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Genre: Strategy, Turn-based strategy (TBS), Tactical, Indie

Side Effect

1.8.10 - Passive spells

Hello everyone! Today, we're focusing on passive spells. I had set aside a few buff spells, and we're in for a treat.


  • Passive spells work automatically once acquired.
  • Since they can't be cast from specific pieces, upgrades are only available through the forge.

Are concerned:

  • Fire: Inferno
  • Air: geyser
  • Earth: spikes
  • Poison: mushroom forest
  • Lightning: swarm of leaves (previously earth school)
  • Ice: blizzard
  • Curse: rotten lands

Other



  • Sick pig removed from the game (see mushroom forest)
  • Cursed pillar removed from the game (see rotten lands)
  • Holy fire removed from the game (see inferno)
  • Moses: water nerfed
  • Destroyed machine: nanohealers fixed
  • Cathedral antichamber: AI fixed

I haven't had the time to test all the passive abilities in real conditions yet. But the ones I've been able to use have proven to be very enjoyable. The interest in summons is low in the current meta. The time has come to take a closer look at them.

1.8.9 - Cursed spells updated

Not many significant changes to the curse school. The spells are good, and I was even able to revise the Permafrost spell.

Spells



Permafrost



  • Medium
  • I gave it a bit more personality, so it truly lives up to its name.

An eye for an eye



  • Minor
  • Although not disastrous, the damage ratio wasn't very compelling. I revised it to make it more appealing and took the opportunity to expand on the effect of the pieces.

Chos bolt



  • Minor
  • Just a new pawn effect. It's free.

Conclave



  • Minor
  • This spell is quantum in nature. It's both too good and too bad at the same time. Making it stronger would make it too powerful. I improved its spread. I appreciate the complexity of this spell.

Harakiri



  • Major
  • This spell has two major issues: it only works if we can apply curse, and it kills a piece. To solve these, it now applies a curse, and the effects of the pieces have been significantly enhanced. The spell costs more, and I believe it's perfectly usable in all situations.

Swarm of nanites



  • Minor
  • Cost change to make it usable before the mid-game.

Desperation



  • Medium
  • It's in the same direction as the changes to Permafrost. It's the same spell, but improved.

Pact of Necrom



  • Medium
  • I appreciate that the pacts have all the effects of available pieces. I filled in the gaps with the idea that it is more effective on enemy pieces. This way, it's not only used on our king.


A significant portion of the spell review is complete. There are some spells that I intentionally left aside and are still not great (usually those that cost 0 energy and 4 mana). As mentioned before, I'm thinking about passive spells. I've already started working on this concept, and I must say it's quite enjoyable. There's also the matter of summons, but that's a different story.

Fix: Ice of Damocles costs 1 energy

Enjoy!

1.8.8 - Holy spells

The sacred spells are a complete joke. I suspected that the school was good, but not to this extent. As a result, the update is coming out very quickly. I've already looked at the curse school, and it won't be as easy.

Spells



Pact of the White



  • Minor
  • It's great that most of the pacts have effects on the pieces. I like that.

Conjuration



  • Major
  • Simplifying the spells is a priority. The game is already complex to get into, so let's avoid unnecessary walls of text. Conjuration remains unchanged at its core. It's easier to charge now, but it costs more.

Hammerang



  • Minor
  • I just added the possibility to have holy tiles.

Lay on hands



  • Minor
  • Normally, I don't like nerfs, but this time, enough is enough. Removing sacred from pieces is incredibly powerful.

Minor heal



  • Medium
  • The idea of consuming energy to increase the bonuses is good, but its implementation is not great. The spell already costs quite a lot. I varied the bonuses in the hope that when upgraded, it becomes more appealing.

Sacred nova



  • Minor
  • I don't really like this spell. I find it "soulless." Unfortunately, I haven't had any magical ideas for it. I hope to be touched by inspiration one day soon.

Regeneration



  • Minor
  • One thing that everyone noticed is that it's extremely difficult to keep the knights alive. So, I removed the constraint on the knight (which turned it into a very powerful spell for summoning).

Aura of Celerity



  • Minor
  • I'll quickly come back to this spell because it's still a spell that costs 3/10 (powerful, therefore). And I find it a bit weak compared to the others. So, I've changed the effect of the Queen.


I don't know about what to do with the Holy Fire. Perhaps it could become a passive spellor simply be improved. For now, my attempts at finding a solution have been unsuccessful.

Cathedral level is fixed.

Enjoy!

1.8.7 - Ice spells updated

Hello everyone! As I suspected, the Frost School was easy. There are 2 spells that have significant changes, and I took the opportunity to rework some that were bothering me.

My feedbacks



  • I didn't feel the change in mana cost for moving the pieces.
  • Being able to accumulate charges of electric ascension and water ascension is so cool. We can really enhance the quality of our spells during a game, and it's exhilarating.
  • The bypass spells still have an issue; they are weak.


Spells



Ice breaker (now Ice of Damocles)



  • Major
  • A spell that can only be used on frozen targets is too restrictive. Since the ice school didn't have a control spell, I modified it to be unique in its usage: it will burst on frozen targets but act as an immobilization spell otherwise.


