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
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