Update Log

=Overview=
This page will contain the past and current updates which occurred for the game Ro-Wizard.
==2024==
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|-|Ver. 2.0.5=
This update was released on 10/20/2024 and contained the following adjustments and changes. The full written log will be addressed beside screenshots of the actual log and a link to the changelog in the Roblox Creator Hub.
Click here to view the log where it was posted.
NEW
Dark Wizard Rework
It’s long been a complaint that compared to Light Wizards, Dark Wizards have no benefits. With this update, I’ve done the first steps towards improving this. In fact, I would say the Light Wizards will need their own overhaul in the future as Dark Wizards have a lot more going for them now.
*A separate team has been created called ‘Wanted’. This is for players who go below 0 reputation and can be captured for a bounty. ‘Dark Wizard’ is now its own separate team.
*A secret hideout has been added in the Dark Forest for Dark Wizards. Has a secret entrance, an exclusive dark wizard shop, a dining room, living quarters, and spawns.
*Players can join the Dark Wizard team once they’ve met the reputation, year, and fee requirements. You can decide to leave after joining.
*A new mechanic has been added for Dark Wizards. Once you enlist and complete your initiation to get your mask, you will be able to wear it and hunt down targets marked by the Dark Wizard organization.
*Non-dark wizard players will only start appearing as targets once they reach Year 5 and will be worth a base value of 500 points. At Year 10 this base value is 1000 points. At Year 13, it is 1250 points. If the target is a light wizard, they will be worth 500 additional points. Additional points starting at 0 and going up to 250 will be added based on reputation. After killing a target, they will not appear as a target again until 20 minutes have passed.
*To kick off the new Dark Wizard role, 7 exclusive introductory quests have been added - mainly for orientation.
*The black particle effect marking dark wizards has been removed.
*As a dark wizard, your reputation cannot go above 0 and you do not gain reputation from doing quests.
*Faceless Sorcerer’s and Dark Wizards will not be hostile towards Dark Wizards unless you attack them first.
*Bounties can no longer be claimed while a Wanted player is dead in a dueling arena or in the game arena. (You can’t use the capture pyramid but you could sometimes catch someone at the very edge). This applies also to dark wizard targets, e.g can’t claim dark wizard target rewards during duels and so on.
*Lions are now an endangered species
Prison Rework
*A giant impassable magical dome now surrounds the prison.
*Prisoners are now free to walk around the prison. Cell bars will lift automatically when approached.
*A Warden NPC has been added into the prison.
*Prisoners may reduce their sentence in the prison by brewing a soul cleanser potion and turning them into the Warden.
*A checkpoint has been added outside the prison with a Light Wizard stationed at it. Students may pay to visit the prison for a fee.
*An energy core being powered by tethers has been added onto the top floor of the prison in a secure room. *This room can be infiltrated, and when all tethers are destroyed the prison’s security will be disabled for 2 minutes. Those who disable tethers will lose reputation, and light wizards will be alerted when the prison’s shield falls.
*Prisoners will be allowed to use certain tools in the prison, including their wands. Certain spells are allowed to be cast in the prison to assist with labour.
*Prisoners that run far enough away from the prison while the shields are down will automatically escape.
*Prisoners will be forced to wear prison attire during their stay.
*The lobby of the prison has been remodeled slightly. The fireplace used to teleport into the prison has been moved to the checkpoint outside.
*Prisoners will not be auto-released from prison and must check out at the Warden.
*It is possible to bribe the Warden, but it’s not financially practical and only for emergencies.
Safe Zone Rework
*Regions now have properties for if they’re safe zones for light or dark wizards. For example, the Dark Wizard hideout will count as a Safe Zone, but only amongst Dark Wizards.
*By default, all regions will no longer provide Safe Zone protection to players that are in PvP unless defined otherwise. This is to prevent cases where people who get put into PvP flee to safe zones to escape combat. I know this change is controversial and may cause problems, so please give feedback on how this feels to play – I wanted to experiment with it.
*Whenever you attack a player, both of you will be put into combat, whereas before only the person who took damage got put into combat.
Combat Logging
*Systems have been designed to detect and punish combat logging.
*By default, in PvP there is no punishment for leaving during open world combat.
*If a Dark Wizard has been combat tagged by a Light Wizard, leaving will result in the Dark Wizard being sent to prison with 2 minutes added on top of their sentence, and the light wizard will get full credit for capturing the bounty.
*If you’re in combat with a Light Wizard while Wanted, a banner will appear at the top of the screen with a warning about combat logging.
*Quest Indicator Rework
*Quest Indicators have been reworked to improve clarity when doing quests.
*Quest indicators will show how far away you are from them.
