[.86][Requests] Community Content Thread

Okay, we hit the fun threshold. Now we need to at least double the content to make this game a meta 90:

 

Brad: Keep working on the AI. It needs to be able to stop short and take advantage of its archers. 

Derek: Keep thinking about balance. Leveling is too powerful with the current accuracy and constitution bonuses. There are many options here.

 

Whole Amazing Team: This thread is what the community would like added as far as content:

 

Community: Try and think of spells, items, buildings (especially levelup buildings), and random techs to add to the game. Is is partially our responsibility to keep the ideas flowing. And make sure you are thinking about adding content within the current game limitations. 

 

 

Let's do this.

16,253 views 25 replies
Reply #1 Top

-Boots of the Rogue: No movement penalty from Hills or Forests for this unit.

 

-Banner of the Rogue: No movement penalty from Hills or Forests for army.

 

-Bushwhacker's Bow: +8 Initiative on first turn. 12 Piercing Attack. +5 to Accuracy. -4 Initiative. Weight 8.

 

-Seraphim Bow: 14 Pierce Attack. +3 to Accuracy. Weight 1.

 

-Bow of the Assassin: 4 Poison damage. 8 Piercing Attack. +8 to Accuracy. +3 to Crit. -4 Initiative. Weight 8. 

Reply #2 Top

I want a lot more magical items in the game, specifically ARMOR pieces. There is already a plentitude of weapons, but armor pieces are quite lacking. I am doing a mod where I add a bunch of items of various nature to the game, but if they can find some inspiration in the list so far that's great: http://pastebin.com/raw.php?i=K8EwL1ST (some numbers missing, those are in the "already implemented" file)

I also want more mounts to be available from different world resources. For example the Drake Lair - if I can find and train Drakes, why can't I ride them? The same goes for those wildling boars that wildlings ride around on. Slags. Umberdroths. Spiders. And so on. Inspiration: https://forums.elementalgame.com/399607

 

Reply #3 Top

Quoting Heavenfall, reply 2
The same goes for those wildling boars that wildlings ride around on.
End of Heavenfall's quote

Those exist as mounts already.

 

-Fire/ice/lightning robes: 20% dmg reduction vs their element and 15% tactical spell cost reduction.

-More useful and unique Ranged staffs that actually buff mages of all kinds

-More full armor sets (Naja scale, spider silk, Drake scale)

 

-More spells that Protect your army from hostile magic. Fire shield, Grounded, Deluge.

Reply #4 Top

Staffs that add Spells to their unit (limited uses per battle), eg: Heal, Fireball, Teleport (within Tactical Map), etc.

Improvable Mage Tower for Stay-at-home Sovereign (complete with Ability for Sov to cast Spells in distant battles, and to earn XP for those Spells)

Barracks-type Building that gives 1xp per turn to Trained Units, up to a max level of 3 (higher levels come only through combat)

Reply #5 Top

Hill Mine: Works the same as Windmill, but requires adjacency to a hill. +10 Production per Material. High Labor cost.

Reply #6 Top

Spells:

[Earth] Pathfinding: Pass all land squares as if on a road.

[Water] Waterwalking

[Air] Flying: Pass over pits, mountains

 

Reply #7 Top

Aegis Bracers: Defends extremely well against ranged attacks a la Wonderwoman. Maybe +6 Air Dodge. 

 

Throwing Axes: Ranged Cutting Attack of 6. +1 to crit.  (Would be an Ability)

 

Shuriken: 4 Piercing Damage. +50% chance to crit, +3 to Crit Multiplier. (Would be an Ability)

 

Staff of Storms: AoE has a 25% chance to do 15 Lightning Damage in radius of 5.  (Would be an Ability)

Normal attack is 12 Lightning Damage.

 

Masterwork Leather (Full Suit): Double protection of normal leather. +2 Dodge per item. 

 

War Staff: 8 Blunt Damage. 4 Defense. -1 to Crit. +2 Initiative.

 

Reply #8 Top

Oasis: Spawns only in deserts and produces food so you can build desert towns.

Hooded Cloak: A hood and a cloak combined to look 250% cooler. Boosts dex and initiative of troops and champions.

Silk Road: Allows you to build on lairs and recruit Black Widows, Rock, Corpse, and Gatherer Spiders.

The Lady's Legacy: Allows you to build on lairs and recruit the creations of Lady Umber including Shrills and Umberdoths.

Splint Mail: An early game heavy armor that requires metal.

Reply #9 Top

Fire Tempest Staff: 5 Fire Ranged Attack in a radius of 1. -5 Initiative.