Song of the Archdeacon



  • Major
  • I hesitated to remove it, but I'm not objective. I love the spell. The problem is that chance makes the spell uninteresting. So, I ensured that the Archdeacon spawns after a certain time, and I improved the effects on pieces in such a way that it can become a "core-spell."


Subconsciously (or not), I've been using categories for the spells based on their cost. Spells that cost "2 energy / 6 mana" are too few to form a category on their own. So, I reworked them to fit into the "1 energy / 7 mana" spells category. In the process, I adjusted them accordingly.

  • Tsunami: actually, I went back and reverted the changes for this one.
  • Thunder strike: I found something really cool, I'm very happy with the change.
  • Ice wave: I think I found the missing piece to make this spell appealing.


Fixes




  • Rotten mushroom
  • Rubix
  • Golden fortress: catapult targeting


Enjoy!

1.8.6 - Lightning spells updated

As expected, the school of lightning needed a revision. I didn't anticipate it going so well. In fact, the good spells are really good, and the bad spells are truly terrible. Thankfully, the ideas came to me.

Spells



Bypass spells (all)



  • Add more flat air

Contamination



  • Contaminates 1 piece only
  • New pawn effect: cancel the propagation

Pact of Odmund



  • Minor
  • Contaminates 1 piece only
  • Bishop effect turns tile into lightning tile

Spells with propagation are particularly challenging to use, especially on small chessboards. I'll provide some tools to make it easier for you to use them.

Aura of celerity



  • Medium
  • The concept of this spell is excellent, but the bonus effects don't do justice to such a costly spell. Therefore, I have expanded the basic idea with additional elements to give it better viability.

Attractive vortex (now repulsive vortex)



  • Major
  • This spell was too complicated to use, ineffective, and redundant with the blitz swap. I have drastically modified it to create a powerful repulsion effect, giving it a unique identity among control spells.

Blitz swap



  • Medium
  • This version of the spell is more flexible.

Charged bolts



  • Major
  • The spell is fun, but its flexibility is poor. I have adjusted it to make it interesting in all circumstances, and with some success!

Lightning bolt



  • Medium
  • By combining the ideas of the fire wave, poisoned stinger, and the new charged bots, this spell (which was already great) is now even better.

Spuerconductivity



  • Minor
  • Queen effect added to improve placement.
  • Like the lightning nova, this spell is underestimated.

Thunder of Odmund



  • Minor
  • I followed the same procedure as with the charged bolts, which makes it easier to use.


General




  • Odmund now starts with the burning Bypass instead of the water elemental, and blitz swap instead of attractive vortex. I'm still not entirely sure about this starting set. I would really love for the class to be able to play lightning tiles, but I haven't found a suitable spammable spell for that. It's possible that it may change again.
  • Fixed the lightning ascension on AI. It now generates 2 mana (it no longer depends on the amount of water).
  • From now on, pieces with 100 water only cost 3 mana to move. This change is made on a whim. As I write this sentence, I have not yet tested its impact (positive or negative) on the game. But I feel that the late game is becoming too challenging due to the astronomical cost of moving pieces. Alea iacta est.


Enjoy!

1.8.5 - Poison spells updated

The Poison school did not require a significant amount of work. I took the opportunity to revisit some items and the lightning tile, which was previously unusable and completely buggy.

Spells



Contamination



  • Major
  • The contamination offered an interesting gameplay element for certain levels, but it was too violent to be used by the player as a spell. Therefore, I drastically modified it to make it more engaging for the player.
  • The gameplay of the cemetery level has been particularly updated.

Poisoned arrow



  • Medium
  • The bishop's effect was ineffective. It was too expensive and not efficient enough. It has been modified into something more interesting.
  • I added an effect to the Queen that synergizes well with the King and the Rook.

Poisoned dagger



  • Major
  • Dealing direct damage with this spell doesn't make sense since the poison explosion already does the job. I came up with a unique idea to enhance the applied poison.
  • Knock back is now on the pawn.

Poisoned stinger



  • Medium
  • The Queen's effect changes tiles into poison tiles.
  • The Knight's effect, just like the fire wave, increases the difficulty of using the spell, but also its power. Positioning is the key!

Poison meteor



  • Medium
  • The effects of the pieces have been revised to be more in line with the spirit of poison spells.
  • King effect does not target friendly pieces anymore.

Snake Venom



  • Major
  • The idea is great, but the spell is too restrictive. Therefore, I revised it to make it usable in all circumstances, with the main concept being that it no longer disappears from one turn to another.

Toxic Aura



  • Minor
  • The auras follow the same process as the Bypass spells. They are position-based, and they should favor the Queen.


General



  • QAL: using the numeric keypad allows you to view the elements and the health points of the pieces. For those who already have the game, it is possible that you may need to rebind them in the options. This feature has been requested a lot, and here it is.
  • As the saying goes, "sounds good, doesn't work." I have reworked the lightning tile, which functions similarly to the water tile. It triggers a "Tesla Conduction" that damages the pieces around the tile.
    Since the next school is the Lightning school (a school that I don't particularly appreciate), I deemed it important to rework the lightningtile, which will provide me with a solid gameplay foundation for this school.