*Quest indicators that are not visible on your screen will be snapped to the edges with an arrow showing the direction to the objective.
*Dynamic quest indicators will be calculated for quests with object-specific objectives. If a quest has you hunting a specific type of mob, the nearest mob of that type will have an indicator on it. If a quest asks you to brew a potion, the nearest potion table will be indicated. If a quest needs you to cut down beehives, then the nearest beehive will be indicated - and so on. These have been defined for most quests in the game.
*If a quest objective is very far away, the nearest fireplace that you can use to fast travel will be indicated on your screen.
Wand Cosmetics
*I haven’t been able to personally dedicate time to working on cosmetics. But a couple friends of mine you may know of - Egor and Calbus, have been learning Blender and volunteered to create some wands they made. I do not normally accept wand-requests or player-submitted cosmetics, but since these are close friends they have been added into the shop and are as follows:
*From Egor: Magepunk Wand, Dream Wand
*From Cal: Key Wand, Moon Wand, Star Toy Wand, Ice Crystal Wand
*If you enjoy these skins, make sure to show your appreciation to Cal and Egor!
Other
*Shield Shimmer potion added for Dark Wizards.
*Soul Cleanser potion added.
*Blackweed ingredient added.
*Scroll of Dark Passage added for Dark Wizards. Allows them to use brooms, flight, and any free movement in the Dark Forest.
*Always Cast After Load setting has been added to PC, it was previously only for mobile. By default this has always been on for PC, but I can see why some would prefer the option.
PERFORMANCE
Custom Humanoids
*All mobs in the game have been remade with a custom humanoid system I designed for them.
*This should fix one of the major performance issues which was causing servers to slow down and lag to build up when several mobs are spawned at once. This will also allow the playercount per server to be increased experimentally.
*Unlocks much more control over mob behavior and will allow for more interesting mobs in the future.
CHANGES
Map
*Reverted change to cobblestone material and changed it back to the old brick texture. I have kept the lighter color still.
Quests
*New subject colors have been added for Light Wizards and Dark Wizards instead of appearing as Misc. *Transfiguration color has been changed to orange to allow for the cyan to be used for Light Wizard quests.
*A category for quests called ‘Disabled’ has been added at the bottom. Dark Wizard Quests and Light Wizard quests will appear there if you’re no longer on the correct team. These quests are frozen in state and cannot be progressed.
*‘Target Practice’ has been changed so that you only need to damage a single dummy to progress. The Dark Wizard statues can be activated via a prompt instead of with Alohomora, and have been moved upstairs so the quest is less clunky.
*The chests you need to accio in ‘An Introduction To Charms’ quest have been moved to the back of the classroom to make them less painful to pull down on mobile.
Reputation, Bounties, and Prison Sentences
*Reputation loss for killing a player has been lowered from 175 → 125
*Reputation limits for normal players changed: (-1000 min, 500 max) → (-1000 min, 600 max)
*The above change means that with max reputation, you can get away with 5 player kills before becoming wanted compared to the previous 3.
*Reputation limits for dark wizards: (-1250 min, 0 max)
*Reputation limits for light wizards: (-1000 min, 1000 max)
*Instead of bounties always being worth 1000 points, the reward will now scale based on how low a player’s reputation is. The minimum bounty starts at 500 and goes up to 2500.
*Dark Wizards can reach the maximum bounty due to their lower reputation cap. Additionally, Dark Wizards are worth 1000 more points than Wanted Players if their reputation is lower than -300. If A Dark Wizard’s reputation is lower than -1000, they will be worth 2000 more. Maximum obtainable bounty will then be 5000 points.
*Now that Dark Wizards are a lot more menacing and the prison system has been updated, adjustments have been made to the prison system to make being a dark wizard very lucrative, but risky – while also not overpunishing newer players who become wanted.
*For clarity: previously, if captured your time to serve was 4 minutes. If your reputation was lower than -900 then it would be 6 minutes.
*Your prison sentence now scales directly with reputation. At -1000 reputation you will serve 15 minutes. At 0 reputation, the time is 4 minutes. Dark wizards will serve an additional 4 minutes when captured. Dark Wizards with a reputation lower than -500 will serve an additional 8 minutes when captured.
Light Wizards
*The requirements for becoming a Light Wizard have been raised due to the oversupply of Light Wizards obtaining the role very early in the game and being underskilled or confused, leading to begging for quest completions.
*Year Requirement: 7 → 10
*Role Cost: 1500 → 20000
*The reputation requirement to be a light wizard is 500, and previously if you lost reputation as soon as you signed up you would instantly lose the role. The requirement is still the same, but you will only lose the role if you drop below 350 reputation.
UI
*Map UI will start by default more zoomed in. I also have plans to improve the map UI soon to add zoom functionality + a bar on the side to select a destination from a list.
