Rebalanced armors to have attributes more consistent with RPG Series content
Fervor now has different holy particles Overpower now has a channel time, and sends you forward while channeling, dragging enemies with you, delivering the final blow at the end of a full channel. Overpower has much lower damage but still retains its movement impairment.
Fixed renderer crash with Cyclone entities
Refined particles for fervor to not be as intrusive
Added 2 more paladin oaths
New model texture, particles, and animations for Shield Shatter
Protect has a shorter cooldown
Rebuke is now a projectile, has larger range, and has a shorter cooldown.
The healing and absorption from Bulwark of the Weak now applies to the Bulwark as well.
Bulwark of the Weak now provides absorption as well as healing.
The active for Echoes spell is now called Collapse, which functions differently.
Spellstrike no longer picks all elements available, only picking the highest.
Added a config setting that toggles legacy content (Spellblades pre-Spellstrike)
Defiance of Destiny passive now has a half second cooldown, but scales 1:1 with healing power.
Added a config setting that toggles legacy content (Spellblades pre-Spellstrike)
Defiance of Destiny passive now has a half second cooldown, but scales 1:1 with healing power.
Updated Spellstrike visuals and sound
Haste and Strength from Spellblade passive is now configurable, defaults to maximum of 10.
Spellblade passive no longer can feed from power that has been gained from the "% attack power gained as # power" attribute
All spells that previously benefit from attack speed no longer do, and have had their coefficients increased to compensate.
Cyclone type spells and Massacre no longer inhibit movement when casting, but no longer propel you forward if they did so previously
Spellblade Passive has been moved to the Flourish spells, the Whirlwind spells, and the t4 Spellblade spells. Therefore, it is no longer absolutely required to use Spellblades to get the passive.
Flourish spells are no longer in Technique books, and have been replaced with overdrive spells, nova spells that can trigger on hit with a cooldown.
Voidforge now has Maelstrom instead of Whirlwind
Magus now drops up to 3 spell oils when killed
Magisters now have a very low chance to drop a single spell oil, and no longer have a drop penalty when killed in the Glass Ocean
All variations of Spell Oils and Thesis of Awakening books are now present in the creative tab, readily available
Spell Oils and Thesis of Awakening books now have customized names depending on their bound spell.
Added translation keys for Glass Ocean dimension and biome, which is called the Mirror's Edge
Fixed a couple magus rare bugs and crashes
Magus once again teleports to the top of the glass ocean if he somehow falls through the water
Magus can be fought outside the Glass Ocean but with half the amount and chance of drops. He does not drop Starforge outside the Glass Ocean
Magus has increased stats in the Glass Ocean
Added a Magus Spawn Egg
Reworked Magus Fight
Magus no longer summons Magisters, nor does he have phases or invulnerability
He keeps his barrier, and swaps elements more often, regardless of relative health
His moves have been changed and updated with new animations
Magus XP has been increased significantly to reflect lack of Hexblade minions
Hopefully these changes allow strong builds to do better against Magus, while making the boss itself harder baseline, with no focus on minions.