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Wizard's Coil v1

Posted: Sat Aug 03, 2024 9:06 am
by Moppy
This topic was automatically created for the discussion and updating of Wizard's Coil v1

Sorcerer's Coil v2

Posted: Mon Oct 21, 2024 4:10 pm
by Moppy
Sorcerer's Coil has been updated to v2!

Author's reason for this update:

Renamed 2nd tower member from Wizard's Coil to Sorcerer's Coil to avoid inconsistent name rankings within Arcane element's tower families.
New naming order:
1. Magician's Coil
2. Sorcerer's Coil
3. Wizard's Coil

Sorcerer's Coil v3

Posted: Mon Feb 10, 2025 9:26 pm
by Moppy
Sorcerer's Coil has been updated to v3!

Author's reason for this update:

- Rephrased lore text.
- Reduced gold cost from 2600 to 2250.
- Reduced Indigo Zap's spell damage from 1250 + 25 per level to 1050 + 21 per level.

Initial gold cost of 2100 / 2600 / 3100 was quite disproportionate, so I amended it as I especially wanted the first and second family members to be accessible much earlier during the game.

Sorcerer's Coil v4

Posted: Sun Feb 22, 2026 8:26 pm
by Moppy
Sorcerer's Coil has been updated to v4!

Author's reason for this update:

Reduced tower's base mana regeneration from 5 to 3

Indigo Zap
- Changed target SFX

Greater Banishment:
- Changed tower SFX
- Increased ability cooldown from 5 to 6 seconds
- Increased AoE from 200 to 400
- No longer affectes all enemies in range, but up to 3 targets only
- Level scaling no longer increases duration, but number of max targets
- Reduced duration against bosses from 3 to 1 second

Greater Banishment was way too unbalanced initially. You were able to stunlock all enemies in range with just a little bit of investment into buff duration.

Sorcerer's Coil v5

Posted: Wed Feb 25, 2026 6:36 pm
by Moppy
Sorcerer's Coil has been updated to v5!

Author's reason for this update:

Removed global BuffType and its export/import feature as it no longer served any purpose within the code.
Redesigned tower model as it was using an out-of-date doodad import that no longer exists within the main map.