*To better synergize with the quest indicator changes, the quest tracker on the right has been redesigned.
*Minor changes to some text coloring on various UI. Some of this will look out of place for the time being.
*Fixed some autoscaling issues with different banners and UI. I’m honestly not entirely sure if this has fixed some of the issues, but I will see.
Spells
*Persector cooldown increased: 12 → 18
*Focus point requirement for Legilimens has been removed
*Legilimens year requirement: 13 → 10
*Legilimens cost: 35k → 15k
*Hastio Default Duration: 10s → 20s
*Hastio Upgraded Duration: 15s → 40s
*Repello Personal Space Upgrade Range: 15 → 10
*Repello Personal Space Upgrade Stun Time: 2s - > 1s
*Damage reduction from being scaled up via Engorgio has been removed.
Other
*If you’re a Light Wizard, Dark Wizard, Wanted, or Prisoner your name color will reflect this instead of just showing your house color.
*Server Size Increased: 25 → 40. With the humanoid rework, there’s more budget to hopefully increase the server sizes, but I have to observe and see if this will need to be reverted or not. If the game is performing well with a server size of 40, I will consider raising it further. This is already a huge jump though and may need to be scaled back, so consider this a public stress test.
*Added a delayed bar to mob healthbars to visually see damage easier.
*Ring of Bloostlust moved from Winkybink’s shop to the Dark Wizard Merchant.
*Morsmordre, Avada Kedavra, and Legilimens are now obtained at the Dark Wizard Merchant.
BUG FIXES
General
*Fixed the dummies in the training room not being immortal.
*Fixed being able to brew a potion if you already had the maximum amount
*Quests will show an Updated banner once you advance a stage instead of only showing when you complete a subobjective.
*Fixed Immobulus working on players even with their shields up.
HOTFIXES
October 20
*The massive amounts of lag in servers should be fixed now. Will await observation.
*The Dark Wizard mask overlay/filter has been toned down.
*Fixed Hastio canceling speed boosts if you reapplied the spell just before the current spped boost ends. *Hastio will also always renew the duration of its speed boost stacks if you cast it while one is already active. Should feel a lot better to use again. Before this wasn’t noticeable because the cooldown of the spell was always more than the duration until this update.
*When you turn off your Light Wizard beacon, your House color will show instead of the Light Wizard team color.
*Dark Wizards will be allowed to harm other non-dark wizards ONLY in their hideout’s safe zone.
*In addition, Dark Wizards will be able to cast a less restricted amount of spells ONLY in their hideout’s safe zone.
*Light Wizards can still infiltrate the hideout, but will not be able to harm any Dark Wizards since it’s still their safe zone to discourage spawncamping. HOWEVER, the updated combat rules about safe zones still apply – so if you attack a light wizard you will lose your safe zone protection and they will be able to defend themselves.
October 28
Sorry these hotfixes took so long! Was busy this week, now I should have plenty of time to work on updates.
*Updated content guidelines of the game to represent new in-game content and to adhere to roblox’s new policies surrounding fear. Game has gone from ages 9+ to 13+
*Fixed custom humanoids not capping their health at their max.
*Fixed specific custom humanoids like tethers/doors being manipulated by spells they shouldn’t be (e.g permuto, duro, reducio).
*Fixed training dummies getting unanchored after being duoro’d.
*Fixed humanoid mobs being able to walk on water. They will not be able to swim properly until I code swimming behavior for the custom humanoids.
*Fixed the seat the Dark Wizard Leader sits on being a PhysicsObject
*Fixed an issue where a tether could not be disabled because the shield was duoro’d and deleted from the world, which would also cause the shields to be down forever.
*Reputation loss when you escape from prison: 125 → 50
*Potentially fixed an invisibility glitch, haven’t looked that deeply into it yet though.
Log images here
|-|Ver. 2.0.4=
This update was released on 09/07/2024 and contained the following adjustments and changes. The full written log will be addressed beside screenshots of the actual log and a link to the changelog in the Roblox Creator Hub.
Click here to view the log where it was posted.
NEW
Spell Upgrades
*Added 22 new upgrades for existing spells. There are still some spells with no upgrades on them, but these will come eventually. Improvements and more new upgrades for existing spells like Legilimens, etc are also planned.
Details
*3 new upgrades for Inpulsa Laqueues
*3 new upgrades for Insolo. One will make it so the flash will not self-blind.
*3 new upgrades for Repello. Personal Space upgrade will ragdoll players that are too close to you as well.
*1 new upgrade for Integro.
*2 new upgrades for Rictumsempra
*1 new upgrade for Hastio. Will allow you to double jump.
