Full notes
Full Heart Of Muriet update
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What changed
- Gameplay
- Maps
- Balance
- UI and audio
Heart Of Muriet changes
This week, I wanted to give you an update on how spells have changed within Heart of Muriet.
The spell effect system in Heart of Muriet is similar to world enchantments/curses in Master of Magic:
It makes the wizard gameplay a lot more interesting!
While combat spells are important, permanent effects on buildings, provinces, players, or the entire map create more interesting strategic situations.
Introduced new Spell Effect objects attachable to provinces, buildings, squads, players, or the entire map.
Spell effects are created by spells as summon objects with temporary or permanent (upkeep) duration.
Spell effects often create Auras at the target object. Auras can hold enchantments, curses, DoTs, raw damage or healing, change province attributes etc.
Effects are primarily controlled via auras, with allowance for more complex exceptions.
Effects can require resource upkeep like mana/power or other resources.
Most effects degrade over time. They degrade/vanish fast when the upkeep is not paid.
Self created effects can be cancelled anytime.
Map/empire-wide effects and their time limits are visible on the main screen.
Province-wide effects appear in the province UI, squad and building effects on their specific UIs.
Dispel spells can cancel unwanted enemy spell effects from the the map, provinces, squads or buildings
An overview of all active effects can be found at the empire UI. It allows to jump directly to the object where the effect is applied to.
Full save/load support.
Here are a few examples of spell effects:
Flower Bloom - Increases the beauty of the base significantly.
Beacon of Hope - Increase the safety for the population and the morale for the troops.
Thanks for reading. <3
-Matthias
Source
Changelog.gg summarizes and formats this update. How we read updates.
