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.
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.