Reminders for AO (Part 1)

v1.4.121

Changes

  • Added “Red” as a Fire Magic synonym.
  • Added “Purple” as a Gamma Plasma synonym.
  • Added “Red” as a Nova Plasma synonym.
  • Added “Blue” as a Spring, Tropical, and Abyss Water synonym.
  • Added “Green” as a Swamp Water synonym.
  • Started revamping the UI again. All UIs have the “general” new style applied, but most are not yet polished for it yet, so some remnants of the old style may still be visible.

Bugs

  • [Fixed] Magic material interactions can apply to effects.
  • [Fixed] High jump spells aren’t affected by Magic Size.
  • [Fixed] Slashing a weapon while climbing can be abused to climb faster.
  • [Fixed] Choosing a variation-specific synonym will just make the synonym use the default synonym for the magic.
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stop liking these trellos NObannanannananannnana

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you guys seemed underappreciated
i’m glad I’ve got someone else to do my trello refreshing for me

leaders have basically limitless likes anyway so I figured why not

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Screen Shot 2021-02-22 at 4.42.02 pm

the remindering

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I n t r e s t i n g.

AO won’t have any threats?

grand navy bit more chill i guess

i think its mainly because we’re not gonna be able to kill npcs anymore

I liked watching people get wailed on for killing the alchemist

yes i’d love to watch like someone hit an npc and a ship falls on the island full of grand navy soldiers and they all launch a barrage of attacks at the culprit

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The last 3 I get but the first 2 might be because there are islands now.

Didn’t think yall needed the whole version again so here is the newest update
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daaanng this is lit, call this the Forum’s Trello Logs

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You beat me too it…

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I can’t post 3 times in a row so I will just edit this.

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It feels like UI design should be something he should be doing when he is at 70% or 80% but that’s just me.
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v1.4.125

Changes

  • Redesigned the name selection, testing, view, ammo, bait, and boat UIs.

Bugs

  • [Fixed] Part 11 of the story has the incorrect goal name.

v1.4.124

Changes

  • Redesigned the character creation, magic selection, teleport, file select, and titlescreen UIs.

v1.4.123

Changes

  • Finished revamping the HUD UI and all sub-UIs of it such as the Menus and Inventory.
  • Increased the volume of the snap, clap, and impact sound effects used by certain casting styles.
  • Removed the following stats and other stats associated with them: Criminal Notices Received, Threats Caused, Quests Accepted, Quests Abandoned, and Galleons Lost by Fines.
    • All of the actions associated with these stats will be removed in Arcane Odyssey, which is why they were removed.
  • Recoded some of the magic creation system to make it more orderly, and reduced the amount of lines in the main UIHandler script. (This may have caused issues)
  • Redesigned the clan hover, filters, item hover, and sorting UIs.

Bugs

  • [Fixed] Magic Size doesn’t affect high jump spells.

v1.4.122

Changes

  • Finished redesigning the HUD UI and all sub-UIs of it such as the Menus and Inventory. (NOTE: Some UI colors may be wrong still, and UIs such as questions, notifications, item info, and more have not been revamped yet) Some notable changes:
    • The name of the selected animation pack that displays on the right of the UI will now match the color theme of the animation pack.
    • Spells and spell creation UI now match the color theme of the selected magic.
    • Item rarity colors have been adjusted: common and uncommon items now have darker backgrounds, exotic and legendary items now have more vibrant backgrounds.

v1.4.121

Changes

  • Added “Red” as a Fire Magic synonym.
  • Added “Purple” as a Gamma Plasma synonym.
  • Added “Red” as a Nova Plasma synonym.
  • Added “Blue” as a Spring, Tropical, and Abyss Water synonym.
  • Added “Green” as a Swamp Water synonym.
  • Started revamping the UI again. All UIs have the “general” new style applied, but most are not yet polished for it yet, so some remnants of the old style may still be visible. The hotbar UIs such as reputation and XP are also hidden temporarily.

Bugs

  • [Fixed] Magic material interactions can apply to effects.
  • [Fixed] High jump spells aren’t affected by Magic Size.
  • [Fixed] Slashing a weapon while climbing can be abused to climb faster.
  • [Fixed] Choosing a variation-specific synonym will just make the synonym use the default synonym for the magic.

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.

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.

v1.4.117

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.

v1.4.116

Changes

  • Revamped Explosion Magic’s pillar explosion, shockwave explosion, beam attack, and high jump effects, and they now have more effects added at higher tiers.
  • Finished revamping Explosion Magic.
  • Adjusted Ash Magic’s blast and explosion particles.
  • Revamped Ash Magic’s charging, sphere explosion, pillar explosion, shockwave explosion, beam attack, and high jump effects, and they now have more effects added at higher tiers.
  • Finished revamping Ash Magic.
  • Added 2 new scratch/scar textures that can appear on your character when you take damage.
  • Added a “Welcome to Arcane Odyssey” badge that is awarded when you first load in. (Testers: this will not be obtainable until the game is released to the public, since the badge is currently on World of Magic and badges cannot be awarded from separate games)
  • Changed how the “Generation” stat works. Instead of being a number representing the month you started playing, it now represents the “era” of the game you started playing.
    • If you have the Open Test 1, 2, 3, or 4 badge, all of your files old and new will be Generation 1.
    • If you have the World of Magic Player badge, all of your files old and new will be Generation 2. (This badge is currently unobtainable until Arcane Odyssey releases, but will be automatically given to players that have World of Magic data)
    • Everyone else would be Generation 3. (Which would be new players who have only played Arcane Odyssey, not World of Magic)
    • More generations may be added in the far future.
  • Updated the donation badge icons to have the same border size as the other badges.
  • Adjusted the volume levels of all magic sound effects so that they’re all about the same. (Previously, some sounds were too loud or too quiet)
  • All files that played World of Magic will now get the opportunity to re-choose their first magic when they play Arcane Odyssey.

v1.4.115

Changes

  • Adjusted Explosion Magic’s projectile particle sizes.
  • Revamped Explosion Magic’s charging and sphere explosion effects, and they now have more effects added at higher tiers.

v1.4.114

Changes

  • Revamped Crystal Magic’s charging, sphere explosion, pillar explosion, shockwave explosion, beam attack, and high jump effects, and they now have more effects added at higher tiers.
  • Finished revamping Crystal Magic and the rest of its variations.
  • Adjusted Snow Magic’s sound effect volumes.
  • Snow Magic can no longer be used under the sea, and its blasts will explode when they come in contact with it.
  • Revamped Snow Magic’s charging, sphere explosion, pillar explosion, shockwave explosion, beam attack, and high jump effects, and they now have more effects added at higher tiers.
  • Finished revamping Snow Magic.

Bugs

  • [Fixed] Not having a Name for your spell and only having a Synonym can cause it to become plural when Amount/Duration is over 1.
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