Others



  • Promotion's mana regeneration nerfed
  • Water ascension charges and Lightning ascension charges have their own icon and stack from one turn to another if they are not used
  • 7 league boots+ (reworked): adds 1 attack to your lightning spells
  • Topaz+ (reworked - the effect was the same as the broom+): your pieces are immune to the Tesla conduction
  • Amulet of Solar+ (reworked): lightning tiles are twice as efficient
  • Silver trophy (same but better): another way to trigger the Edison Conduction
  • Crow claw+ (reworked - the effect was the same as the Musashie+): pieces also gain lightning


Enjoy!

1.8.4 - Earth spells

Hello everyone! Today, it's the turn of earth spells. Since I have ChatGPT at hand, I'll take the opportunity to delve a little deeper into my thoughts. So, it's a bit of an update and a bit of a diary.

Earth spells are really cool. There aren't many major changes. However, I did find some nice little things.

Spells



Castling



  • Major
  • This spell was either too powerful if you had the right spell or useless and never chosen. Its usage has become much more versatile: it allows the king to easily cast powerful spells and effectively sustain their life. However, its mana cost has been doubled.

Catapult



  • Minor
  • I just slightly changed the effect of the queen.

Double saw



  • Minor
  • This spell is good, the pawn and the queen help to play with different schools.

Earth breaker



  • Minor
  • It's strangely complicated to put earth on the pieces. I'm terrified at the thought of earth ascension being too easily accessible. Since it's not a spell that we spam, I added the effect of the pawn that allows you to gain a large heap of earth.

Earthquake



  • Medium
  • The spell itself is not bad, but it was too expensive to use. I preferred to reduce the damage and its mana cost. The effects are now more in line with the spell.

Fortification



  • Minor
  • In line with the spell's concept, it can also protect against harmful elements.

Rock



  • Minor
  • The spell applies more earth. The idea is that the reward is greater if you use it to replenish your own pieces. It also allows you to place earth tiles.

Root



  • Minor
  • This spell is already challenging to use, but I know we haven't fully exploited its potential. However, I have still modified the effect of the knight to inflict damage instead of poison.


General



The following spells have not been changed, as I find them to be good as they are:

  • Barricade
  • Earth gift
  • Explosive Bypass


For now, I won't make many changes to the summoning spells. I plan to come back to them later as I have a few ideas, but it involves the summoning aspect as a whole.

"Spikes" and "Swarm of leaves" remain unchanged as well. They are good as they are, but I had the idea of creating "passive" spells. There are several spells that can fit into this category, but that will be for later. First, I want to finish the magic schools, especially the lightning , which I find poorly designed.

Others



  • Geyser now spawn in an area
  • Duplication: summoning sickness has been reduced from 10 to 1.


Enjoy!

1.8.3 - Air spells updated

It is the turn of air spells.

Spells with huge rework(s)



  • Pact of Lassalle
  • Duplication
  • Dimensional tower

Spells with medium rework(s)



  • Toxic Bypass (moved into poison school)
  • Blessed Bypass (moved into holy school)
  • Explosive Bypass (moved into earth school)
  • Feather
  • Geyser
  • Pickpocket

Spells with minor rework(s)



  • Air elemental (toxic bypass uses king effect)
  • Clairvoyance
  • Promotion (really cool now)
  • Wings


Others



  • Teleporter spell: removed from the game (was redundant with air tiles)
  • Water explosion: does not remove the tile if it is not a water tile
  • Pact of Eaman: fixed mana regen / mana max
  • Ballroom: bishops & rooks have 5 HP less
  • French castle: upgrading a tower is free / Mordangar version nerfed
  • Spectral armor: air value fixed
  • Bell of the church: cooldown fixed

1.8.2 - Water spells updated

It is the turn of water spells. Enjoy!

Spells with huge rework(s)



  • Water explosion
  • Waterfall
  • Weakness

Spells with medium rework(s)



  • Epuration
  • Tsunami
  • Moses
  • Berserk

Spells with minor rework(s)



  • Flood
  • Water bolt

1.8.1 - Fire spells updated

Instead of doing a big update every 2 months, I prefer to do smaller, more frequent updates. This one focuses on fire spells. The idea is to make playing the tiles easier and to make unused spells more appealing.

Spells with huge rework(s)



  • Pact of Eaman
  • Firewave
  • Fire aura
  • Berserk

Spells with medium rework(s)



  • Fire meteors
  • Combustion
  • Living bomb
  • Berserk
  • Burning Bypass

Spells with minor rework(s)



  • Pact of the Dragon Slayer
  • Ingnite

Spells removed



  • Fire slash
  • Power aura

Other



  • The Spanish Inquisition is once again available
  • Owl figurine costs 75/125 (instead of 125/150)

Fixes



  • Waterfall (bishop & rook effects)
  • Machine learning cooldown
  • Water temple AI
  • Clarvoyance (does not spawn an air tile)