New Champion Modifiers!
Update v1.49.3
New champion modifiers, a new spell that allows you to sell your unwanted spells for more SP, and lots of fixes and balancing.
Changelog
- New Content
- Add 3 new Champion modifiers: Curse Immunity, Unstable, and Double Damage
Thanks Hex Obsidian for the "Displace" Champion Modifier idea
Thanks Xulqulyat for "Curse Immunity"
- Add "Sell" spell which allows you to exchange spells for SP
Thanks to @Vintage the skulldog, @Xulqelyat, and @Cake
- Balance Changes
Remove random discount on Runes.
Based on community feedback, discounts encouraged un-fun min-maxing where players would wait for the perfect discount, leading to regret when buying without one. Instead, we'll focus on providing more ways to earn extra SP.
- Optimizations
- Improve Siphon Spell (Bogiac's Spells mod) to not lag the game
- Community Servers now have a unit and pickup limit (1000 and 500 respectively) to prevent crashes affecting other players.
If the limit is reached, dead bodies will decay to make room for new units; if there are no dead bodies, extra units beyond the limit will be merged. I believe this will result in a happy medium of non-crashing servers and also not affect the gameplay for players who want to push the game reeeeeeally hard.
Self-hosted servers (LAN or otherwise) have no limit and you can push it to the absolute limit of your available CPU and memory :)
- User Experience (UX)
Show mana cost for clones of taught spells
Thanks @Brian for the suggestion
- User Interface (UI)
Improve mana badge icon
- Major Fixes
Determine rune cost on client
Fixes "runes being undone" issue in multiplayer
- Bug Fixes
- Prevent Connect from targeting already targeted units (improves spell effectiveness)
- Dead units no longer block spawning
- Clones now use mana when casting
- Fix audio for Ancient
- Prevent Goru and Priest from resurrecting decoys, which confused players who assumed decoys were allies
Thanks @Yasu