*3 new upgrades for Fiendfyre. Flame Aura upgrade will set players the dragon passes by on fire.
*1 new upgrade for Homenum Revelio. Will allow you to see damage resistances and vulnerabilities of mobs. Also shows the last type of damage taken.
*2 new upgrades for Persector
*1 new upgrade for Vacuus (old gravity well has been renamed). Will suck in any projectiles that pass near it into its center.
*1 new Protego Upgrade. Will increase parrying window by 100ms.
*1 new Permuto upgrade. Will increase the range at which you can swap with a target.
*All upgrades can now be toggled on or off through the spell menu. This will be visually represented as the upgrades showing as red instead of green.
Reducio & Engorgio
*These two spells will allow you to shrink and grow mobs, players, and objects (including brooms) in size.
*To account for how easy or hard it is to hit a character based on its size, damage multipliers are adjusted based on scale, at scale 2 you take 20% less damage, at 0.5 scale you take 20% more. Likely to change based on balance feedback.
*Certain mobs have properties for MaxScale and MinScale to keep gameplay logical. Some mobs are already too large or too small that scaling effects will be reduced on them. Will not work on certain mobs (e.g snakes/maneaters for now).
*Both have upgrades for increasing duration and intensity.
Self Casting
*A new hotkey can be bound which will cast the currently loaded spell on yourself. Only allowed for certain projectile spells. The self cast uses a longer version of Hastio’s windup animation.
Potions
*Two new potions have been added: Potion of Shrinking and Potion of Growing. These behave similar to Reducio and Engorgio, but have a much longer duration. The recipe is temporary.
*Overall time limits for brewing potions has been increased until some improvements are made for brewing.
Pensieve
*A new area has been added into the back of the Headmaster’s room, which will give you access to a Pensieve.
*Allows you to have up to 3 memories (save slots) which includes your current save.
*Includes the option to delete any of your saves as well.
*Nothing will save between slots (gems, cosmetics, etc). Newly created slots will still import your OG Ro-Wiz Data.
*I’d like to have gems/cosmetics save between slots, but way too many loopholes possible (e.g collecting gem quests/getting infinite gems by collecting gems on different saves). For now it’s just QoL for people who don’t want to use alts to replay from the start.
*More mechanics or requirements may be added to access the Pensieve later, but for now it can be used at any time with no restrictions.
*Your duel rating on the leaderboard will update to your current slot’s rating. This behavior will be changed in the future so you can specify which slot has your duel rating.
Transfiguration Quests
*The first 3 introductory quests for the Transfiguration class have been added. You’ve probably seen the Transfiguration teacher hanging around before. Some Year 1 to 15 content wasn’t able to be finished before the deadline, so going to be filling out the rest of the plans for these years first before 15+. The first two quests are basic and will introduce you to the subject before your first assignment in the third quest. *Questline can be started at Year 5. With these quests comes the addition of two area-exclusive mob-types + a new limited area in the game.
OG Ro-Wizard
*A secret way to access OG Ro-Wiz has been added.
*This is meant more as an easter egg than a feature or separate game. This version will not be supported and it’s in the exact same state it was in prior to the release of V2 aside for a data-related adjustment, disclaimer, and a way back to the current game.
*This version has your original data, but it will not affect the main game in any way for new saves/etc.
PERFORMANCE
General
*Part count reduced from 88k → 70k
*Game’s lighting has been changed from Shadowmap to Voxel. This may be temporary depending on feedback, but the game looks pretty much the same and Voxel lighting runs much better.
CHANGES
Map
*Did a bunch of changes to the map. Removed some of the custom textures that were added in favor of roblox’s defaults
*Brightened up the map in general in terms of actual lights and then for the coloring. Going for a more upbeat look that V1 had instead of the serious, dark tones that V2 introduced.
*Map had a lot of detail clutter or areas that were large/bloated but didn’t really serve a purpose. Shaved down a lot of these areas and removed details here and there to give things more room to breathe. This provides a more clear aesthetic, while also reducing part count as an added bonus. Some areas will be readded as they become necessary.
*With some of the areas being shaved down, some architecture from the old map that I liked has been restored or blended into the current map.
*Still very WIP – some areas are unfinished. There’s a lot of work I want to do on the map, including more secret passageways. I also understand a lot of people might not like the new aesthetic, so based on feedback this may be temporary, but I wanted to try it for now.
*Added some stylistic clouds in the mountains.
Spells
*Repello changed so that it doesn’t apply full knockback from any distance. Will scale the knockback based on how close the target is to you. Someone close to you will be knocked back with greater force than someone at the edge of the range.
