This week, I've got a screenshot of a map we're finishing up development on. This will be a shorter update, but I would like to briefly touch on the relationship between map design and the Elemental Reaction system.

Some maps, such as this snow-touched one, may appear to be relatively restrictive at first glance. By utilizing Elemental Reactions, it's possible to both open up new routes as well as close off existing ones. Bringing a class with access to Ice spells, or a Crystal that allows it's bearer to use an Ice skill, you can freeze the water into a solid, walkable Frozen tile and open up unique flanking opportunities.
By using certain skills, like Fire spells, it's possible to thaw the frozen tiles back into water. Should a unit be standing on such a tile, they will be dropped into the water and be unable to take any actions except basic movement until they move back onto dry land. Coordinating a flank across the water can be a very rewarding plan, but don't linger too long on the ice when there are enemy Pyromancers around!
Other maps have unique terrain which can be impacted by certain elements, including sand and lava. We'll be able to show off some basic Elemental Reactions in-engine soon, but we want many of our more complex reaction chains to be discovered by the players through experimentation.
That'll be all for this week! As a reminder, we'll be at AVCon on June 29th and 30th, where you can playtest the game with some more classes, including Enchanter! Next week's update will be focused on Enchanter, with a deeper look at their kit and what they offer, so please look forward to it!
