Upcoming demo - Part 1
Yeah, I guess that was a long time of silence. There are reasons for this, but I don't want to bother you with boring real-life details.
Fortunately, there has been a lot of progress made on "Heart Of Muriet". We will introduce it in steps until our new demo launches. It will go live on the 27th of August.
[hr][/hr]
Today we are going to talk about the new...

In the demo, you could research about ten different spells, but it did not feel like you were choosing between different paths for your wizard. To make this more interesting, we added magic schools to the game.

We implemented the following four magic schools:

[h3]Arcane[/h3]
Defend your siege weapons with buffs and cast potent arcane missiles
[h3]Nature[/h3]
Heal your injured troops, protect your forest, and poison enemies with powerful nature spells.
[h3]Fire[/h3]
Debuff and hurt your enemies with fierce fireballs and protect your buildings with burning walls.
[h3]Water[/h3]
Cleanse debuffs from allied units, freeze enemy armies and wipe them out
with mighty blizzards.
Each school has four levels the wizard can learn during a mission. There are no restrictions on researching multiple schools as long as enough resources and time are available. Though you probably have to make some informed choices as your opponent might try to counter your mastered spells.
The magic schools are also a gating mechanism, comparable to the Ages in "Age of Empires". The higher your magic school, the more research, buildings, and spells are unlocked. You can use some research options only when mastering certain magic school levels.
Let's look into the details of the Nature magic school.

That is a picture of the newly implemented research tree, which shows all the different options available in the laboratory. Check out the spell tooltip screenshots to get an idea of spells obtainable for the Nature magic school.



Another new feature you might have already spotted is upgrading spells. Most have more than one level available. All spell levels will occupy the same UI slot, and you can cycle through them by clicking on the corresponding spell button as soon as you have researched them.

If the overall concept works out, more schools might follow in the future.
[hr][/hr]

The new research tree fixes the problem of understanding the structure of the game progression. You can now check which building to build to unlock a research option or which magic school level you need for a specific spell. It will also give the player a better understanding of which content is currently in the game.

That's it for today. Thanks for reading.
Fortunately, there has been a lot of progress made on "Heart Of Muriet". We will introduce it in steps until our new demo launches. It will go live on the 27th of August.
[hr][/hr]
Today we are going to talk about the new...

In the demo, you could research about ten different spells, but it did not feel like you were choosing between different paths for your wizard. To make this more interesting, we added magic schools to the game.

We implemented the following four magic schools:

[h3]Arcane[/h3]
Defend your siege weapons with buffs and cast potent arcane missiles
[h3]Nature[/h3]
Heal your injured troops, protect your forest, and poison enemies with powerful nature spells.
[h3]Fire[/h3]
Debuff and hurt your enemies with fierce fireballs and protect your buildings with burning walls.
[h3]Water[/h3]
Cleanse debuffs from allied units, freeze enemy armies and wipe them out
with mighty blizzards.
Each school has four levels the wizard can learn during a mission. There are no restrictions on researching multiple schools as long as enough resources and time are available. Though you probably have to make some informed choices as your opponent might try to counter your mastered spells.
The magic schools are also a gating mechanism, comparable to the Ages in "Age of Empires". The higher your magic school, the more research, buildings, and spells are unlocked. You can use some research options only when mastering certain magic school levels.
Let's look into the details of the Nature magic school.

That is a picture of the newly implemented research tree, which shows all the different options available in the laboratory. Check out the spell tooltip screenshots to get an idea of spells obtainable for the Nature magic school.



Another new feature you might have already spotted is upgrading spells. Most have more than one level available. All spell levels will occupy the same UI slot, and you can cycle through them by clicking on the corresponding spell button as soon as you have researched them.

If the overall concept works out, more schools might follow in the future.
[hr][/hr]

The new research tree fixes the problem of understanding the structure of the game progression. You can now check which building to build to unlock a research option or which magic school level you need for a specific spell. It will also give the player a better understanding of which content is currently in the game.

That's it for today. Thanks for reading.