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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!