*Ragdoll time on Encaseum Bombardo: 4s → 1.5s
*Glacia Maxima max damage: 25 → 20
*Glacius ice block freeze time: 5s → 3s
*Players put in the Glacius ice block have 75% damage resistance while inside
*Rictumsempra animation slowed by 20%
*Rictumsempra cooldown increased: 7 → 9
*Expelliarmus shield damage: 60 → 50
*Greater reach upgrade for Fulguritis increased: 60 → 100
*Fiendfyre will start closer to you instead of launching directly in front to make it easier to hit in close range.
*Default persector charges: 2 → 3
*Persector knockback reduced: 60 → 30
*Persector cooldown: 10 → 12
*Vacuus Duration increased: (Default) 2 → 4, 4 → 7 (Upgraded)
*Incendio cooldown: 3 → 5
Other
*Anti-Gravity Potion duration: 30s → 15s
*Anti-Gravity Potion gravity reduction: 650% → 240%
*Heal damage delay for shields decreased: 30s → 25s (after taking damage your shields will start regenerating sooner).
*Shield Stimulant regen delay buff changed: 20s → 15s (will regen sooner).
*Combat tag time reduced: 45s → 20s. Was a little annoying how long you’d be in combat for.
*Apparition windup time 4s → 2s
*Added back the old light flash to the wand whenever you cast.
*Very small adjustment to the projectile effect so it shows more color instead of being whited out.
*Added back a low-intensity camera shake when casting spells. Can be disabled in settings.
*Adjusted prices for some spells & upgrades to suit them better (for example, persector from 150 → 1500 points, concateno 20000 → 10000. Some upgrades were free but gave large power spikes compared to more expensive upgrades, E.g OP meta stuns like glacius ice block freeze was only 75 points, bublio engulf 300 points. Keeping in mind you earn 1500 points per quest after just 2 hours of playing). Economy is still very out of date as not all of the content was ever fully added, but will adjust it some as I finish filling out Years 1-15.
*Love Potion max amount 2 → 4
*Music Room fireplace removed, new one for Transfiguration added.
BUG FIXES
General
*Fixed projectiles being blocked by quest indicators
*Fixed Summer’s face being invisible
*Fixed not being able to buy potions if you didn’t have the recipe for it (might change later)
*Fixed the Sectumsempra Scars upgrade reducing max health but not properly clamping their actual health after.
*Fixed bug with Protego Diabolica that was giving characters permanent 25% damage reduction in some cases
Server age display in performance stats will show the correct time
*Fixed auto target spells showing the auto target crosshair even if the auto-target was invalid (out of range/etc).
HOTFIXES
September 6
*Added self-casting to mobile. Sorry, completely forgot about this!
Log images here
|-|Ver. 2.0.3=
This update was released on 08/24/2024 and contained the following adjustments and changes. The full written log will be addressed beside screenshots of the actual log and a link to the changelog in the Roblox Creator Hub.
Click here to view the log where it was posted.
NEW
Settings Menu
*A new settings menu accessible via the menu bar has been added
*This is an improved system I developed recently and enables far more functionality than the previous one.
*The old panel that was in the menu was removed so it looks a bit awkward. Will be addressed later.
*All old settings still exist (wand poses, hat options, flight colors, etc). However, these settings have been reverted to default and will need to be redone.
Keybinds
*Keybinds have been added into the game and can be configured in settings. Some obscure keybinds haven’t been covered, but will be added and expanded upon later. These keybinds support gamepads, but gamepad support had to be held back for this update as there’s a few edge cases that need to be handled (e.g some quests don’t allow you to chat + some menus need to be custom-tailored for gamepads. It’s about 70% done, but don’t worry it’s on its way!)
Spell Binds & Quick Casting
*You can now bind spells to any hotkey you choose from the settings menu. You can bind up to 6 of these at a time. Protego is still Q by default and other defaults have been included.
Mobile Rework
*Massive improvements have been made mobile casting and gameplay that have been requested for quite some time.
*You can now cast spells on mobile while moving
*A custom camera lock (shiftlock) system has been coded that works for both PC + Mobile. For PC it should feel mostly the same as roblox’s default. You can customize the XOffset and YOffset in settings. On PC you can set a bind to change your camera lock key.
*A button will appear above your jump button for toggling the camera lock.
*Spells you fire while in camera lock will go towards the center of your screen. This can be disabled in settings.
*Casting menu has been enlarged slightly to make pressing buttons easier.
*Mobile also has new on-screen buttons for quick-casting spells, up to 6 of these can be bound through the settings menu.
*The old button for opening the spell cast menu has been replaced with a proper on-screen button and will be hidden when you’re not casting.
*Certain spells will AutoTarget mobs (not players) on mobile. E.g stupefy and will work against mobs such as pixies to make it less tedious to fight them. Can be disabled in settings. Has 0 benefit outside of PvE.