 

Orb of Healing: +50% to Healing Spells. +2 Intelligence.

 

Staff of Benediction: Can cast Lay on Hands-Heals 12hp (+10 per Lifeshard). 5 Blunt Damage, -1 to crit, +4 Initiative.

 

Shaolin Quarterstaff: +15 Blunt Damage. +1 Dodge per level. +8 Defense. +2 to Initiative.

 

Staff of Regeneration: +4 Regeneration per turn. +12 Blunt Damage. +4 Defense. -1 to crit. +1 to Initiative.

 

Holy Staff: Can cast Mass Heal-Heals 10hp (+6 per Lifeshard) for all units in in army. Can cast Bless- +1 Initiative, +2 Strength for all units in in army. 5 Blunt Damage, -1 to crit, +1 Initiative.

Reply #10 Top

Copied from another post i made:


Combination spells:

Entangling Forest (Life/Earth) Strategic: Defend your territory with thick murky forests that slow enemy movement to 1 sq/turn.  The number of earth and life shards determine how big your forest is.

Poison Cloud (Death/Water) Tactical: An 8x8 grid of the battlefield is enveloped in a noisome vapor; all units within take 6 +1 dmg for each Death\Water shard.   

Cleansing Breath (Life\Air) Tactical:  All negative effects (spell/poison/fear etc.) are dispelled from all allied units.  +1 HP restored for each Air/Life shard.

Lava Ring (Fire/Earth) Tactical: The caster creates a moat of magma around the unit(s) of their choice.  Size of the ring is dependent on number of Fire/Earth shards.  The more shards, the more units can be encircled.  Enemy units crossing the ring suffer 12 + 1 dmg for each Fire/Earth shard possessed.  Fire-based enemies are immune to this spell.

More quest based magic and techs would help ease the level-up restrictions as well, plus serve to make each game more unique.  I'm thinking along the lines of the first Diablo where random quests fleshed out the game so every game was at least a little different. 

Another copy and paste:

 It would be great if highly experienced regular units gained a special ability or two during the course of their service.  I would love to see elite units at least gain the ability to counterattack or fortify a square or charge or something, anything to spice up the battlefield:

Elite archers who can "hide" in a clump of trees. (Half or quarter physical damage taken while in a wooded tile... double damage from fire dart/fireball/fire elemental attack for fun). 

Elite footmen who can stun opposing units,

Cavalry that can rout an enemy unit from the battlefield. (like in Kenata's weapon mod).

Would it be hard to program in the ability to rename a unit or add a special title to them to denote their status...

The Stalwart Band, Shieldwall of Relias, The Scarlet Swords, Kelly's Heroes, The Magnificent Seven (speaking of squads LOL)...

or if they got a standard to carry into battle?  That would be neat.

Reply #11 Top
  • Level 2 City Levelup Buildings
    • Rare
      • Refugee District: +2 Prestige to this city, 1 Maintenance.
      • Clothier: +20% Gildar. Unlocks Robes and Cloaks as the city levels.
      • Leathersmith: -50% Leather Armor Training Cost. Unlocks new armor with Leatherworking and higher city levels.
      • Healing Temple: +2 to unit regeneration in this city. Healing Items are sold, which increase in power as city levels.
    • Ultrarare
      • Silversmith: +25% Gildar. Unlocks new armor with Armor, Heavy Armor, and higher city levels.
      • Enchanter's Emporium: Enchanted items are unlocked as city levels and with some techs in the Magic Tree.
      • Hall of Champions: +4 Prestige to this city. At level 5 unlocks rare items.

 

Reply #12 Top

Balance idea:

Markets, instead of - or in addition to - giving a base +X to gildar, should give a bonus based on other markets connected by a trade route.  The current flat +2 gildar bonus make this improvement a fairly uninspired level up option.  I think it should be moved back to a base improvement list, as well.

Reply #13 Top

We need a Capital cityhub. It is to bland to see my main city look exactly the same as everything else around me. The misty wildlands has the best cityhub.

-Every faction needs a unique cityhub.

-They need to be visually stunning and very easily differentiated.

-They need to start out similar to the normal one and then get epic as they level.

-They need to offer some legendary bonuses to defense. This defense would be faction specific: Tarth get bandit archers in defense, Gilden get a Golden Golem, Capitar get Knights of the Round, Pariden gets mages, etc...

-They need to offer some interesting bonuses to the city.

-They need to allow me to train a few special starting units with good weapons and armor. This will alleviate the annoyance that people have about how long it takes to research basic warfare techs. 

 

Wow, that got long. 

