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

Side Effect

1.1.1.0 - Fire & Water spells updated

Global




  • Attack of invocations now scales depending on the invocation's strength
  • The last orientation a player used to cast a spell is now saved
  • Tooltips of fire and water spells reworked (only 86 more, sometimes I hate my life)

Spells



New spells



  • Flood
  • Water pillar

Pact of the Dragon Slayer



  • Applies less damage but also applies fire

Pact of Eaman



  • Applies less damage
  • Now drains water
  • Bonus of Mana max / Mana income now depends of the drained water

Flame



  • New knight effect: turns the neighbouring into fire tile

Fire ball



  • New knight effect: enlarges impact area if the knight is on a fire tile
  • New queen effect: turns the tile under the queen into fire tile

Fire aura



  • Knight effect reworked: now applies attack to AI pieces if the knight is on a fire tile

Fire meteors



  • Rook effect: applies less ice

Fire wave



  • Queen effect: number of waves now scales on attack

Fire hydra



  • Now moves and fire on enemy pieces
  • Starts with less stats
  • Hydra's spells are empowered as knight
  • New rook effect: starts with earth
  • New bishop effect: starts with more lightning
  • King effect now increases the mana cost of the spell by 3

Living bomb



  • New knight effect: removes HP instead of fire

Splash



  • New queen effect: clear special tiles
  • New king effect: gives energy if the king is on a water tile

Water disc



  • Water drained nerfed
  • Pawn effect: bonus damage nerfed
  • New queen effect: drains more water

Epuration



  • Mana cost reduced from 5 to 4

Water bolt



  • Applies less water
  • Bishop effect: now enlarges area only if the bishop is on a water tile
  • New queen effect: turns the tile under the queen into water tile
  • Mana cost reduced from 5 to 4

Water hydra



  • Now moves and fire on enemy pieces
  • Mana cost reduced from 8 to 6
  • Summoning sickness reduced from 2 to 1
  • Starts with less stats
  • Hydra's spells are empowered as knight
  • New rook effect: starts with earth
  • Bishop effect reworked: fire on friendly pieces
  • King effect now increases the mana cost of the spell by 3

Water elemental



  • Adds water to itself even if it is already awake

Blessed bypass



  • Now turns the tile under the piece into air tile (each turn)

Burning bypass



  • Now turns the tile under the piece into air tile (each turn)
  • New king effect: applies lightning to the king (each turn)

Explosive bypass



  • Now turns the tile under the piece into air tile (each turn)
  • Rook effect: gives less earth

Feather



  • Pawn effect: gives more lightning to the pawn

Curse Of Necrom



  • Bishop effect reworked: applies curse each turn if the cursed piece has the curse ascension
  • King effect reworked: damage increases if the piece is on a curse tile

Levels



  • New versions for Sky temple and Golden fortress

Water temple



  • Summons less elementals
  • Now summons water pillars


Fixes



  • Pieces now trigger "Enter tile event" when they spawn
  • Holy tiles: fixed mana given
  • Blood gem: tooltip fixed
  • Dragon skeleton: tooltip fixed
  • Broken dragon egg+: attack and mana cost of fixed
  • Fake holy grail+: will not propose items you already have
  • Cursed staff: curse bypasses piece's earth

1.1.0.0

Hello everyone! Welcome for this first update of SideEffect.

Elements



  • Fire: thresholds are now normalized on 25 (applies more damage in early game, less in late game).
  • Poison: thresholds are now normalized on 25 (increases the frequency of poison explosion).
  • Lightning ascension: when AI piece move, they generate mana for player(s) (once per turn).
  • Fixed water removed when a player is casting a spell from an AI piece with water ascension.

Fire & poison are now closer to water and holy. This is easier to remember and I think about doing the same for ice & curse.

Tiles



Here is the big one.

