Heal - Empathy If you heal a target below 50% life you get a buff reducing your resource consumption. Tank - Anticipation If you are at 100% life you get a shield up to 5% of your total lifepool. Fervor After 3 consecutive critical hits you receive 15 power temporarily.
Heal - Empathy
If you heal a target below 50% life you get a buff reducing your resource consumption.
Tank - Anticipation
If you are at 100% life you get a shield up to 5% of your total lifepool.
Fervor
After 3 consecutive critical hits you receive 15 power temporarily.
Essence Laboratory You can access the new level through the laboratory in Academy Halls The Essence laboratory enables you to craft bichromatic essences from monochromatic ones. Bichromatic essences have two ability modifiers instead of one. So you can power scaling and procc cha
Essence Laboratory
You can access the new level through the laboratory in Academy Halls
The Essence laboratory enables you to craft bichromatic essences from monochromatic ones.
Bichromatic essences have two ability modifiers instead of one.
So you can power scaling and procc chance combined in one essence.
They also count as two essences for the color bonus during avatar compilation.
You can open the dialog while standing in front of the desk.
You can select a recipe, drag in the required essences and craft your new essence.
I am looking forward to add special trichromatic essences soon. Those will have special effects added to them so stay tuned :)
New Features: - Added experience bar at the top of the screen (you can modify the scale and position) Bug Fixes: - Laser in the "Gateway" map will do damage again - Fixed possible NPE in name plate buffs - Fixed auras disappearing in world maps after death Thanks to @ishakson for
New Features: - Added experience bar at the top of the screen (you can modify the scale and position)
Bug Fixes: - Laser in the "Gateway" map will do damage again - Fixed possible NPE in name plate buffs - Fixed auras disappearing in world maps after death
Modifiers for Essence Forge You can obtain the modifiers by killing elementals in the Desert of Pain . You can use them in the essence forge dialog. # Bug Fixes Thanks to @ishakson , I was able to correct a couple of bugs: - Scaling of ui elements not persisting - No area indicat
Modifiers for Essence Forge
You can obtain the modifiers by killing elementals in the Desert of Pain.
You can use them in the essence forge dialog.
# Bug Fixes Thanks to @ishakson, I was able to correct a couple of bugs: - Scaling of ui elements not persisting - No area indicator in Auditorium - Auras not applying
Introducing Essence Forge You can access the forge through the cave in the Desert of Pain. Essence Forge allows you to forge three essences into an upgraded one. At start there are three recipes available. To determine the level of the resulting essence the following formula is t
Introducing Essence Forge
You can access the forge through the cave in the Desert of Pain.
Essence Forge allows you to forge three essences into an upgraded one.
At start there are three recipes available.
To determine the level of the resulting essence the following formula is taken:
There are Weekly and Daily recurring quests Daily quests will reward experience and essences. They reset 24 hours after the last completion. Weekly quests reset 7 days after the last completion. They also grant essences and experience. Additionally, they also grant Zonert used fo
There are Weekly and Daily recurring quests
Daily quests will reward experience and essences. They reset 24 hours after the last completion. Weekly quests reset 7 days after the last completion. They also grant essences and experience.
Additionally, they also grant Zonert used for upgrading your cell.
You can click on the 'i' to display more information
The small yellow arrow icon indicates whether it is a daily (1) or (7) weekly quest.
I am adding raid-strategy behavior to bots.
For example in Pit of Elements if a tank has a vortex, they will automatically move to a stone pillar.
