Thought I'd make a quick post saying that I'm currently adding some new spells to the game. I'm doing this in between working on a new game so it a release is not imminent, but new features are coming. The spells will likely be multiplayer orientated, but may make appearances in single player.
The first new spell I've added is Transmute. Cast it on a creature to morph it to another creature. Change your weak Skeleton into a Demon, or cast on an enemies Giant to change it to a weak Goblin. Some properties are retained across Transmute, so a flying bat transmuted into an Ogre will retain the ability the fly.
I have a bunch more spell ideas that will add some variety to multiplayer/battle matches, and hopefully I'll get time to add a few new creatures as well.
Fifth new spell is called 'Treasure Chest'. Chests full of random items are spawned around the map. You get the benefit of choosing where the first chest appears, but the rest are game for your opponents as well as yourself.
How would transmute work when a creature that holds items is converted to one that doesn't? For the (now very experienced) handful of players playing today, few of us ever cast a giant creature except maybe the Bat. The risk of getting it subverted (and wasting most of one's mana) is too great. These things are only used as a killing blow late in the game. I'm not sure I like the idea of having more options to mess up a strong creature. I'd love to see an item that guards against subversion/transmuting (similar to what a mount does).
I'd love to see a handicap option (maybe mana and spell based). A few of us are able to consistently kill other players. This might help introduce new players to the game so they don't give up after being brutally killed several times.
Several years in, this is still one of my favorite games of all time. I am very impressed with what you created on your own. There are long stretches where this is the only game I play.
The items are dropped if the new creature cannot carry them when transmuted. I have often considered that subvert is too powerful. Transmute won't be as powerful as you don't take ownership of the new creature, but it is true if you happened to be given 'Transmute to Goblin', then you could mess up an opponents giant creature.
I'm open to any ideas about how to guard against subversion. I considered a spell or item that would do it. Or I considered having various ways of being able to see what spells your opponents have, so you know what to guard against, but that would take away most of the surprise nature of the game. Maybe I should make it so that subvert does not work until a creature is half-damaged? So you have to attack first, and you only get the half-healthy version of it after the spell? Or perhaps subvert should have a % chance to work that is based on the targets health?
I've also thought about a handicap system. I'd like to do it, I'm just concerned about how much work it is to do when I have little time as it is.
Another change I'm making is that I'm giving ranged weapons (bows) health that deducts after each successful hit. The bow will eventually destruct like other weapons and shields do. Although they are relatively hard to get, I feel bows are a bit too powerful when you do get them.
After considering the Subvert/Transmute problem of it being too powerful, I've modified it so that in multiplayer games it will have a chance of success. So it is harder to subvert strong creatures. However, if you attack the creature and lower its health, the chance of success increases. So subverting a fresh Demon may only have a 15% chance of success, but take away half its health and the chance of success goes up to 88%.
I've also added a handicap system. It is impossible for me to thoroughly test this, so we'll see how it goes. I can tweak the system on the game server or even disable it if it does not work well. Your handicap in each game is based upon the percentage of game wins you have compared to your opponents. It goes from +1 to +9. Where +1 gives you very small improvements such as a +1 or +2 to your Warlocks Attack/Defense, whereas a +9 will give you extra mana each round, all summoned creatures will be auto-promoted and you will gain a bonus chance of success in combat.
I've completed all the updates I'm planning for now. There will be a delay in getting this released though. I'll need to test single player and multi player to check I've not broken anything. Then I need to do new builds for all platforms which will take a while, especially because Apple and Google love to break things every six months, usually meaning days of work getting the game to work again. Plus it's Christmas. Hopefully it will all be ready and released sometime early in the new year.