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!