Reply #14 Top
  • Level One Buildings


    • One Per Faction


      • Castle Keep:  Adds 2 Archers and 2 Militia to defense battles in this city. +1 Maintenance

      • University: Increases the research gains from population in this city.

      • Mages Guild: +4 Mana per turn. Unlocks staves for training and crafting items as city levels.
Reply #15 Top

I don't agree that leveling is too powerful (at least for melee heroes).

 

-> I don't see how +1 acc per level and + health per level can really compare with the power of caster heroes ...

Maybe encourage further specialization ... you can either be an awesome caster, or an awesome melee unit, or mediocre at both

(an expansion of the path system)

 

-> Currently I like how all types get +health per level ...

maybe Warriors get + ACC per level, while Assassins get +ACC and +Dodge/Dex per level?

 

maybe +Int per level should be available to all (anyone can be Brilliant), but only have Mages get +SpellPower per level?

 

Other things we can do with this ... for instance new bonuses to defense from warriors (maybe allow Warriors to add defense as a bonus from Constitution? Something unique for warrior heroes). Like 20% of con is added as a defens bonus (warrior (or defender?) trait only)

 

Mage -> Spell power and Casting time

Warroir -> attack and Accuracy .. possibly defense, possibly consitution

Defender -> Defense, Constitution, and dodge

Assassin -> Accuracy, Dodge, and Criticals

Everyone -> + health

 

exact values can be balanced, but I don't really think that levelling is too powerful (at least for champions). It might be too powerful for units, I don't know, but its not too powerful for heroes.

 

 

ONE thing about units however ... is that instead of just giving a blanket +HP and + Accuracy (For your cannon fodder) maybe allow them to gain new traits instead. Perhaps lessen their HP gain and lessen their accuracy gain (by half?) while giving them new traits at each level up :)

-> some traits could be unit specific/ weapon or armor specific ... and they could personalize units beyond their birth.

(for instance high level melee could get bonuses against cavalry ... cavalry could get faster/better/stronger .... etc)

Reply #16 Top

Thanks for the post, but this thread aims to add pure content to the current game. I agree with you suggestion. Maybe think of some specific traits they should add to do some of this. 

Reply #17 Top

Spell:

Gale Thrust: Pushes a singly unit back 2 tiles and knocks them prone unless they resist. If knocked prone, does 6 Damage (+4 per Airshard). 

Dagger of the Mind: Causes unit to lose mind, skipping their turn until a successful save is made. On each lost turn, 3 Initiative is also lost until the end of the battle.

Reply #18 Top

Improvements

Quarry: A improvement that boosts production and can only be built on the edge of ravines.

Grove: A improvement that produces 2 mana and can only be built on forest tiles.

Stoneworks: A improvement that boosts production and can only be built on tiles the border mountains.

 

Faction Traits

Warpath: Faction trait that disables growth buildings but grants a temporary prestige bonus for winning battles and the Totem improvement that boosts city growth by a factor of prestige.

Archeology: Faction trait that grants players bonus research points from defeating monster lairs and completing quests. Defeating a monster lair may spawn a Excavation resource tile that produces a small amount of research when built on.

Survivalists: Grants +1 food and +0.3 growth in cities. Slightly reduces production from materials and research.

Conquerors: Disables research improvements but grants large research bonuses for taking cities, destroying resources, and winning battles against other players. Possibly taking a city with a research building in it would unlock that improvement. Start with training tech.

Horselords: Player starts near a horse resource, horse tiles grant +1 materials, and unlocks Warhorse.

 

Spells

Shades: Summons a troop of shades(empty armor) to the tactical field. This spell takes 2 turns to cast but can be cast infinite times.

Freeze Ocean: Turns water tiles into ice tiles so you can walk across.

Reply #19 Top

A three strikes and your out! Sov mod.  Sov loses in battle 3 times and your faction is defeated.  Hate chasing them across the map... gets tedious.

DsRaider beat me to the horselords idea... nice!  Could also unlock special horsebows and war lances, horse training for + dodge and unlock unit trait  +damage if a charge over 3 or more squares at start of battle...

one round to cast elemental counters:

Quenching rain against fireballs, flame waves

Warmth of summer vs. water spells

Stonefoot vs. gust of wind

lifting breeze vs. pull of earth

 

web as a spell... found after a quest to defeat the Lord of Arachnia

could you mod a building that would take a found magic item and break it into mana or scramble it into an item 50-75% as valuable as the original?  (horadric cube style?)

Centaurs as recruitable mercs or a neutral faction

flying units?

 


 

Reply #20 Top

I am happy to see that we can now make Boots of the forest. Compass is a little too good right now because you can cross all terrain with normal movement. That is likely because we can only equip 3 items though. 

