Reminders for AO (Part 1)


1.9.55 has been published
Nice to see optimization
Also dual beam or something and more viability
Also clouds and puddles count as player damage also nice

6 Likes

Beam spam is real oh no

Oh boy so we got instant nukes and kamehameha

1 Like

I am loving the sound of these new magic changes

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agreed

:fr: ⠀⠀

2 Likes

Bro made the microscopic fr emoji

Deepwoken fans when a game has an ocean in it: OMG DEEPWOKEN RIPOFF!1!!11!

4 Likes

Loving these new magic changessss :nod:

8 Likes

Will bosses aggro on me when I try to cheese them with ash clouds now :frcryin:

Probably

Lmao no more cheesing for you

It wouldn’t have counted as your kill then
Meaning you wouldn’t get credit so you’d have to fight and kill it again

Yeah but I could get them to low then finish them off normally cause I had skill issue

Slightly off topic but I have a couple questions about hazards:

  1. Do puddles, clouds etc now give their magic’s status effect with this change? (Probably unlikely)

  2. Been wondering this for a while, will large clouds affect npc vision the way fog, blinded do? (Also unlikely)

I’d guess not, the only thing that changed (so far) is that damage applied by status effects and puddles count toward killing bosses or completing quests.

Depends on whether things like clouds will be counted as similar to the blinded status effect, since statuses that obscure vision are already planned to change npc AI in some way.

1 Like

I was planning on suggesting a lost spell for a continuous beam that you can aim that would last for a few seconds, but maybe this is basically that?

I remember reading a suggestion a while back (from when they were still open) about changing the amount option of magic beams to “duration” so beams with higher duration would be more like kamehame waves.

Yeah that’s what I was thinking

(Vetex if your reading this you should add this!)