Today tiles are a support and I want them to become a viable strategy. This is what I did: most tiles now scale depending on the act you are, making them interesting in late game. For example, the fire tile applies 3 fire if you are playing act I, 4 if you are playing act II, and 5 if you are playing act III.

Fire tiles



  • Apply fire only when a player ends his turn.
  • Scale depending on the act you are.
  • New tile: Fire-Ice (applies fire + ice)
  • Applying water on a tile does not remove Fire tiles anymore.
  • Turn back from Fire-Holy and Fire-Curse to pure Fire removed.

Water tiles


  • Remove more fire when a player ends his turn.
  • Scale depending on the act you are.
  • New tile: Water-Fire (creates a conduction when a player ends his turn).
  • Turn back from Water-Poison and Water-Holy to pure Water removed.

Air tiles



  • Air tiles are now removed when a piece uses the teleportation ability.
  • New tiles: Air-Fire, Air-Water, Air-Earth, Air-Poison, Air-Lightning, Air-Ice, Air-Holy and Air-Curse (being on a Air-Fire allows the piece to teleports to any fire tiles and it is the same for others).

Earth tiles



  • Earth-Holy removed from the game: having a rock with 1HP or 5 HP is basically the same and this tile was a no-sense.
  • New tile: Earth-Water (rocks start with 25 water).
  • Turn back from Earth-Poison and Earth-Ice to pure Earth removed.

Poison tiles



  • Now always stack 5 poison when a player ends his turn.
  • Poison-Lightning: now applies 5 poison to the piece on it when a player ends his turn.
  • Poison-Water: removed from the game and replaces by Poison-Air.
  • Poison-Earth reworked: drains 5 poison from the piece when a player ends his turn and gives it to the tile

Lightning tiles



  • Scale depending on the act you are.
  • New tile: Lightning-Holy (same behavior as others but with holy)

Holy tiles



  • All holy tiles give 1 mana to players if there is a piece on it when a player ends his turn. This value does not scale.
  • Holy-Ice removed from the game (gameplay wasn't interesting).
  • Holy-Lightning: damage scales depending on the act you are.
  • Holy-Curse: attack bonus scales depending on the act you are.
  • New tile: Holy-Water: gives energy to pieces (scales depending on the act you are.)

Curse tiles



  • Scale depending on the act you are.
  • New tile: Curse-Water (applies water + curse).


Items



New items



  • Draconic insign (fire tiles related)
  • Draconic amulet (fire tiles related)
  • Bronze trophy (water tiles related)
  • Silver trophy (water tiles related)
  • Gold trophy (water tiles related)
  • Pine cone (air tiles related)
  • Bag of rocks (earth tiles related)
  • Amulet of Solar (lightning tiles related)
  • Ring of Dralphye (ice tiles related)
  • Sacred idol (holy tiles related)
  • Quantum glitcher
  • Quantum remote

Balance



  • Rotten mushroom: reworked considering new poison tiles
  • Insign of Tryff: has a new upgrade
  • Acid flask: cost increased from 75 to 100 golds / cooldown increased from 8 to 10 turns
  • Acid flask+: cost decreased from 100 to 50 golds / cooldown increased from 8 to 10 turns
  • Chromatic dagger: can't heal friendly pieces anymore (damage only)
  • Cursed staff+: cost reduced from 100 to 75 golds
  • Irratiate stone+: cost reduced from 150 to 125 golds / poison applied updated considering new thresholds
  • Quantum attractor: now has an upgrade
  • Cloack of vision: reworked (and there are more of them)


Spells



  • Poisoned dagger: pawn effect removed
  • Water explosion: pawn effect added / knight reworked


Next update will be about 3 new bosses levels. Enjoy!

Tiles are coming!

Hello everyone! Welcome for this first update of SideEffect.

Elements



  • Fire: thresholds are now normalized on 25 (applies more damage in early game, less in late game).
  • Poison: thresholds are now normalized on 25 (increases the frequency of poison explosion).
  • Lightning ascension: when AI piece move, they generate mana for player(s) (once per turn).
  • Fixed water removed when a player is casting a spell from an AI piece with water ascension.