Fixed several bugs
Thanks to @Raitaki for reporting those bugs:
- wrong configuration on Sweep spell for the Stormcaller - Bug that prevented abilities from being casted while switching to another player
Thanks again to @Fendse for these sophisticated bug reports! :) - Enable compilation of avatars with weapons < max obtained level: Discord Thread - More fixing of AE and Buff tooltips: Discord Thread - Wrong materials displayed in cell: Discord Thread - Fixed Teleporters in Bu
Thanks again to @Fendse for these sophisticated bug reports! :) - Enable compilation of avatars with weapons < max obtained level: Discord Thread - More fixing of AE and Buff tooltips: Discord Thread - Wrong materials displayed in cell: Discord Thread - Fixed Teleporters in Buried Entrance, Firebound Forge - Fixed trash mobs in Firebound Forge - Fixed bot movement on area effects
Reworked design for zone terminus I also composed a new soundtrack for the zone terminus. Fixed several bugs Thanks to @Fendse for reporting all those bugs: - wrong talents for Chroniker and Enigma Ornat: discord-thread - missing tooltips for sequence abilities: discord-thread -
Reworked design for zone terminus
I also composed a new soundtrack for the zone terminus.
Fixed several bugs
Thanks to @Fendse for reporting all those bugs:
- wrong talents for Chroniker and Enigma Ornat: discord-thread - missing tooltips for sequence abilities: discord-thread - wrong essence number in compilation interface: discord-thread - wrong spell tooltips in compilation interface: discord-thread
More space in the Training Hall I also composed a new soundtrack for the training hall. Bots will now use the new spells Recently, I reworked all weapons and added new spells and chain abilities. Bots will now use these abilities. I want to rework the marketing material and polis
More space in the Training Hall
I also composed a new soundtrack for the training hall.
Bots will now use the new spells
Recently, I reworked all weapons and added new spells and chain abilities. Bots will now use these abilities.
I want to rework the marketing material and polish the game.
There are still some unnerving bugs pending. I cannot reproduce all of them, but I plan to do exhaustive playtesting.
Before gathering marketing material I also want to redesign the Zone Terminus world zone.
After that, I will redesign the Steam page and create a new trailer.
New balcons for the compilation core I added decoration and a new soundtrack. Stormcaller no longer crashes the game server. Thanks to a_seraphic_chicken for finding that bug. I also added some performance optimization for server side ray casting.
New balcons for the compilation core
I added decoration and a new soundtrack.
Stormcaller no longer crashes the game server.
Thanks to a_seraphic_chicken for finding that bug.
I also added some performance optimization for server side ray casting.
New Weapon Animations Release There are two completely new weapons. Father of War is a two-handed tank weapon. Moonseeker is the overhauled version of the old versatile crossbow weapon. All other weapons got reworks too. Protectors of the Lost Water Stream Urikas
Animation Rework: Urikas and Water Stream That concludes the animation rework. All weapons are now reworked. I plan to release a new version next weekend. WaterStream got new animations and a chain primary attack. I updated particles and character animations. I scrapped the Summo
Animation Rework: Urikas and Water Stream
That concludes the animation rework. All weapons are now reworked. I plan to release a new version next weekend.
WaterStream got new animations and a chain primary attack.
I updated particles and character animations. I scrapped the Summon Water Totem spell. Instead, you can now stand on the area effect Water Source to summon the totem.
Urikas also got new animations and a chain primary attack.
The Blessed Buff is now part of the attack chain. You can either Bless an ally or apply a debuff to the enemy. The new ultimate Summon Orb creates a sphere that heals allied targets.
Animation Rework: Moonseeker and Relieving Journal Introducing Moonseeker I completely reworked the design of the crossbow weapon Versatile Crossbow . I was neither satisfied with his theme nor his animations. The new weapon Moonseeker replaces this weapon. It is also a bow weapo
Animation Rework: Moonseeker and Relieving Journal
Introducing Moonseeker
I completely reworked the design of the crossbow weapon Versatile Crossbow. I was neither satisfied with his theme nor his animations. The new weapon Moonseeker replaces this weapon. It is also a bow weapon and shares some spells. As the name might indicate, it is a lunar ranger weapon.
Here is a video showcasing the spells of MoonSeeker.