Wand HUD
*The old wand HUD from V1 has been upgraded to fit the game better.
*Instead of the default wand the HUD will always show your current wand in the Viewport
*The hotkeys/controls for casting will be shown below
*All of your spell binds will be shown above the HUD.
*On mobile this will appear on the left side of the screen (so it doesn’t overlap with the jump button, on PC it will be on the right (needs more vertical space).
PERFORMANCE
Smooth Terrain
*Terrain has been optimized even further and now sits at around the same voxel count as it was in V1 (V1 was block terrain, but still had terrain water).
*Voxels reduced from 56 million → 26 million
Optional Textures
*A setting has been added to remove all textures from the game. Custom coloring has been meticulously applied to the map to make it look aesthetically pleasing while in this mode. Note that if you disable textures and then enable them again, you will need to rejoin to see textures again.
Optional Shadows
*Setting added to remove all cast shadows, light shadows, and global shadows from the game. This will help with FPS.
Backend
*Two long and hard weeks were spent doing massive changes to the codebase of the game. Networking and data structures are far more efficient and the codebase has been refactored to be easier to work with going forward. These two weeks aren’t reflected as any tangible content in the game, but were necessary. Many parts of the game will feel smoother, and the benefits are too many to list here.
Brooms
*The code for brooms has been cleaned up and a memory leak associated with them has been fixed. In addition, brooms will now be automatically removed from the world after not being used for 10 minutes and will be properly cleaned up whenever a player leaves the game.
Misc
*A Performance Stats setting has been added. When enabled you will be able to view your FPS, Ping, Server Location, and the Server Age on the top right of your screen.
*Several other optimizations were made in addition to the rewrites (e.g unnecessary AnimSave objects sitting inside of humanoids being wiped among other things).
CHANGES
General
*Whenever it’s raining, the sky will now become overcast and cloudy.
*Rain effects have been toned down so it’s not as blinding.
*Due to the terrain optimizations, mountains around the dark forest were redone.
*Minimap has been removed from the HUD. Can still press M to open the world map. A UI button/binding to open it will be added later.
*Slime damage 12 → 8
*Slime HP 50 → 40
*Monster Book HP 60 → 40
*Egor damage 30 → 15 (his damage increase was on accident before, was killing people with 200 HP (shield + health) in 6 swings over the course of a long fight.
*Brooms and Flight no longer have instant turns while shift-locked.
*Temporary reputation label has been added into the main menu
*The Quest “Poisonroot Roundup” was corrupted due to some backend rewrites and has been reassigned as a new quest if you had it before
BUG FIXES
General
*Fixed dragging behavior being off when moving items between your backpack and hotbar
*Fixed the rapid shot upgrade from Stupefy never working (lol)
*Fixed the resurrection stone activating if you reduced someone else’s HP to below 30. Will now work as intended.
*Fixed the car broom not being able to be ridden after jumping off of it.
*Fixed other mobs attacking Unicorns, Lurkers, and Ghouls.
*Fixed Legilimens not appearing as a secret in the spell store
*Fixed Immobulus being a secret spell when it’s meant to be purchased as part of a quest
*Fixed Arresto Momentum having a quest requirement to Learn
*Fixed a secret statue being affected by Piertotum Locomotor
*Can no longer be Petrified/Frozen while ragdolled & can no longer be ragdolled while Petrified/Frozen
*Being affected by duro/freeze, unequipping a tool, and then re-equipping it will no longer keep the tool anchored (was causing TP glitches).
*Several glitches related to getting absurd amounts of speed have been fixed.
*Tarantallegra can no longer be used on non-humanoid mobs (But I’d like to animate proper dances for the other rigs eventually )
*Some glitches that caused players to be flung below the map from glacius have been mostly fixed. Glacius is back to its old functionality of Sitting instead of Ragdolling to assist with this until further fixing can be done on this.
*The loading screen will appear as soon as you load in instead of seeing the skybox for a while
HOTFIXES
Aug 25
*Fixed spells that cause you to sit forcing you out of Shift Lock
Aug 26
*Implemented a possible fix for the server lag issues/freezes. Still awaiting observation.
*This has been a bug for a while, but fixed infinite projectile bugs (from reflects + homing spells) that would cause clients to slowly lag and then eventually crash.
*Fixed client not updating focus properly (allowed free spam/etc). Will show in new servers.
Update Log V203 SC1.jpeg
Update Log V203 SC2.jpeg
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Update Log V203 SC6.jpeg
|-|Ver. 2.0.2=
This update was released on 08/03/2024 and contained the following adjustments and changes. The full written log will be addressed beside screenshots of the actual log and a link to the changelog in the Roblox Creator Hub.
