POG
im still sticking with explosion bois
TIME FOR THE ULTIMATE TORTURE OF SAILING THROUGH THE SEASSSS
i currently have crystal
all im going to do is switch to a different variation of crystal
the second i saw that i went ABSOLUTE POG because now i want a sneak peek of Explosion’s…uh explosive moves.
Staying Fire ofc
lit
I’ll be making a new file altogether so I can fully experience TGR and not jump in with previous strength, but I appreciate the ability to change nonetheless.
noice,
Same. But I will keep my old files.
I was in the process of deleting my character for a different magic so this is pog
Bruh, I just maxed out a file that was once gold when I realized gold magic was being removed.
v1.4.117
Changes
- Some Blast Attack animations now alternate when used with Amounts over 1.
- Example: if you choose the Left Hand Punch animation, it will alternate Right Hand Punch for every other blast, and vice verse if you choose Right Hand Punch. Some Right/Left sided animations don’t alternate, to keep variety
- Beam Attacks also have this change, which will be available when players unlock the Amount option for them at Level 105)
- Blasts now apply their material interactions to parts that they pass through.
- Example: Fire blast passing through tree leaves will set them on fire.
- All magic material interactions now reverse completely after about 60 seconds. (Meaning burned parts won’t stay dark forever)
- Lightning Magic’s sand into glass material interaction now has a sound effect and a flash of light.
- Magics now apply their material interactions to fragmented parts directly after creating a crater, if possible.
- This means that magics such as Fire and Magma will catch wooden parts on fire more often, shadow will desaturate parts near its explosion, lightning will turn sand into glass, and more. Visual example of this: https://i.gyazo.com/cefbcc5b0e1bc1d45a4ccd9306a5e69e.mp4 (Note: the sand part shown was only there for demonstration, and town NPCs are not yet added to Redwake)
- Material interactions only happen if the attack is deemed big enough to affect the targeted part, so that tiny attacks can’t affect a massive part.
- Magics now apply their material interactions to non-fragmentable parts such as the houses in Redwake.
v1.4.119
Changes
- The Drained status effect now has a slight screen border.
- Removed Crystal Magic’s bleeding status effect, and replaced it with the new Crystallized status effect.
- Every hit taken by Crystal Magic adds another layer of “crystallized” to the target, represented by a crystal growing on their character.
- After 4 layers are added, the next hit by Crystal Magic will shatter all of the crystals and deal 1.5x damage. (subject to change)
- After they are shattered, the following attacks start building up the layers again to repeat the process.
- Added synergies to the following magics with the new Crystallized status effect. (The % indicates the damage boost/reduction if the target has Crystallized when the magic hits it)
- Acid: -10%
- Water: -15%
- Fire: -15%
- Earth: +25% and shatters it
- Ice: +10%
- Lightning: +25% and shatters it
- Magma: +10% and shatters it
- Light: +25%
- Wind: -10%
- Shadow: -25%
- Metal: +40% and shatters it
- Plasma: -10%
- Sand: -20%
- Glass: -40%
- Snow: -20%
- Explosion: +25% and shatters it
Bugs
- [Fixed] You get prompted to reselect your magic every time you load in on a file.
- [Fixed] Earth Magic doesn’t shatter the Frozen status effect.
v1.4.118
Bugs
- [Fixed] All blast attack animations try to alternate, even when they shouldn’t.
- [Fixed] Using the Spin casting style on blast attacks with Amount > 1 causes you to get stuck in place.
- [Unsure] Possible fix for many strange issues happening across Arcane Odyssey TU and World of Magic, such as inventory randomly not loading, being unable to open chests, and being stuck on the loading screen. This was a result of a Roblox update, and a potential workaround may have been found. If the bug seems to have been fixed in AO, I will publish it to World of Magic later today.
v1.4.120
Changes
- Certain spell Synonyms are now locked behind specific Variations of their magic. These include the obvious ones such as Gold being restricted to the Gold Variation of Metal, and also the following:
- Light Magic “Moonlit”, “Starlight” → Moonlight Variation
- Wind Magic “Cold”, “Chilly” (both new) → Cold Variation
- Wind Magic “Warm”, “Heat” (both new) → Warm Variation
- Metal Magic “Cast-Iron” → Iron and Steel Variations
- Metal Magic “Golden”, “Gilded”, “24-Karat”, “Auric”, “Gilden”, “Pyrite” → Gold Variation
- Metal Magic “Rose Golden”, “Gilded”, “24-Karat”, “Auric”, “Gilden”, “Rose” → Rose Gold Variation
- Crystal Magic variations now have a color as a Synonym option depending on the variation. (Ex: Ruby Crystal attacks can be named Red)
- High Jump spells are now placed on permanent cooldown after being used once until the user touches the ground.
- This is to make them more free than they were previously, but also limit them slightly so that there can be height-based climbing puzzles without players spamming High Jump spells to reach the top of them.
- Added a new setting which toggles the new aiming mouse icon feature on/off. It defaults to on, meaning when you select a magic or weapon, your mouse icon will become a circle with a dot in the center. When this is off, it will keep the same icon.
Bugs
- [Fixed] If you re-selected your magic on a file, you won’t get the option on other files.
It changed
ah yes finally no more moonlight npc users having sunlight in the spell name ;-;
it slighlt triggered me a bit whenever i saw them ngl and the vice versa happened with sunlight variant ;-;