Hello everyone. The summoning process is coming to an end. There are still a few details to review, but nothing too serious. I'm increasingly focused on balancing and how to make the game more challenging. I have some ideas in mind, and the game is likely to undergo significant changes in the upcoming updates, especially in hard mode.
Sacred altar: completly reworked
Toxic tree: limited to 10 poison and King effect reworked
Water elemental: rebalanced (stronger)
Light Angel: does not target useless pieces anymore
Pact of the white: does not target useless pieces anymore
Light Angel: does not target useless pieces anymore
Dragon paw: does not target useless pieces anymore
Conclave is harder in hard (still not enough)
Ballroom: no more poison tiles in hard
Jungle: pig's AI fixed
Gold mine: buy dwarf fixed
Dimensional tower: redirection fixed
Earth pillar: earth at the end of a turn removed
Toxic tree: visual of elements fixed
1.8.18 - Toxic Elemental reworked
Hello! Today is the turn of the Toxic elemental (now toxic tree).
Toxic Elemental reworked: it took me several attempts before finding something I really liked. The new elemental relies on poison tiles.
Light Angel: new juicy pawn effect (because why not)
Fixed: bomb spawn for the infernal machine
I'm increasingly thinking about ways to make the game more challenging. We're slowly reaching the end of the summons; it's time to endure a bit =)
1.8.17 - Invocations continue
Hello! Let's continue with the rework of certain summons.
Water Elemental: continuing in the line of charge-based summons. It wasn't the most useless summon, but redundancy between spells and summons doesn't appeal to me.
Flying Bomb: probably the most useless summon in the game. However, I kept the concept and classified it as a "spamable" type summon. The damage is quite decent, and the upgrades are inexpensive. Ideal for eliminating static units. The Flying Bomb is no longer neutral but friendly. This makes it more flexible.
Fixed bosses on coliseum.
Infernal machine updated.
I am aware that the level of 'The Destroyed Machine' is broken. This is due to the rework of the 'An Eye for an Eye' spell. Don't worry; it will be fixed in the next update. I will take this opportunity to rework the overall difficulty of the levels related to the machine.
1.8.16 - Focus on air invocations
Hello everyone. Today, let's focus on air summons and a few nerfs. You know me, I don't like nerfs, but sometimes it's justified.
Tesla coil's upgrades are more expensive.
Fire obelisk requires 75 charges instead of 50.
Lightning pillar starts with 0 holy and the pawn effect has been removed.
Summonings spells with 3 mana sickness now have 4 mana sickness. As the summons are much more efficient and powerful, reducing their number seems reasonable to me.
The air elemental has been completely reworked. It now utilizes the power of tiles, an idea that I find very interesting.
The Dimensional Tower no longer loses health when redirecting projectiles.
The duplication has been updated. The idea remains the same, but I filled in the gaps with some cool effects. I persist in thinking that this spell is underrated.
Minor Fixes
Minor fixes, including infinite loop in the Craystal Cave.
1.8.15 - New spell: earth pillar
Hello everyone! Summoning spells again and again.
New spell: earth pillar
Flood: is now a passive spell
Barricade: is now the "earth hydra"
Coliseum: you now face both bosses in hard
1.8.14 - Working on invocations
Hello everyone!
Let's continue with summoning spells. Upon reflection, I've noticed that the "troublesome" summons are the ones without mobility: they are summoned to a location, do the job, and become useless afterward.
The Tesla coil has been rebalanced. I played a round with it, and it was a delight (a bit overpower).
Skoll from a pawn can now vanish (in the spirit of giving it more mobility).
Fire elemental has been replaced by Fire obelisk. This summon is intended to enhance the gameplay of special tiles.
Toxic tree has been replaced by Toxic hydras. Tree is not useful. The Toxic Elemental isn't either, I need to rework it.
All hydras has been reworked. The purpose of the spell is to have many hydras with low health points.
Lightning pillar rebalanced: now fires with the queen by default.
Water pillar: small nerf (bubbles can't start with more than 75 water).
Fix: holy shroud UI.
Fix: tile holy-lightning.
1.8.13 - New invocation: the Tesla coil
Hello everyone! Simple update for more fun.
Lightning element has been replaced by the tesla coil. This is probably one of the best invocation ever made in this game, and perfectly in shape with the lightning element. Thank you Red Alert.
Horde du contrevent is harder in hard.
1.8.12 - Wolves reworked!
Hello everyone!
So, I tried reworking some summons, then working on some novelties. In the end, I managed to fail at both. Life doesn't always go as planned. I have to take it step by step, and we'll start with the wolves.
Invocations
Hati remains a very good support (same idea, but better).
Skoll is a powerful summon capable of turning the tide (same idea, but better).
I will gradually transfer the "positive effects" of the summons to the riders, making the rider more appealing.
I'm also making sure to detail the abilities table for the AI.
Levels
The wolf level has been reworked and is now much more challenging, especially on hard difficulty. It's safe to say that it was one of the easiest levels.
You no longer have an allied wolf in the conclave, and the enemy wolf is more aggressive. This level was ridiculously easy. Even though the changes are not final, it must do justice to a final boss.
1.8.11 - QAL & Fixes
Hello everyone!
It's been a while since I last posted an update, and there are two reasons for that:
I had a lot of work on the side.
I got lost in a tunnel.
A friend of mine made some very insightful comments about the game's user experience, which gave me some ideas. It took me back into the old code, and as all the programmers out there know, I wanted to do it properly, which took some time. But I managed to make the "pre-visualization" of movements, spells, and items smoother. I hope you'll like it.
Waterfall: does not turns its tile into water tile anymore
Frozen aura: knight price increased
Ice of Damocles: knight effect also remove frozen effect
Swarm of leaves: damage and tooltip fixed
Certified mimic: does not target passive spells anymore
Patrick: mana bonus fixed
Cemetery (hard): center pillars removed
Sky temple: will not target passive spells anymore