Click here to view the log where it was posted.
NEW
Spell Exploration
*In V1 of the game, to obtain new spells you would find bookstands around the map. Some were hidden behind puzzles and most in hidden locations around the map. You’d then pay orbs (old version of points) to unlock the spell. After much demand, I’ve decided to add this back. Puzzles for more of the spells will be made when there’s time.
*Several spells have been removed from Summer’s Spellbooks and hidden around the map.
*Year requirements for most hidden spells have been lowered.
*For QoL, a new category has been added to Summer’s Spellbooks for Hidden spells. You can see the list of all spells currently hidden there. If you find a spell and can’t afford it right away, it will appear in this category.
Piertotum Locomotor
Many high level spells that can be found or purchased will eventually be tied into quests once they’re developed. This will be a transfiguration spell, but the questlines aren’t developed for that yet, and I wanted to get it out early since content updates are still lower priority.
*Description: Casting this spell at one of the Knight Statues around the school will bring it to life to fight by your side before crumbling away.
Upgrades
*Durable Statue: Statues you animate will have extra health, movespeed, and duration.
*Escort: Ability to animate 2 statues per cast.
*Royal Guard: Ability to animate 3 statues per cast.
Knight Statue
*The Knight Statue has 100 HP and lasts 90s. Can be upgraded to 130 HP and 120s
*Does 30 damage per swing
*Note: Only animatable statue currently. Planning to add more down the road.
Love Potion
Love potion previously had no function. Now, when consumed you will be surrounded in the scent of an irresistible perfume. Enemies that get too close will fall in love and do 50% less damage. If the enemy is capable of speech, they will also shower you with compliments.
CHANGES
Mobs
A great deal of code for how mobs behaved has been rewritten to allow for better interactions and new possibilities in the future:
*Summoned mobs such as Knight Statues, Snakes, and Dark Wizards will no longer stand around and do nothing in the absence of a player. Instead, they will follow your character around in a set formation.
*Summoned mobs will no longer ONLY attack other players. They will now help fight other mobs.
*All mobs in the world now have the capacity to fight one another and have defined relationships between friend and foe.
*Mobs now have Aggro limits. This prevents a mob from chasing you if you already have too many enemies attacking. No more being ambushed by 10 Pixies, 2 Slimes, and a random Maneater all at the same time.
*The Aggro limits mentioned above are also implemented for Mob Spawning. If you’re already being attacked by too many mobs, new ones will not be spawned in.
*Mobs that enter a safe zone will now be teleported back to their spawn.
*Certain mobs, when inside of a safe zone, will become passive and not attack anything. This rule has been applied to summons.
*Mobs were previously unable to damage one another with their attacks. This protection has been removed. (Allied mobs can now accidently harm each other basically).
Locator
*The Locator has been rewritten and now has a separate mode for detecting spells and for detecting chests. *Simply click to swap between those modes.
*When a spell or chest can’t be found, the Locator will have default text saying so. Was less clear before.
*On devices with low memory, the Locator would not function properly when Chests and Bookstands were streamed out – reducing its effective range. The server will now handle these calculations so that it’s no longer a problem.
Other
*Players that have been petrified (usually via Basilisk/Duro) will take 50% damage from attacks, and the first instance of damage they take will break them free
*Legilimens will automatically unpetrify the target
*Duro now shares the particle effect the basilisk uses when petrifying
*Serpensortia can now be cast in safe zones
*New upgrade for Serpensortia allowing for 3 snakes
*Maneater HP reduced: 90 → 60
*Basilisk HP reduced: 1700 → 1400
*Egor HP reduced: 1200 → 1000
*Lurker’s scream range has been lowered
*When a game is not active, the Game Arena can be entered
*Summoned snakes will no longer last forever, they will despawn after some time. The Stronger Snake upgrade will increase this duration.
*Concateno reflected damage increased: 50% → 70%
*Lighting has been improved. No extra cost to performance, just tweaked a few settings to make the atmosphere less muddy.
*Opened up the front courtyard of the grand hall. This is mainly to let statues walk through, but also provides a better view.
BUG FIXES
General
*Fixed certain projectiles terminating too early, causing abrupt visuals
*Episkey & Helios will no longer put you into combat
*Fixed Lurkers not being invincible
*Fixed getting stuck inside of Calbus & the Trophy Room NPC
*Fixed getting hit with Immobulus twice causing you to be stuck
*Fixed a floating Maneater spawn
*Grass Length adjusted, was clipping through floors
*Checks have been added to Apparate, Retrosum, and Permuto to prevent teleporting seat glitches
*Several voids around the map have been patched up.
