We are planning on implementing staffs as a cosmetic add on later on, and I have been working on the new animations. Here is a little show reel for the Acolyte character. Next up is a whole new set of animations for the Bog Witch, and then maybe unique victory animations!
We are planning on implementing staffs as a cosmetic add on later on, and I have been working on the new animations. Here is a little show reel for the Acolyte character. Next up is a whole new set of animations for the Bog Witch, and then maybe unique victory animations!
Let me tell you about the ancient grimoire we recently got our hands on. We found it in what remained of an old study. Withered, worn, and covered in dust...
From what we could decipher it spoke of something called "Codex".
"Wizards have been asking the same question for millenia; is Codex a physical realm of knowledge or the mind of some eldritch creature, or both? I think the better question is; would such a creature take kindly to the intrusion of wizards? Tread carefully in Codex. There are things asleep in this world that should never be awakened." There are now THREE arenas in Spellsworn. Each with its own feeling and gameplay.
Codex
Static props in a symmetrical pattern populate the arena
After about 10 seconds giant tombstones will drop from the sky, and damage anything beneath them. They will remain where they landed until the rest of the match, or until they sink into the unspeakable depths below.
The Clearing
Random props, from trees to rocks, will spawn randomly across the arena.
All spawned props are destructible, some with more hit points than the others. This makes you far more exposes in the later parts of the round and especially during the final rounds.
The Cauldron
Static props in a symmetrical pattern populate this arena
This is considered "the classic" arena. No surprises and no randomization. You know, each round, what you have to work with.
We have changed how the knockback system works. This is to make the knockback more of a threat.
The force is now more spread out across the entire span of your knockback. Not faster in the beginning with a clear drop off towards the end.
It is now harder to counter its effect using your own movement. This drops off during the knockback, gradually giving you back full control.
We are aware we will have to fine tune this all the way up to final release, so we feel it's important to get it out now so we can test it together with you!
If you wish to play around with the settings yourself and see witch one feels best, we have exposed three commands for you to use! (note: the host must enter it and they reset each match)
SetSteeringModifier (0.4) How much you can control and fight your knockback. SetKnockbackModifier (0.6) How powerful the overall knockback is. SetDecelerationModifier (0.6) How fast you lose momentum, after getting hit.
Please use responsibly
Levels
Added New level: Codex.
Reworked level: Fairy ring (Now called The Clearing).
Renamed level: Soul Cairn (Now called The Cauldron).
Removed the "Voko-pixel" from The Cauldron.
General
Added music and ambient sounds to Game Lobby.
Removed drop down menu under "Play button".
Reworked knockback calculations.
Added console commands to tweak knockback (look above)
Fixed incorrect spawn position when using Fetch,Swapball, and charge.
Fixed game timer.
Added "Current round" to round counter.
Added victory-colored icons to round counter.
Added server browser filters for "In game" and "Password protected"
Added new loading screen with useful tips and tricks
Let me tell you about the ancient grimoire we recently got our hands on. We found it in what remained of an old study. Withered, worn, and covered in dust...
From what we could decipher it spoke of something called "Codex".
"Wizards have been asking the same question for millenia; is Codex a physical realm of knowledge or the mind of some eldritch creature, or both? I think the better question is; would such a creature take kindly to the intrusion of wizards? Tread carefully in Codex. There are things asleep in this world that should never be awakened." There are now THREE arenas in Spellsworn. Each with its own feeling and gameplay.
Codex
Static props in a symmetrical pattern populate the arena
After about 10 seconds giant tombstones will drop from the sky, and damage anything beneath them. They will remain where they landed until the rest of the match, or until they sink into the unspeakable depths below.
The Clearing
Random props, from trees to rocks, will spawn randomly across the arena.
All spawned props are destructible, some with more hit points than the others. This makes you far more exposes in the later parts of the round and especially during the final rounds.
The Cauldron
Static props in a symmetrical pattern populate this arena
This is considered "the classic" arena. No surprises and no randomization. You know, each round, what you have to work with.
We have changed how the knockback system works. This is to make the knockback more of a threat.
The force is now more spread out across the entire span of your knockback. Not faster in the beginning with a clear drop off towards the end.
It is now harder to counter its effect using your own movement. This drops off during the knockback, gradually giving you back full control.
We are aware we will have to fine tune this all the way up to final release, so we feel it's important to get it out now so we can test it together with you!
If you wish to play around with the settings yourself and see witch one feels best, we have exposed three commands for you to use! (note: the host must enter it and they reset each match)
SetSteeringModifier (0.4) How much you can control and fight your knockback. SetKnockbackModifier (0.6) How powerful the overall knockback is. SetDecelerationModifier (0.6) How fast you lose momentum, after getting hit.
Please use responsibly
Levels
Added New level: Codex.
Reworked level: Fairy ring (Now called The Clearing).
Renamed level: Soul Cairn (Now called The Cauldron).
Removed the "Voko-pixel" from The Cauldron.
General
Added music and ambient sounds to Game Lobby.
Removed drop down menu under "Play button".
Reworked knockback calculations.
Added console commands to tweak knockback (look above)
Fixed incorrect spawn position when using Fetch,Swapball, and charge.
Fixed game timer.
Added "Current round" to round counter.
Added victory-colored icons to round counter.
Added server browser filters for "In game" and "Password protected"
Added new loading screen with useful tips and tricks
Hello everyone. I come as a bringer of bad news. Because of reasons that are outside of our control we can't build the new update for you. Since it's not something WE did wrong it's a little tougher to work around.
This means I can't give you a set date on when the problem will be fixed. All I can say it will be "as soon as possible" ...and that sucks more than failing a chaingate combo...
But on the plus side, the discount kicked in as planned. So if you're not already a part of this crazy journey, NOW is the time!
Thanks for beeing patient, and trust that we are working as hard as we can to fix this.
Hello everyone. I come as a bringer of bad news. Because of reasons that are outside of our control we can't build the new update for you. Since it's not something WE did wrong it's a little tougher to work around.
This means I can't give you a set date on when the problem will be fixed. All I can say it will be "as soon as possible" ...and that sucks more than failing a chaingate combo...
But on the plus side, the discount kicked in as planned. So if you're not already a part of this crazy journey, NOW is the time!
Thanks for beeing patient, and trust that we are working as hard as we can to fix this.