Reply #21 Top


Oh yeah... the terraforming spells should also affect food/grain and mineral production.  nothing crazy... but if I spend mana to make mountains into plains mebbe have a chance for a fruit orchard, wild grain or wild game tile pop up or a flat +2-3 grain bonus.

Reply #22 Top

Buildings:

Cleric: Costs 15 crystal, heals 2 hp per turn for garrisoned troops (Very early on magic tech tree) Allows purchase of a better healing potion and healers staff in shop.

Stable: Halves production costs for cavalry trained in city. +0.5 horses.  Can only be built in cities with acess to horses

 

Weapons:

Crude Dagger: unlocked with standing army. Just allows early cutting weapons

Healers staff: + 25% health healed for spells

 

Champion Traits:

Fire/air/earth/... Mastery I-III: Cast spells like you had an addition shard of X type (mage) (reduces dependence on evoker)

Healer: +25% health healed for spells (mage)

Overpower: ignore resistances by 25% on units your spells dmg (fire/ice/poison/lightning resistance) (mage)

Piercing strike: attack ignores 50% of armor (assasin)

Dagger Master: Strike twice per normal attack when using a dagger (assasin)

Perception: +10 dodge vs ranged attacks (assasins)

Quoting mqpiffle, reply 12
Markets, instead of - or in addition to - giving a base +X to gildar, should give a bonus based on other markets connected by a trade route. The current flat +2 gildar bonus make this improvement a fairly uninspired level up option. I think it should be moved back to a base improvement list, as well.
End of mqpiffle's quote

Quoting seanw3, reply 14
Mages Guild: +4 Mana per turn. Unlocks staves for training and crafting items as city levels.
End of seanw3's quote

Quoting DsRaider, reply 18
Archeology: Faction trait that grants players bonus research points from defeating monster lairs and completing quests. Defeating a monster lair may spawn a Excavation resource tile that produces a small amount of research when built on.
End of DsRaider's quote

Very good ideas

Reply #23 Top

Faction Traits

Dogs of War: Units are produced 20% faster. Grants the Mercenary unit trait.

Frail: Units have -2 starting hp and -1 hp per level.

Indulgent: Units are produced 30% slower.

Gluttony: Cities can hold 15% less population.

 

Unit Traits:

Mercenary: Unit gains +1 level and is produced 45% faster but costs double wages.

Vampiric: Unit gains no HP for leveling but everytime it kills a unit it gets +3 max HP.

Frenzy: Unit gains +1 initiative and +1 attack every time it attacks in melee.

Cover: Grants the Cover ability which boosts the armor of a friendly unit by half the users for 1 turn. Does not stack and has a range of 1.

Intimidation: Increases the ZoC of a unit by 1.

Burning Blood: +10% fire dmg.

Cold Heart: +10 Ice dmg.

Reply #24 Top

Since Frogboy asked...

World Events

Ice Age: Several locations become snow terrain and arctic monster lairs spawn.

Lost Isle: A ancient island long lost to history rises from the ocean.

World Breaker: Several areas of flat  terrain becomes mountains and other mountains become flat terrain. Earth Elementals and Rock Spiders rise from the depth of the earth and random improvements are destroyed in all cities.

Woken Dragon: A Cumbercoil dragon spawns and wanders the world.

Treasures of Heaven: A comet crashes to the earth. Be the first to the crater in order to secure it for yourself. 

Age of Fangs: A powerful Beast Lord spawns. Tougher and tougher beasts spawn everywhere until he is destroyed.

Father of Storms: A powerful hurricane ravages the world. All units take 50% damage and are randomly teleported within 15 squares. Air elementals spawn around the world.

Drought: Food production is reduced by 25% for 50 turns. Random areas turn to desert.

Flood: Production is reduced by 25% for 50 turns. Random areas turn to swamp.

Crystal Shift: All shard resources are destroyed. An equal number of new shards spawn around the map randomly.

Shards of Avarice: Each Sovereign is granted a Shard of Avarice. If a sovereign is defeated in combat the winner gets the shard. The first person to get over half the shards wins.

Gold/Crystal/Metal Rush: Several mines spawn across the map. +25% to X resource production.

Tidal Surge: All units within 4 tiles of water take dmg. Water elementals spawn along shores.

Reply #25 Top

World events:


Muddied roads: No bonus to movement on roads.

Unnatural Fog: Vision is reduced by 1.

Forest Fires: Random Forests are destroyed. Makes wolves go on the rampage.

Invaders from the West: A invading army spawns by the ocean tile and rampages.