*Temporarily disabled a secret entrance
*Fixed Legilimens being usable on NPCs (e.g summoned clones weren’t tagged properly)
*A memory leak caused by mobs being spawned in was fixed
HOTFIXES
Aug. 3
*Fixed Arresto Momentum not having a hiding place
*Fixed an issue with Lurkers not removing their effects in certain situations
*Fixed an issue where the Geminio clones also inherited Concateno links from the player, causing unexpected behavior
*Temporarily, Serpensortia can’t be used in safe zones until I fix the delayed passivity
These changes will appear in new servers
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|-|Ver. 2.0.1=
This update was released on 07/27/2024 and contained the following adjustments and changes. The full written log will be addressed beside screenshots of the actual log and a link to the changelog in the Roblox Creator Hub.
Click here to view the log where it was posted.
BUG FIXES
Streaming
*Fixed an issue where potion tables weren’t able to be used after being restreamed.
*Fixed issue with Spell Bookstands being unusable after being restreamed.
*Fixed fireplaces being usuable after being restreamed
*Fixes for weird dialog behavior when being streamed in/out (invisible NPCs with dialog, some at world root, some dialog bubbles not showing up when they should)
*Fixed an issue where brooms would be unusable after being restreamed
*Fixed an innumerable amount of other streaming-related bugs (most of them with certain quest assets).
Gameplay
*Fixed an issue where brooms would continue floating/flying after you’ve stopped riding them.
*Fixed brooms not responding properly to Wingardium Leviosa, Accio, and Depulso
*Fixed not being able to type spells in chat to cast
*Permuto can no longer be used on players engaged in a duel
*If an opponent leaves during a duel, they will now lose the correct amount of rating & the duel arena will not break.
*Modified the bounds of the duel arenas to prevent faulty disqualifications (there are issues with getting stuck in walls/etc, will address those soon)
*Updated the rules for Potionmaster’s Keychain, Jump Stones, and Apparate so they can no longer be used under certain circumstances or while sleeping.
*Can no longer cast spells while sleeping
*Modified the behavior of Retrosum so it’s less abusable for certain glitches and exploits.
*Fixed the Arena UI staying on the player’s screen after the game has ended
*Fixed a few edge cases on the arena that would cause it to break (still need to look more into these)
PERFORMANCE
Smooth Terrain
*Voxels reduced from 217 million → 56 million. This will improve load times, reduce crash rates, and use less memory, helping lower-end devices. I’m still uncertain about if I want to keep smooth terrain in the game, but I’ll see how much this helps.
*A lot of the terrain has been culled from underneath the map. May see a lot of accidental holes in the map from this process.
*Certain areas have been reworked to help reduce the voxel counts. Unused areas of the seafloor have been made less deep or removed entirely.
*Unintentionally added a beach outside of the Badger’s homeroom when I was modifying terrain. Decided to keep it. Maybe I’ll add a beach chair there later. 
Scripts
*Significant optimizations made to the rain effects.
*PhysicsObjects system has been completely recoded to improve performance. This will allow for some more exciting spell effects in the future.
*Floating candles animation temporarily disabled, ran out of time to fix properly.
*Fixed mob healthbars updating unnecessarily each frame
*Optimized health, breath, shield, & focus regeneration scripts
*Day & Night cycle script was optimized so it’s not advancing the ClockTime each frame.
Map
*Replaced some stairs with wedges.
*Anchored the seats on the pianos
*Anchored a lot of other parts that were unanchored on accident
*Remeshed any part-dense models to lower part count (e.g windows in Wicket Alley were 2k parts alone; converted them into meshes and now only ~150)
Other
*Compressed the image asset grid used to create the map & minimap, the image assets were using a lot of extra memory
*Removed a lot of unencessary assets in ReplicatedStorage and in the workspace (goodbye… old Chamber of Secrets)
MINOR CHANGES
*Added a few new Dark Wizard & Light Wizard spawns
*Removed a few trees in the dark forest and on the school grounds, some areas I felt needed to be a bit more open.
*Removed some jump runes around the schoolgrounds, some felt out of place.
*With the PhysicsObject recode, Wingardium Leviosa now uses updated BodyMovers and when used on a physics object the force will be applied to where you clicked on the object instead of at its center.
*Dark Forest entrance remodeled
*Deleted the wood scaffolding next to the clock tower, didn’t really have a purpose and I want that area opened up for the future
*Did some other very minor map tweaks, can’t remember them all. I’d like to improve a lot of areas at some point.
*Because terrain was redone, some hidden chests & mob spawns needed to be moved around.
*The massive terrain mountains in the game that used to exist were removed for performance and replaced with mesh versions. Looked a bit lackluster, so I added some texturing to the mesh and redid the mountainscape as a compromise.
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==2025==