NEW FEATURES
- New stage: The Berg!
- New stage: The Pit!
- Main menu has a beautiful new font courtesy of babiierika
- Added new random stage option "Less Random", this is the new default for Competitive and Mirror Select presets (including ranked), and should be used for IGL matches going forward; with this stage mode:
- Ramps stay up on Tower
- Volcano does not erupt randomly
- Airship propellers will hit to the center of the map
- You will never play the same stage within 9 rounds
ADJUSTMENTS
- Stage tweaks:
- Airship propellers now hit for 30 instead of 20
- Bridges will no longer appear in any 2-player matchups (not just)
- Shark "Jeff" updates:
- Shark was reworked to dive and deal damage on the client of the wizard who is being attacked so it feels more 1-to-1 with a local game; tldr: no more "I WAS ON LAND" or dying far away from the shark when playing online
- Shark collider now disables when the shark dives so you can run or throw spells through dat boi
- Ranked updates:
- Ranked scoring has been updated to be less punishing and allow for faster climbing
- Added ranked leaderboard to website
- Increased Mirror Select pick time from 20 to 25 seconds
- Spell rebalancing/bug fixes:
- Leech: hitbox size reduced, now ignores collisions with anything it can't stick to, rather than disappearing
- Capacitor can now stick to any unit (Pet Rock, Leech, Lightning Bug, Puck, Turtle, Spitfire, Frog, Shark), reduce cooldown by 1s
- Capacitor now triggers before Shark attack damage, which will counter Bubble Breaking the shark
- Capacitor now triggers on any client, not just the one who casted it -- aka if 2 wizards capacitor'd each other and walked into each other, both capacitors would go off 100% of the time
- Somer Assault: end of short dash now halves the wizard's knockback velocity
- Spells will no longer disappear when they hit own wizard (with the exception of return spells like boomerang or leech)
- Chameleon now applies a 2-second 40% slow on-hit
- Fissure: no longer randomly tilts wall colliders so that spells won't go through them and wizards won't ramp off them
- Sustain: increased bounce height and decrease knockback to allow movement spells to counter it better -- Hot Swap will now save you on Airship / Coffin
- Hot Swap: wind up time reduced to 0.01s to allow for mid-air swapping on Airship or Coffin
- Boomerang and Pet Rock: increased no-hit interval to nerf vacuum combo, aka Doomerang is less OP now
- Hinder: increased duration of slow 2.5s -> 3s
- Flash Flood: now nullifies all knockback for 0.5s after teleport and return teleport
- Water Cannon: increased radius of capsule collider from 0.9 to 1.2
- Rocket: increased damage from 8->9, range, increase final explosion damage and knockback
- Compound: windup time 0.6s -> 0.65s, winddown time 1.4s -> 1.5s
- Clones now have 1/3 health instead of 1/2 - increased clone explosion damage 14 -> 18 and knockback 50 -> 60
- Sunder: increased hit box radius 1 -> 1.35
- Relapse: made status particles even more obvious
- Vanguard: if wizard was moving when it was casted, it would sometimes end up anchored to the player wrong on other clients; this is now fixed
- Tow Vine: no longer gets stuck on nearby walls when you cast it, unless aimed at the wall
- Rocket no longer gets stuck in wormhole with 0 velocity
- Wormhole no longer kills lightning bug
- Increased hitbox of decoy 1->1.25, increased reactivation window 2.5s -> 4s
- Increased reactivation window of Backup from 2.5s -> 4s
- Suspend: increased slow % from 30 to 40
- Reactivating swap for Decoy no longer leaves a disk on the ground for other clients
- Rocket no longer goes through walls after hitting a unit
- Boomerang no longer disappears if it hits a unit owned by you
- Hot Swap no longer disappears if it hits an invalid unit
- Bombshell: turtles are now 10% faster
- You can now hit your own clones with Time Bomb now
- Sunder and Backup will now teleport you on TOP of ground or walls rather than inside of them in specific cases