back Orb wand with slightly different behavior. Orbs are slower, have no collision damage, but have increased explosion impact.
Changes:
Redid the physics drag calculations, removing the hard limit on movement speed.
Changed how direction offset glyphs function. Instead of instantly turning to the desired rotation, they now turn like normal direction glyphs.
Bug fixes:
Fixed a small issue with direction glyph calculations.
Fixed homing glyph direction calculation issue.
Fixed audio-related crashes that mostly occurred with the electricity element (for real this time).
Fixed grow/shrink glyph size calculation issue.
Fixed an issue with the settings window crashing the game when the window size setting was set larger than the current monitor size.
Fixed some issues related to matchmaking. Not sure if all issues are fixed, but crashes should be less frequent now.
Changes: The explosion damage has been increased by 20% for one specific player. The mana-to-health ratio has been halved, making walling less effective. Removed: The debug 'trailshot' wand has been removed, as it should not have been included in version 0.9.0.
Changes:
The explosion damage has been increased by 20% for one specific player.
The mana-to-health ratio has been halved, making walling less effective.
Removed:
The debug 'trailshot' wand has been removed, as it should not have been included in version 0.9.0.
It has been a while... I have been with life and reworking large chunks of the engine, which has kept me from releasing updates. Updates should be more frequent from now on. 0.9.0 has some major usability improvements, including: Improved game performance Improved networking code
It has been a while... I have been with life and reworking large chunks of the engine, which has kept me from releasing updates. Updates should be more frequent from now on. 0.9.0 has some major usability improvements, including:
Improved game performance
Improved networking code
Added match accept/decline functionalities, and you can change the selected loadout before entering a match.
Added a match loading screen.
Added a title screen.
Balance-wise, the game has changed a lot, so expect some balance issues while players find builds I did not expect. The most notable changes affecting balance are:
A new physics system that allows smaller and faster spells to be built.
Increased mana capacity and regeneration across the board.
A bunch of damage values have been changed.
Full changelog:
Added:
Added a 'found match' popup screen before starting a match. This allows players to change loadout before the match starts and accept/decline matches.
Added a loading screen before the match starts that ensures both players start the game at the same time. This should improve lag in the first couple of seconds.
Added a player head with health/mana bar UI.
Added a title screen with information about the game, changelog, and credits.
Added an implosion glyph to self-destruct without dealing damage.
Changes: - Decreased homing glyph cost from 10 mana/sec to 5 mana/sec. - Increased instant glyph cost from 1 mana to 5 mana. Bug fixes: - Fixed crash that occurred after every other match played. - Fixed rank rendering in online matches.
Changes: - Decreased homing glyph cost from 10 mana/sec to 5 mana/sec. - Increased instant glyph cost from 1 mana to 5 mana. Bug fixes: - Fixed crash that occurred after every other match played. - Fixed rank rendering in online matches.
For the last 6 weeks, I have been working on improving the UI and various back-end changes. Most notable changes include: Improved spell editing with a better UI, undo, redo buttons, unique glyph borders, and a bunch of glyph variations. Changed how direction glyphs work. They no
For the last 6 weeks, I have been working on improving the UI and various back-end changes. Most notable changes include:
Improved spell editing with a better UI, undo, redo buttons, unique glyph borders, and a bunch of glyph variations.
Changed how direction glyphs work. They no longer instantly set the direction but turn toward a target and can be stacked for faster turning. Nerfed homing glyph so that it isn’t a must-have in each build.
New sound effects thanks to Mestiez!
Changed and updated a bunch of libraries and the .NET version. So, expect some networking issues while I find all the new networking bugs.
This and many more balancing changes and bug fixes. Full changelog:
Added
Added UI animations.
Added different glyph borders for each glyph section.
Added glyph variations for splitting, delay, and nearby glyphs.
Added undo, redo, and clear buttons to the spell editor.
Added damage numbers.
Added a steam invite screen when hosting a lobby.
Added max frame rate setting.
Added 'last split direction' glyph.
Added 'click' audio when clicking a button.
Added an instant homing glyph.
Changes
Increased home map area size.
Mestiez (people playground dev) randomly redid most of the sound effects because he couldn’t stand the old ones and I hate audio. Big thanks!
Increased player health and decreased mana decay to allow for more interesting builds.
Nerfed fire effect damage duration.
Buffed orbs. Reduced explosion delay, increased speed, and now has 100% more explosion damage than spellshots (was 80%).
Increased size factor when calculating damage for a wizard. Max size wizard now takes 50% less damage while min size wizard takes 200% damage.
Made mana bar flashing when out of mana indicator clearer.
Direction glyph changes:
Changed direction glyphs to turn towards a target instead of instantly setting the rotation. Direction glyphs can be stacked for more accurate turning for a greater mana cost.
Changed split direction glyphs to set the direction of each tick after a split. It used to only set it once when split.
Changed how the 'rotate 90 deg' and wave glyph behave. They now modify the direction offset instead of the direction directly. Making it possible to combine them with other direction glyphs and stack them.
Expanded the leaderboard to show the top 50 players.
Renamed 'infinite loop glyph' to 'reset loop glyph' to better describe its function.