Like the damage weapons, I added a chained base ability to the Relieving Journal. This results in a new spell Reap that deals area damage and can be skilled to heal allied targets. The Journal got new animations and effects.
Progress Report: Animation Rework I am proud to announce that I am halfway through all weapon animations. The fact that I am reworking some talents and abilities on the way slightly hinders my progress. I want to show you the new animations for the Obsidian Warhammer , the Staff
Progress Report: Animation Rework
I am proud to announce that I am halfway through all weapon animations. The fact that I am reworking some talents and abilities on the way slightly hinders my progress. I want to show you the new animations for the Obsidian Warhammer, the Staff of Burning Souls, and the Protectors of the Lost.
Staff of Burning Souls got an auto-attack rotating and a new ultimate skill.
I axed the Fire Ball ability. Your first ability is now rotating. It contains: Sear, Burn, and Blast.
To fill the open position at Blast, Pyroball is now part of your default ability set. The new ultimate Beacon takes the old place.
Obsidian Warhammer got new animations, particles, and an auto attack rotation
The auto attack is now a sequence of 3 spells. The first spell Siphon applies the Siphon-Debuff. The second grants Obsidian Infusion as before. The third attack Spread will spread the Siphon-Debuff to surrounding targets.
Every tick of Siphon-Debuff on enemy targets will grant you energy. I scrapped the requirement to have Obsidian Infusion for the other spells. They now only cost energy.
Protectors of the Lost has new animations and two new spells.
This weapon also has an attack sequence of 3 spells. Bash is now part of this sequence. On the position of Bash you now have the new spell Claim. It is an area attack that consecrates the earth.
I reworked the way I create animations. Previously, I took all animation from asset packs from the Assetstore or Mixamo. But it is hard to modify those and adapt them to your own weapons. Father of War has two stances. An offensive and defensive stance. You can switch those throu
I reworked the way I create animations.
Previously, I took all animation from asset packs from the Assetstore or Mixamo. But it is hard to modify those and adapt them to your own weapons.
Father of War has two stances.
An offensive and defensive stance. You can switch those through the Switch Stance ability. The sword effect color indicates your active stance.
Father of War is a tank weapon. It is a two-handed long sword. You have two basic abilities. Switch Stance changes your abilities from an offensive to defensive state. Each stance has three abilities. Offensive abilities focus on damage and threat generation. Defensive abilities
Father of War is a tank weapon.
It is a two-handed long sword. You have two basic abilities.
Switch Stance changes your abilities from an offensive to defensive state. Each stance has three abilities.
Offensive abilities focus on damage and threat generation.
Defensive abilities focus on damage mitigation and protection.
Furthermore, after choosing the talents you have access to ultimate abilities.
Like all other weapons, Father of War has 15 talents.
Now I will focus on animating the new weapon. By doing this I also rework all existing animations.
Introducing ability reordering After countless requests, I could finally implement proper ability repositioning. You can now reorder your spells and auras. Reworked UI-Modifications The new interface is cleaner and less complicated. Modify Control Bar Keys Previously, these setti
Introducing ability reordering
After countless requests, I could finally implement proper ability repositioning. You can now reorder your spells and auras.
I've finished the war room in the prison complex. It is accessible through the compilation core. It contains emitters displaying all active raids in your current zone. Currently, it serves as a visual representation. I plan to add more meta information to those emitters. The goal
I've finished the war room in the prison complex. It is accessible through the compilation core.
It contains emitters displaying all active raids in your current zone.
Currently, it serves as a visual representation. I plan to add more meta information to those emitters. The goal is to enable joining or applying to raids from this room.
I had time for some bug-fixes.
The third stage of Sludge Madness is now accessible.
The code checked if Varanoth died, but he only appeared in the next stage. I changed it to Phenia and Gooness. Now it is working again.
Fire nova will not crash the client.
The Unity client is not able to parse NaN double values. The Fire Nova spell produced such values and crashed the client. I removed the NaN values, and it behaves properly now.