1.0.2 - Visual fix
Water visual fixed
Water visual fixed

Water visual fixed
Water visual fixed
Patch day 1. But day 8.
Patch day 1. But day 8.
Last update before the release. Big in game UI improvements.
Last update before the release.
Big in game UI improvements.
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: Pa
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.
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
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.
Enjoy!
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
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.
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 upd
Enjoy!
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 elemen
It is time for AI rebalance!
Enjoy!
Hello everyone. It's been a while since the last update, and that one was complicated. It was like a real spider web in the code. Global Holy no longer provides attack bonuses to AI units, but mana regeneration instead. Invocations and enemy pieces stat with 0 holy. Invocations'
Hello everyone. It's been a while since the last update, and that one was complicated. It was like a real spider web in the code.
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.
Due to major crashes, this is a revert to the previous version. I apologize.
Due to major crashes, this is a revert to the previous version. I apologize.
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 w
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.
Hello hello! Not a big update today. Just chilling on remaking levels. Song of the archdeacon up (needed) Cathedral visual remastered Jungle visual remastered
Hello hello!
Not a big update today. Just chilling on remaking levels.
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
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:
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:
Certain spells and items have also had to be modified or rebalanced:
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.
Enjoy!
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 c
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.
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 th
Hello!
Today is the turn of the Toxic elemental (now toxic tree).
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 =)
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.
Hello! Let's continue with the rework of certain summons.
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.
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
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.
Minor fixes, including infinite loop in the Craystal Cave.
Minor fixes, including infinite loop in the Craystal Cave.
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
Hello everyone!
Summoning spells again and again.
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 i
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.