Changes
Started working on the terrarin of Frostmill’s upper region.
Well at least Frostmill will not be horizontal island, but the fun fact that all ice island in Arcane Universe have some kind of small spikes or mountians XD.
Reduced pillar explosion damage by 10%
While @Inferno was chatting in Vetex discord chanel, he mentioned that in AO will be meta of Pillars exploion, and what’s the most interesting, not placed pillar explosion(as we did in WoM, where we currently have meta of Placed Shockwave), but in AO they have meta of Self Pillar because of:
- Damage.
- They can hit hovering targets easier due to fixed hitboxes and visual.
Soo i think its good idea to somehow reduce damage from meta spell, but 10% as long as i know its the difference between Sphere and Pillar explosion but im not sure, correct me in comments pls.
Explosion spells now have a 2 second cooldown after being used.
I guess its fair, but god damint how many cooldown do we have now?
- Blast cooldowm
- Explosion cooldown
- High jump spells cooldown
Removed the stats from the Minotaur and Exiled armor sets so that testers no longer use them when pvping. (Since both sets are being removed anyway)
Funny enough i though that Vetex disabled functional for boss items at the start of developing, but okay.And ye.
“Since both sets are being removed anyway”
How about giving us something for having them in our inventories ,huh?(ngl im kind of stupid.)
Bugs
[Fixed] Spin, Clap, and Two Hands Together casting styles don’t behave properly with multi-blast/beam attacks.
Who even using Spin and Clap animation for multi-blast/beam?But okay, im glad that Vetex polish everything in his game.
[Unsure] Wood Magic beams still have a glow to them.
I think every solid magic should have some kind of glowing effect on them, because unlike other magic, i dont think that you can add some other effects to them.
And glowing effect will make wood magic more unique.