Rifts magic battery
Orbs are no longer immune to all buffs and debuffs (Trying this out on beta because magnetizing orbs seems cool and I don't think they really need this undocumented property). New upgrade: Universal Magnetism, 4 SP, can target non metallic units Magnetize reworked with the goal of making it an interesting utility/crowd control spell rather than a build defining damage pump: Sends out three razor blades at random units in los of the spells target. Summons a stationary metallic unit which shoots lightning at random metallic units. Melting armor can now lower the resistane of physical immune enemies (it was weird that it ever couldn't) Outside of modding and source availability, there is only one minor change this week:
RIFTS MAGIC BATTERY HOW TO
I mainly did this for a few reasons:ġ) To make it easier for modders to figure out how to do anythingĢ) To allow users with non windows systems to run the game, albeit in a non supported way.ģ) To let interested players scrape data for tools guides fansites ect. Rift Wizards game directory now also contains the source code for the game. : Because a spell with overload doesn’t target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color. If you pay the overload cost, the spell won’t have any targets. The modding system is still in beta, and I cant guarantee that I wont make huge backwards incompatible changes until it ships in December. If you don’t pay the overload cost of Cyclonic Rift, that spell will have a single target.
To run a mod, there must be a folder with a python script whos name is the same as the folder containing it- aka, mods/ExampleMod/ExampleMod.py.disabled will not be run, but if you rename ExampleMod.py.disabled to ExampleMod.py, it will be run. Rift Wizard now loads and executes all mods in the mods folder- see the example for details. Main project this week was the modding system.