Fire & poison are now closer to water and holy. This is easier to remember and I think about doing the same for ice & curse.

Tiles



Here is the big one.

Today tiles are a support and I want them to become a viable strategy. This is what I did: most tiles now scale depending on the act you are, making them interesting in late game. For example, the fire tile applies 3 fire if you are playing act I, 4 if you are playing act II, and 5 if you are playing act III.

Fire tiles



  • Apply fire only when a player ends his turn.
  • Scale depending on the act you are.
  • New tile: Fire-Ice (applies fire + ice)
  • Applying water on a tile does not remove Fire tiles anymore.
  • Turn back from Fire-Holy and Fire-Curse to pure Fire removed.

Water tiles


  • Remove more fire when a player ends his turn.
  • Scale depending on the act you are.
  • New tile: Water-Fire (creates a conduction when a player ends his turn).
  • Turn back from Water-Poison and Water-Holy to pure Water removed.

Air tiles



  • Air tiles are now removed when a piece uses the teleportation ability.
  • New tiles: Air-Fire, Air-Water, Air-Earth, Air-Poison, Air-Lightning, Air-Ice, Air-Holy and Air-Curse (being on a Air-Fire allows the piece to teleports to any fire tiles and it is the same for others).

Earth tiles



  • Earth-Holy removed from the game: having a rock with 1HP or 5 HP is basically the same and this tile was a no-sense.
  • New tile: Earth-Water (rocks start with 25 water).
  • Turn back from Earth-Poison and Earth-Ice to pure Earth removed.

Poison tiles



  • Now always stack 5 poison when a player ends his turn.
  • Poison-Lightning: now applies 5 poison to the piece on it when a player ends his turn.
  • Poison-Water: removed from the game and replaces by Poison-Air.
  • Poison-Earth reworked: drains 5 poison from the piece when a player ends his turn and gives it to the tile

Lightning tiles



  • Scale depending on the act you are.
  • New tile: Lightning-Holy (same behavior as others but with holy)

Holy tiles



  • All holy tiles give 1 mana to players if there is a piece on it when a player ends his turn. This value does not scale.
  • Holy-Ice removed from the game (gameplay wasn't interesting).
  • Holy-Lightning: damage scales depending on the act you are.
  • Holy-Curse: attack bonus scales depending on the act you are.
  • New tile: Holy-Water: gives energy to pieces (scales depending on the act you are.)

Curse tiles



  • Scale depending on the act you are.
  • New tile: Curse-Water (applies water + curse).


Items



New items



  • Draconic insign (fire tiles related)
  • Draconic amulet (fire tiles related)
  • Bronze trophy (water tiles related)
  • Silver trophy (water tiles related)
  • Gold trophy (water tiles related)
  • Pine cone (air tiles related)
  • Bag of rocks (earth tiles related)
  • Amulet of Solar (lightning tiles related)
  • Ring of Dralphye (ice tiles related)
  • Sacred idol (holy tiles related)
  • Quantum glitcher
  • Quantum remote

Balance



  • Rotten mushroom: reworked considering new poison tiles
  • Insign of Tryff: has a new upgrade
  • Acid flask: cost increased from 75 to 100 golds / cooldown increased from 8 to 10 turns
  • Acid flask+: cost decreased from 100 to 50 golds / cooldown increased from 8 to 10 turns
  • Chromatic dagger: can't heal friendly pieces anymore (damage only)
  • Cursed staff+: cost reduced from 100 to 75 golds
  • Irratiate stone+: cost reduced from 150 to 125 golds / poison applied updated considering new thresholds
  • Quantum attractor: now has an upgrade
  • Cloack of vision: reworked (and there are more of them)


Spells



  • Poisoned dagger: pawn effect removed
  • Water explosion: pawn effect added / knight reworked


Next update will be about 3 new bosses levels. Enjoy!