Side Effect cover
Side Effect screenshot
Genre: Strategy, Turn-based strategy (TBS), Tactical, Indie

Side Effect

1.8.29 - New level: Pyramids

Hola. For absolutely no reason, I've been focusing on projectile-type spells and project organization. You shouldn't notice any major difference.

However, I leave you with a new level in Act I: Pyramids.


  • Earthquake: King effect modified
  • Ice pillar: Queen effect fixed
  • Firewave: Pawn / Bishop / Rook effect modified
  • Tsunami: applies damage by default (we absolutely needed an upgrade for Tryff, who struggles against a lot of small minions)
  • New level: Pyramid

1.8.28 - Act II balance

Hello everyone! It's been a while since there was an update. I have been working a lot on UE5, and I have to admit: it's not worth porting the project to UE5. The benefit is very low compared to the cost in time and energy. Sadly, I am abandoning this porting, and I will continue to work on the existing project.

Spells



  • Ice pillar: same but better
  • Contamination: fully reworked
  • Superconductivity: fully reworked
  • Ice spear: queen damage fixed


Levels



  • Water temple: hydra's AI fixed
  • Ballrrom: hydras are more sensitive to friendly fire (hard only)
  • Cemetery: major balance in all difficulties
  • Apocalypse knights: knights gain more HP when a brother dies
  • Forgotten fortress: kings nerfed (I forgot that the kings were Tesla coils, and they were a bit too strong...)


Other



  • Toxic tree: now scales on attack instead of poison tiles (king effect updated)
  • Sacred altar / clone factory: starts with charges
  • Frozen aura: fixed (was completly broken)
  • Pyramid: fixed HP
  • Ice of damocles: fixed water consumed when casted on frozen AI


Enjoy!

1.8.26 - Ice spear / Ice needle

Nothing really interesting here. I bought a ice VFX pack and I played with it.
You can see it on the ice needle and the ice spear (both spells have cool modifications).

Don't ask me why, I'm remaking the project from scratch on UE5 (currently the project is made with UnrealEngine 4). This explains why updates take times.

1.8.25 - Boss I rebalanced

Mordangar



  • Easy: no change
  • Normal: no change
  • Hard: infernos have queen abilities


Illusionist



  • Easy / normal / hard: king has pawn ability on ice wave
  • Hard: queen / king have queen ability on frozen aura


Other



  • Toxic tree: now scales on attack instead of poison tiles (king effect updated)
  • Sacred altar / clone factory: starts with charges
  • Frozen aura: fixed (was completly broken)
  • Pyramid: fixed HP
  • Ice of damocles: fixed water consumed when casted on frozen AI


Enjoy!

1.8.24 - Act I rebalanced

It is time for AI rebalance!

French town



  • Easy: no change
  • Normal: no change
  • Hard: pawn have better ability
  • Fix: pawns can't move as kngiths anymore


Water Temple



  • This is an hard rework of the level. Simplification is the key so elementals are instantly operational.
  • Easy: low elemental spawn / low water tiles.
  • Normal: medium elemental spawn / medium water tiles.
  • Hard: hight elemental spawn / hight water tiles / cave enabled.


Jungle



  • Easy: no queens / no bishops.
  • Normal: presence of bishops.
  • Hard: presence of queens. Queens only spawn pigs and pigs are aggressive. Pawns no longer spawn mushrooms.


The wolf



  • Wolve have less earth.
  • Easy: no change.
  • Normal: no change.
  • Hard: one more wolf (because why not?).


Gold mine



  • Exit wall has 15 HP (instead of 25).
  • Easy: no spider.
  • Normal: presence of spiders.
  • Hard: stronger spiders.


Other



  • New pact of Odmund. I love the new pact. It's much more in line with the movement's idea. The old spell was nice, it's now a standard lightning spell.
  • Tesla coil: better damage.
  • Curse of Necrom: light changes.


Enjoy!

1.8.23 - Holy reworked.

Hello everyone. It's been a while since the last update, and that one was complicated. It was like a real spider web in the code.