Locked the default builds so they can't be modified or deleted.
Renamed 'bracket end' glyph to 'close bracket' glyph.
Refactored all Steamworks code to use a different library.
Changed from steam sockets to steam messages API for improved netcode.
Migrated to .NET 7 preview version.
Bug fixes
Fixed mana calculation of the scaling wand.
Fixed the "When a player dies in the lobby the selected wand gets reset" issue.
Fixed an issue where players could spawn multiple totems with the same wand in the lobby after dying.
Changed game process priority from normal to high which fixes some of the freeze/lag issues on certain machines.
Fixed the "past a certain number of loadout you can't select the ones at the bottom" issue with the loadout dropdown.
Fixed mana calculation of the scaling wand.
Fixed the "When a player dies in the lobby the selected wand gets reset" issue.
Fixed an issue where players could spawn multiple totems with the same wand in the lobby after dying.
Changed game process priority from normal to high which fixes some of the freeze/lag issues on certain machines.
Fixed the "past a certain number of loadout you can't select the ones at the bottom" issue with the loadout dropdown.
Fixed 'self target wand sometimes not splitting when low on mana' issue.
Fixed rendering issue with spellshots spawned using the 4th wand with the 'quick fire' key.
Fixed issue with UI sound effects sometimes not playing.
Changes Lowered shooting volume. Bug fixes Fixed the 'shooting dummy sometimes not shooting' issue. Changed logging to be on a different thread to fix certain lag/crash issues.
Changes
Lowered shooting volume.
Bug fixes
Fixed the 'shooting dummy sometimes not shooting' issue.
Changed logging to be on a different thread to fix certain lag/crash issues.
Added a new wand that shoots orbs which are slow, floaty projectiles that don't deal any collision damage but have increased explosion damage. Mana and health are increased to allow more complex builds while avoiding one-shot spells. Added Added orbs. Orbs are slower, floaty proj
Added a new wand that shoots orbs which are slow, floaty projectiles that don't deal any collision damage but have increased explosion damage. Mana and health are increased to allow more complex builds while avoiding one-shot spells.
Added
Added orbs. Orbs are slower, floaty projectiles with increased explosion damage and no collision damage.
Added a wand that shoots orbs.
Added friendly orb glyph.
Added friendly totem glyph.
Added enemy totem glyph.
Added visual feedback when a wizard receives damage.
Changes
Updated the steam trailer, screenshots, and gifs.
Increased wands mana usage.
Increased player max mana and mana regen.
Increased player health.
Decreased wizard base movement speed.
Changed explosion damage to not damage friendly entities anymore and to have more pushback force.
Slightly decreased spitting cost for small spellshots.
Changed wall tiles to have more variety.
Changed post-processing to make the game more vibrant.
Changed spellshot lighting to be more consistent.
Removed bloom effect.
Increased render performance by ~20%.
Increased the camera to mouse interpolation.
Changed the launch entry point from NuroseGame.Desktop to NuroseGame.Launcher. Should not change anything if you launch the game through steam.
Removed background moon.
Changed audio of the nature element.
Bug fixes
Fixed two bugs that caused players sometimes to not be able to use any wands until the player respawns.
Fixed issue when combining paths of two splitted glyphs not working correctly.
Fixed an audio issue that occurred when cloning a wizard with low health.
Fixed a rendering issue with powerup particles.
Fixed the powerup circle particle effect render issue when the player dies before the effect is finished.
Fixed splitting position offset.
Fixed render size of typing indicator issue if players have different UI scale settings.
Fixed the crash reporter to (hopefully) always show up no matter the crash cause.
Changes: lowered shooting volume a bit. Bug fixes: Fixed crash on startup on video cards that don't support the latest OpenGL functions. Fixed spellshot render direction interpolation.
Changes:
lowered shooting volume a bit.
Bug fixes:
Fixed crash on startup on video cards that don't support the latest OpenGL functions.
This month I have reworked the audio engine to allow for spatial and higher quality audio. New sound effects have been added and existing ones modified. The game now has a loading screen on startup and many bug fixes and balance changes. Added: Added a loading screen on startup.
This month I have reworked the audio engine to allow for spatial and higher quality audio. New sound effects have been added and existing ones modified. The game now has a loading screen on startup and many bug fixes and balance changes.
Added:
Added a loading screen on startup.
Added background birds singing audio.
Added campfire sound effect.
Added explosion sound effect.
Added powerup pickup sound effect.
Added totem spawn sound effect.
Added a hit sound effect when damaging wizards.
Added collision sound effect.
Made sound effects spatial. Sound effects are now louder/quiter depending on the distance from the audio source.
Made sound effects directional. Sound effect volume in left/right speaker volume now depends on direction of the audio source.
Added environment volume and directional audio setting. This will reset the current settings but perserve all loadouts.
Changes:
Decreased minimum spellshot size.
Changed splitting result size calculation to be more accurate.
Changed spellshot particle emission to leave more of a particle trail.
Changed powerup station positions to discorage hugging the corners.
Decreased powerup spawn rate for both stations and water/nature elements and increased their effectiveness.
