Genre: Puzzle, Simulator, Strategy, Indie, Card & Board Game
Gem Wizards Tactics
Version 1.57 Patch Notes
PATCH NOTES - Volunteers appear every odd mission starting on 3 - only 2 volunteers at a time appear, down from 3 - Tank HP 10=>15 - Tank Defense 3=>5 - Tank Attack 2=>1 - Tank Cannon damage and range increased by 1 - All maps in Campaign are random except the last one now
Small hotfix! Easier to skip mastery now
Hey all! Made it a lot easier to know how to skip the mastery system, if you want to unlock everything. Just head to the options! And a small hotfix thing for Bill Milton as well.
ALSO DONT FORGET TO CHECK OUT MY KICKSTARTER! JUST 1 WEEK LEFT!!!
Spellstorm is a tabletop card game for 1-4 players that invites you to play as one of 8 colorful wizards (many of which are featured in Gem Wizards Tactics, such as Derby Pocket, Eve Williams and May Danaris) and do battle for the power of the Storm Shards!
The Kickstarter is live, right here: https://www.kickstarter.com/projects/dinofarmgames/spellstorm
I really hope you come and check it out, and spread the word! Thank you! <3
SPELLSTORM hits Kickstarter April 17th!
Hey all! I wanted to let you know that my awesome new card game, which I started working on after GWT was finished, is ready for prime-time, and the Kickstarter goes live on April 17th. Read more about it here, and click the link to sign up to be notified when the campaign goes live! <3
Hey all! Just a tiny patch with some little fixes to a few things: - Bulward's Gulk is now a lot more open, making it way less oppressive to play on - Fixed some issues with navigating fire - More bugs fixed
Enjoy! <3
By the way, we have a KICKSTARTER coming soon, for a tabletop card game in the Gem Wizards universe!... sign up to get alerts about it HERE!
Hi all! Been awhile since the last GWT patch but we've had a small influx of new players who have pointed out some pretty important bugs that needed fixing, so that's mostly what this is. The Alcove Prefex units missing from rescues *and* from caravan purchases was kind of a big deal - having them back in the game is going to make stuff a lot more interesting, especially in the campaign.
We also had a couple of handmade maps that either had a bug associated with them (like Bill Milton got a little too excited to be on Milton Highway, and he would appear even if you were playing as a different faction!) or just some balance issues.
Enjoy!
- Fixed a bug that caused Alcove Prefex units not to spawn as random units in several places in the game where they should've. - Milton's Parkway map no longer has a weird Bill Milton on it - Deleted Armand Peak map (sometimes games are better when you delete things from them!) - Bulward's Gulk was a little bit too choke-pointy for this game; opened it up a bit which should help especially at the higher difficulty settings. - Fixed some tooltips - Fixed a bug where mountains could be captured
Made a small fix to input system!
If you've had a problem with your controllers messing with the game, should be fixed now! Basically at some point we began the process of implementing controller support for the game, but only got a little bit into the (actually quite huge) process. So some players who had multiple controllers plugged in were experiencing bugs because of that. We've now fixed that issue, so you should be able to play without any problems.
As to controller support, it's something we'd love to add in a future patch if we have the capacity. No news on that yet.
Thanks for playing!
Version 1.52
Hey y'all! My desire with this game is to make sure that Rank 20 matches are hard enough that the people in my discord can't beat them (to create headroom) and to make sure that Rank 1 was easy enough that no one I can find is unable to beat those. This patch is yet another in that search. I improved the code a lot RE: how enemies are spawned so I think you should be seeing a lot more consistent results now. Also, omni-golems never did their job and they were kind of hacky anyway.
ENJOY!
Patch Notes
Heads up! The hardest parts of this game just got harder. Ranks 15-20 now have more units per enemy spawn, and some Omni-Mob units have their stats changed a bit. Also though, the easiest ranks should be even *easier*! So you may have to mess around and pick a new difficulty to find the right one for you. Let us know where you seem to have a good, balanced battle! - Omni-Golems removed from the game! - Instead, after turn 12 the enemy reinforcements will start coming in every 2 turns instead of every 3 turns. - Golden Reapers now have 9 attack, up from 7 - Omni Drill Sgts. now have 12 health, up from 10 - Lich Death Bolt damage 3=>4 - Fixed an Alcove Prefex bug with the sniper - Summon Seedling now has a 2 turn cooldown. Take care of your seedlings! - Seedlings and Fanatics (both player versions and summoned versions) attack damage 3=>2. It's good enough that your summons can absorb attacks, collect gems and rescue units! - There were a couple of bugs with how enemies were spawning around castles before. The code for castle-guard-mobs has been changed so it's a lot more clear now, and works a lot more consistently. This means there's now ZERO castle guard-friends at rank 1, and SIX at rank 20.
1.51a - a small fix to Ranked Mode
- Ranked Mode now uses randomly generated maps instead of handmade ones (that was a bug, oops!)
(Gem Wizards Tactics musical instrument)
(Click on the gems on the title screen!) ːsteamhappyː