Global



  • Holy no longer provides attack bonuses to AI units, but mana regeneration instead.
  • Invocations and enemy pieces stat with 0 holy.
  • Invocations' HP rebalanced: they start with less but the queen effect is more efficient.
  • With these changes, multiple spells have been adjusted. Generally, those that used to remove holy now add it instead.


Spells



  • Hati removed from the game (again?).
  • Eternal return removed from the game.
  • Voodoo doll return removed from the game (I really liked the mind control mechanic, but it was causing too many issues).
  • New spell: clone factory.

  • Water elemental: nerfed (I'm not done with it yet).
  • Air hydra is clever
  • Fire obelisk: knight effect applies fire instead of damage (it was too strong and synergizes better with the obelisk).
  • Earth pillar: rook effect reworked (stronger now).
  • Zombie is completly reworked.
  • Lightning pillar: attack speed nerfed.
  • Sacred nova: pawn effect added.
  • Lay on hand: completly reworked.
  • Regeneration: knight effect locked (too strong).
  • Sacred word: heavy reworked.


Levels



  • Destroyed machie: big reblance (this event had been "broken" for a while, but I managed to do some very nice things with it).
  • French castle: better balance.
  • Appocalypse knights: better balance.
  • Jungle (hard): no more leaves.
  • Cemetery: better gold repartition. Enemy pieces are now queens and kings (instead of pawns and queens), grave stones are rooks. This is only for a better visibility.
  • Conclave: water fixed on kings.


Overall, Acts 1 and 2 don't change too much. Act 3 deals much less damage, but the global normalization of health points compensates a bit. I think it's still simpler now.
I think I have all the pieces of the puzzle to focus on the level difficulty. I've had a lot of ideas itching at me during this update. They're noted down. We're going to suffer.

Fixes



  • Lightning bolt pierce fixed.
  • Fortification: king effect fixed.
  • Sound of the poison explosion fixed.

Crashes - Revert

Due to major crashes, this is a revert to the previous version. I apologize.

1.8.22 - Level visual

Hello everyone!

For this update, I wanted to finalize the visuals of the levels. Everything is in a "marble" style (except for the tutorial). As planned, the game takes up less space on the hard drive. There are still 2-3 small things remaining, but those will come with time. I wanted to get rid of them to focus on the balance and difficulty.


  • Fixed AI on french town (I had already fixed this bug, but I messed up a bit in my revisions).
  • Fixed plant texture in the jungle

1.8.21 - Small update

Hello hello!
Not a big update today. Just chilling on remaking levels.


  • Song of the archdeacon up (needed)
  • Cathedral visual remastered
  • Jungle visual remastered

1.8.20 - Balance patch

Hello, everyone. Today, it is a balance patch aimed at making the game more understandable and accessible for newcomers.

The mana cost required to move a piece is now fixed and no longer depends on water:

  • Pawns and knights: require 1 mana
  • Rooks and bishops: require 2 mana
  • Queens and kings: require 3 mana

This change is noticeable in the mid-game and late-game. It's an explicit buff for pawns, rooks, bishops and knights, and a deliberate nerf for the king, which was much needed.

Certain ascensions have been adjusted in line with this change and now have the advantage of no longer varying based on whether it's a player piece or an AI piece:

  • Water ascension: now provides 1 extra mana max
  • Lightning ascension: now provides 1 extra mana income
  • Ice ascension: the frozen piece receives 25% more damage (I'm not certain about this one, perhaps 50% is preferable, but I don't have enough feedback on this ascent yet)

Certain spells and items have also had to be modified or rebalanced:

  • Wings
  • Superconductivity (unfortunately, still a rather bad spell in my opinion)
  • Burning Bypass
  • Toxic Bypass
  • Blessed Bypass
  • Explosive Bypass
  • Fire aura (nice update on this one)
  • Toxic aura
  • Frozen aura

  • Magic broom
  • Starving fish is removed and replaced by the "Papper plane"

Since water no longer has downside, water spells now provide less.

This is just the beginning of several balancing updates. I didn't pay much attention to it when I revisited the spells, the goal being to find enjoyment in them above all. It was only the first step.

Enjoy!