Removed collision from the non
player spawned powerups.
Decreased input delay by 1 frame.
Reworked cloth system for improved performance.
Improved performance for online games a bit.
Reduced Air element brightness.
Changed music.
Removed unnused resource files.
Made sure that spellshots and totems can't get out of the map bounds.
Removed player name/rank rendering from the home world.
Increased spellshot lighting.
Having too many consistent force glyphs used to use up mana without adding additonal force. Now it won't use more mana than force added.
Bug fixes:
Fixed crash when 'pasting loadout from clipboard' fails. Now it shows up an error message instead of crashing the game.
Fixed crash that occured when splitting wizard clones.
Fixed crash when starting certain online matches. Was caused by Steam sometimes not being able to estimate ping between players.
Fixed the crash that occurred when Steam API was not able to find a leaderboard rank.
Fixed hand rendering direction issue when using the quickfire key.
Fixed some spelling mistakes.
Fixed audio issue that casued certain sound effects to randomly stop playing.
Smoothed spellshot direction rendering to decrease spellshot render jitter artifacts.
This update adds nature and air elements and health/mana pickups to the arena map. Glyphs can now have circular and multiple paths and fixed the issues with one shot spells. Full changelog: Added Added nature element which drops health pickups when damaged. Added air element that
This update adds nature and air elements and health/mana pickups to the arena map. Glyphs can now have circular and multiple paths and fixed the issues with one shot spells.
Full changelog:
Added
Added nature element which drops health pickups when damaged.
Added air element that has increased movement speed and spellshot speed.
Added health and mana pickups in the arena map.
Added a powerful powerup dispenser in the center of the online map.
Added element description to the element buttons.
Changes
Changed water element to drop mana pickups. (used to have increased spellshot speed).
Added an extra cost for splitting when the target is not large enough to split its mass. Should fix most of the one-shot builds.
When splitting the velocity is split between clones. This will nerf builds that rely on splitting right before colliding.
Allowed circular paths and multiple flows to the same glyph.
Increased range for 'someone in queue' indicator to be shown when anyone within matchmaking range is in queue, not just for the same region.
Increased max projectile speed slightly.
Bug fixes
Fixed force calculation for very fast projectiles.
Fixed issue with dragging the scrollbar pointer.
Fixed bracket loadout validation for condition glyphs.
A whole new look. Rewrote big chunks of the rendering code to make game look better while optimizing rendering performance for budget/older video cards. Fixed some bugs reported by players and made some minor gameplay changes. Full changelog: Added Added birds that fly in the bac
A whole new look. Rewrote big chunks of the rendering code to make game look better while optimizing rendering performance for budget/older video cards. Fixed some bugs reported by players and made some minor gameplay changes. Full changelog:
Added
Added birds that fly in the background. (has no effect on gameplay)
Changes
Modified visuals of pretty much everything except for UI.
Remade the lighting and particle system to be more performant. So should be more playable for budget/older GPUs.
Adjusted the cost of splitting spellshots, wizards, and totems to discourage lag machines without limiting spell possibilities.
Lowered mana cost of harden tether ‘pull’ force to be more competitive.
Renamed staffs to wands. Existing loadouts will be automatically migrated and should work as expected.
Renamed group directions category to split directions.
Increased selftarget wand cooldown to 3 seconds (was 2 seconds).
Bug fixes
Fixed issue that caused spellshots with low health to do more damage than allowed.
Fixed loadout dropdown not rendering correctly when there are more than ~10 loadouts.
Fixed camera offset. It had different behavior per resolution.
Fixed an issue with the camera offset which occurred when a popup window was open while the editor window was closed.
Fixed the crash that occurred when a hardentetherglyph tries to harden with a dead or removed entity.
Fixed shot canceling behavior/animation.
Fixed a rare crash that occurred when spawning totems.
Fixed text hard edges issue which should improve text readability for 1920x1080 and smaller screens.
Fixed robe rendering bug that occurred when splitting a wizard while holding a wand in hand.
Accidently adding extra whitespaces while copying loadout will now be detected and work properly.
Fixed 4th wand refresh particle trigger to work with totem wands.
Added Added an indicator when someone in the same region is in matchmaking. Changes Some optimizations. The game runs about 10% faster now. Added extra mana cost for splitting wizards and totems to discourage lag machines. Fire element explosions will now apply fire damage over t
Added
Added an indicator when someone in the same region is in matchmaking.
Changes
Some optimizations. The game runs about 10% faster now.
Added extra mana cost for splitting wizards and totems to discourage lag machines.
Fire element explosions will now apply fire damage over time effect.
Changes Redone the drag calculation as the 0.3.0 version had a lot of issues. Rebalanced forces and damages values. Fire totems now apply on hit fire damage. Fixes Fixed hardened tether not resetting properly after breakage. Fixed totem spellshots not working with path left glyph
Changes
Redone the drag calculation as the 0.3.0 version had a lot of issues.
Rebalanced forces and damages values.
Fire totems now apply on hit fire damage.
Fixes
Fixed hardened tether not resetting properly after breakage.
Fixed totem spellshots not working with path left glyphs.