Puzzle Quest

Puzzle Quest

nixos 17 Nov, 2025 @ 12:17pm
current patch in progress (unreleased) (2.8.5) and the priest
i decided to merge the new gem graphic inside the immortal patch files
i also added the new backgrounds (with extra details) during conversations
i added the 3 new awards introduced in immortal 1.02
mana node now has the new magical effect from immortal (+5 only to ele skills)
at the moment i failed to find and buy a priest cross item, to test and fix it -.-'

for the megamod only:
i think i finally found and squashed the bug that crashed the game when a gem spell tried to create a graphical effect outside of the grid (now checks that the gem position is valid before trying to apply a graphical effect on that spot)

i am collecting data in a txt file on all items to make them all the same power (some will reach max power only when the player is level 50)
the idea is that each item has the same quantity of power, and the player can switch items at will, without having many items too useless that they get never bought and/or used

so far i wrote info on about 160 base game items, i am writing info on about 40 items from expansion 1, then i will need to do the same for the about 80 of expansion 2 and the 15 of expansion 3

the items that are gained through a mandatory quest will probably level up in power based on player level, all items will reach the same amount of power eventually

i think i found a ruleset that could be adapted to all items:
magical effect happens every new turn: 2
anyone casts a spell: 2
only player or only opponent casts a spell: 4
mana gain: 4
1 mana color, or skull, or gold, or morale: 8

so the helm giving 3 red mana when opponent casts a spell it would give 4 red mana instead.

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about the priest: it is the third time that i started to play it from scratch -.-'
good news, now is more fun to play...
my previous attempt had a slow killer profession... now the priest is still a slow killer, compared with other professions, but it kills faster and new combos and mechanics are introduced early: holy shock as a growing damage spell is acquired at level 1, holy fire at level 5 comboes well with it, also purifying flames gained at level 9 works perfectly along holy shock.

here is the new mechanic of only shock, available only on the enhanced priest in patch 2.8.5 of mysteries of the dream lord megamod:

priest punish opponent giving him a hex, this hex does no damage until opponent casts a spell, then it does 4 damage and it does vanish.

the priest is rewarded by postponing the damage, because some spells benefit from holy shock being active on the opponent.

holy shock can stack up to 4 times, and it does 4 extra damage for each holy shock effect already present on the opponent

holy fire does extra damage for each holy shock effect present on the opponent

judgement does extra damage if the opponent has at least a status effect on himself

the doom status effect is a new status effect that is inflicted on the opponent, while active, the player applies 1 stack of holy shock each time the player casts a spell
(inflicting 1 stack of holy shock does no damage, 4 damage per stack are dealt when the opponent casts a spell)

my previous priest run stopped just before i would have acquired the spell with doom status effect... so at the moment this doom status effect is only on txt file.

good news: immortal released a new treasure trove of icons that could be used for status effects... also eventually i may give a look at the new graphic of the items.
Last edited by nixos; 17 Nov, 2025 @ 12:22pm
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nixos 20 Nov, 2025 @ 8:55am 
updated graphic of map and building icons on the map
fixed the cross items, now activates when player casts a spell (30%)
tested 5 of the 7 immortal items, and they work (2 missing, will test later)

my playtesting priest is at lvl 24 of 50

still writing the items name and effects of a txt file, expansion 2 and 3 items not yet added
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