Since launch, one of the major complaints about Elemental: War of Magic was that the last bit of our title (the "Magic" part) was found to be...lacking (to put it gently). Global mana addresses areas of cheese, but without a significant overhaul to the Spellbooks and Spells you’re casting, that side of the game would still feel weak. We’ve taken the following steps to rectify this in 1.1....
1. Spellbook Re-evaluation: There were several problems with the way spells have been organized in Elemental thus far, the most damning being the selection of Elemental based spells when designing your Sovereign. We’ve now moved these out of customization and into the tech tree, so you can make the choice to grab those books as shards are discovered. In their place, players can select books specific to a given strategy. The “Mobility” book has movement and teleportation spells, “Enchantment” gives the players city buffs, “Combat” does damage and protects friendly units relative to the caster’s INT, and “Terraforming” gives players the ability to sculpt the landscape in interesting ways.
2. No two spells should feel the same: Spellbooks in v1.0 through v1.09 were filled with tons of spells that all felt the same: Lightning, Fireball, Hurl Boulder, etc. They were various tweaks on the formula, but the end result was a magic system that lacked interesting (and cool) choices. Our motto going into 1.1 was that each and every spell (and each spellbook, for that matter) should feel unique and tempting over the use of another.
3. Bigger, badder, more ballsy high level spells: When I get a level 5 spell, it better not be a ‘slightly stronger version’ of a level 1-4 spell, ‘cause that would be lame. Instead, I demand serious L5 muscle to my magical might - uniquely awesome options as I conquer the world. For example...
L5 Mobility - Call of the Titans
A unstoppable spell that gathers ALL friendly unstationed troops and lets you target them directly into enemy territory.
L5 Air - Tornado
Cast upon the army of your foe, this spell will scatter all units in the stack, making them easy targets to pick off.
L5 Life - Death Ward
Taking 250 mp and 1mp/turn maint., Death Ward will allow any champion unit to escape death at the end of a losing battle (even if the battle is fought on enemy soil).
At the end of every spellbook the player will be greeted by a spell that was worth the effort to learn it.
Most of the old spells have been stripped out, and the v1.1 beta will have 68 new and improved spells. While the final 1.1 build will have around 75 spells to help your rise to power, we’ll continue taking suggestions on how to best make the ‘Magic’ half of our subtitle really shine!