New Balance Update! Arcanists 2!

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--Balance Updates:
Vine Whip will not damage behind you
Level 3's (Comet/Meteor) are always controllable in all time modes
Knock-Back on flying units can cause them bounce off ceilings (Not from movement input)
Autumn Leaves no longer creates terrain, instead, will damage enemies on contact and friendly units will ignore them. Are also affected by explosive forces/Breeze/Hurricane (note: for the time being you can hold alt to use the old terrain generating leaves)
Morning Sun will also not harm teammates
Snowman's Melt does not end turn
Spear Throw ramps up in damage much more quickly and the minimum damage raised to 50%
Ongoing Spells will pause the timer (mainly useful for low time + non-turn-ending spells)
Hydration 'heals' trolls based off % of current health (max health stays the same 100/200)
Water ball spread reduced (making it better at digging)
At the start of a turn: portals trigger after that player's effectors (aura etc)
Ice Bomb is a turn 4 spell + made more reliable + fixed its damage output (205 250 max) Stuffing can now do up to 155 instead of 85
Color Spray is a turn 4 spell
Minion Book: You do not get additional minions anymore aka only the ones you bring (Except Level 3's but you can only summon 2 of them now - with the spell: Summon Titan)
Santa's Magic now starts with 4 uses instead of 1
Abduction : 5tcd + usable on players + applies Gravity (if they are not flying) + uses a circle cast for collision instead of a line cast + comes from a chosen point around the player instead of directly from the player
Gravity now makes the target weigh more (meaning they will not fly as far due to explosions)
Quake has a larger variance in how it throws players or minions around
Disruption can do up to 125 but may not be as good at stuffing
Vine Bloom has 2 uses (5t cd)
Meteor does more direct damage and has slightly more digging capabilities
Protection Shield cap raised to 150 and removed for full Overlight
Dive will not throw the rider (unless its extended (alt))
Duplicated Apparition is locked to Illusion and Arcane
If you fall into the water before your first turn you will be healed to full health
As such: Shock Bomb, Blood Lust, and Ferocious Strike are available on turn 1
Added 'Ghosting' - Banish Border Hopping will create no collision zones until the affected creature moves
Storm Shield knock-back will throw you the opposite way of the map border if it is directly in the middle (such as coming through a portal)
Mechanical Arrow collision radius reduced
Portal grabbing uses a rectangle as collision instead of a circle (so you can only portal grab at a diagonal angle
Monarchs are once again sinkable
Dark Knight's Charge distance slightly increased

Additions:
Two additional beard slots (unlocked depending on your donator tier)
Some new outfits
Spectator Ship skins: Map dependent and or random on Grassy Hills (might be more in the future)
Bug Fixes:
Shining Power: Will fall if damaged and hits a ceiling and will move with an active protection shield (still won't fall obviously)
Floating Castle sinking due to entangle will not raise back up before being destroyed
Napalm won't all hit the caster when aimed up under certain conditions
The multi-directional indicator won't be shown for non-directional spells
Mute/XP level icons overlapping
Clockwork bomb will cause entities to fall if it moves out from under them
Fixed Nexus map spawns
Arrow keys on a (tot) mac should not input characters
An issue with boar spectators positions
Brine Bomb will spawn brine every time it hits the water
Magical Barrier/Vortex check for Sanctuary on spawn
Blood mist counts as a friendly spell for the Duplication Armageddon
Fixed glide bouncing under certain circumstances
In random spells Ritual will check for wilds spells in user specified restricted random spell as well (cannot be given if no other wild spell is present)
Auto-mount won't show up for Water Lord (it only works for flying units)
Stepping stone does not use Rock Slab's collider when removing effectors such as Glyph
An issue with Santa's Magic + Arcane Gate + Arcane Elemental not protecting you 3 times from water damage



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