NEW FEATURES
- New Stage -- Airship!
- New seasonal cosmetic!
- New seasonal main menu background
- Literal easter eggs added to stages for your enjoyment
- New custom game settings (for party only and couch)
- New spell selection option: 2 round snake draft (first 2 spells are drafted before the first round with snaked draft order)
- New spell selection option: Random 7 mirror (requires even teams; the same 7 spells are randomly assigned to each opposing pair of players)
- New spell selection option: Random (same as classic draft, but spells are assigned randomly)
- Mercy rule: Game ends early if the losing team can't possibly catch up
- New stage selection option: Random or choose a specific stage to play over and over
- New number of rounds option: Choose any number of rounds between 3 and 20
- New max health option: Low, Medium, or High health
- New preset option: contains presets for all the other options (Standard, Competitive, Mirror)
- New spell selection option: 2 round snake draft (first 2 spells are drafted before the first round with snaked draft order)
- New earnable spoils
- First Win of the Day Bonus! Win a game daily to receive 150 xp and 25 gems; bonus is available every 20 hours
- Party Bonus! Earn an additional percentage of xp for playing with a group: +10% for party of 2, +15% for party of 3, +18% for party of 4, +20% for party of 5+
- Win bonuses now account for team games: 10 xp, 5 gems to winning team
- FFA win bonuses now account for number of players: e.g. loser of a 1v1 doesn't get a "second place" bonus
- Gems earned from kills in a team game are split evenly across all players on that team
- Match Complete rewards are now proportional to number of rounds played: 5 + 5 * rounds
- If Mercy Rule is on, winning team receives 5 xp and 2 gems for each round skipped due to the rule
- First Win of the Day Bonus! Win a game daily to receive 150 xp and 25 gems; bonus is available every 20 hours
- Team colors that are too similar are now automatically adjusted to be different enough to tell apart
- Existing spells are now shown during the draft if you hold Shift or a Trigger
- Fixed bug that caused some players to skip the loading screen and be able to move and attack before the round starts
- Fixed Chain Lightning infinite run bug (was caused by a bounce target dying before getting hit, and the spell not resolving properly)
- Fixed a bug where sometimes after a spell is drafted, the video doesn't line up with the selected spell
- Made random draft mode actually pick spells randomly
- Fixed bug in tutorial that would sometimes give you Bull Rush, making the tutorial impossible
- Updated raycast system to not count trigger colliders, fixing issues with watercannon sometimes not hitting, or wizards being able to stand on trigger regions
- Fixed a bug where gems earned from kills were counting twice in the score screen, but not in the database
- Fixed bug where selecting a specific map in party only (or couch) may force that map every game for quickplay afterwards
- Made it so F1 only takes you out of convention mode and loads the main menu scene if you are actually in convention mode when you press it
- Reverse priority for damage dealt draft order so higher damage with same kills gets draft priority; for final round, ordering switches back
- Raised the level cap to 150
- Adjusted Earth Tomb again so it doesn't block tsunami/vanguard and you can't cast spells through it at close range
- Player order on teams is now randomized for spawning