Sliph's Designs & Suggestions

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sliph
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Joined: 16 Feb 2013, 14:00
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Sliph's Designs & Suggestions

#1 Post by sliph »

Welcome to a log of my designs and suggestions for the game.

I will be updating this thread frequently with fun and creative ideas I have dreamt up for the game.
I hope you enjoy and feedback is encouraged.

I try to design in a way that is fun for all types of players and avoid "power-creep" as much as possible. I believe in balanced artifact sets with unique, interesting, and viable purposes.
Assuming there should be a distinction between T5 and a new T6 for artifact, with Royal, High Elf, and Dragon being moved to T6.
These sets will aim to be on par with the above mentioned "T6" power level.

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Coming Up...
[T6] "Undead" Set - Armor of the Damned - Resurrect slain enemy troops and fight alone
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Planned...
...Artifacts Sets...

[T6] "Elementalist" (New Race Idea) Set - Eternal Phoenix - Rebirth Troops and double-edge effects
[T6] "Barbarian" (New Race Idea) Set - Ogre Lord - Joint ally and clan ideas. Destructor attributes showcased.
[T6] "Knight" Set - Champion ... +10% speed all missions (even without heroes, doubles when joining ally mission), +15 missions, +1 City (+ vs. Renegade)
[T6] "Wizard" Set - Supreme Magi ... +1% Magic Resist per Hero level; -50% spell cost (multiplicative with Wizards passive, eg. -75% result); Global Mana Regen +25/hr
[T6] "Demon" Set - Arch Devil ... Hero's Mercs get +4 attack; self & ally (If ally is Demon); Global salary of Mercs -50% after all other effects
[T6] "Dark Elf" Set - Spider God ... Hero's mages get +80 Tower-Absorb; for each mage trained, two are produced

[EXISTING][T6] "High Elf" Set - High Elf ... +1 to healer treatments
[EXISTING][T6] "Dragon" Set - Dragon ... +1 barracks limit (to 6 max)
[EXISTING][T6] "ALL POWERFUL" Set - Royal Perma-Invis, +1 Hero, +1 City

...Systems...
:.New Up to +3 Backpack Artifact Hero slotsUnlockable with large end-game science yielding +1 each time. To be clear, not bag space, but back pack artifacts. This is things like Royal Glove, Elixir, Fear stick, pursuer's pacifier...Perhaps if too powerful, these unlocked slots could be limited to a t4, t3, t2, & t1 artifact each and go to +4. Might make it interesting to actually make use of some lesser backpack artifacts for players while expanding equipment ranges. Perhaps are lesser slots that do not count for sets.
.:Non-traditional Artifact Sets (A set of artifacts that may not have 12 different slotted items; eg. maybe there is no weapon for the set, but there are two or three different backpack items as options to use)
:.Non-set Artifacts (artifacts that do not belong to sets; standalone)
.:Morale & Luck (Ideas for two more combat stats)
:.Obelisk Tournament (find and visit fixed obelisks to score)
.:Improved Clan Castles(Ideas to make Clan Castle not so boring and lacking)
:.New Spam System (Ideas to rework the way spam works so it is less annoying and immersion breaking, while still being a useful tool)
.:Skyland (New layer of world like Underground, but above. Heroes, flying troops, and mages ONLY. Salary for all players increased by 2,000% here)
:.Portals (Temporary, bountiful micro kingdoms separate from main world that players can enter via randomly spawned portals; portals collapse and can be attacked)
.:Underground Objects (Ideas for more domains to find)
:.New Explorer events (Ideas for more explorer events when searching a domain)
.:Keymasters (non-tournament domains that are locked until you find and visit a corresponding color; active for 48hrs)
:.Enhanced Specializations (More robust trees for Specializations)
.:Diplomacy Specialization (Unique economy & military specialization)
:.New Terrain:
>>Snow ... icy forest and small hills/mountain [added to map; becomes homeland for Wizards]
>>Dirt ... open earth fields with shrubs and light forest copses [added to map; becomes homeland for Undead]
>>Wasteland ... cliffs and canyons [added to map; monsters have bonuses here, players are weakened]
>>Jungle ... dense tropical rainforest and flora [added to map; becomes homeland for Barbarians]
>>Shore aka "Water Tile" [added to map; neutral terrain]
>>Cloud aka "Air Tile" [Skyland layer]
>>>>Stormcloud (damage to ALL troops each round of combat)
>>>>Airship (player owned domain acting as a sky camp)
>>>>Floating Island (Permanent domains players can visit/seize with temporary locations. These will move around the map periodically in Sky layer.)
>>More tile types. [Underground layer]
.:New Consumable Science: Terraform Domain (Acts like City Expansion or Capital Transfer sciences, stems from Terraform: Changes the terrain type of the selected domain)
:.Enhanced Faction Loyalty & Renegade Systems
.:Enhanced Camps
:.Unique Racial Unit - Limited stacking unique racial units that give power end-game bonuses. Must be trained and take significantly longer durations to train than normal troops.
>>Knight: Angel -> Seraph -> Archangel :: The angels take an increased damage share for their allied units and revive slain allied units in combat each round
Vs.
>>Demon: Devil -> Slayer -> Archdevil :: The devils selfishly take less damage share compared to allied troops and sacrifice other units to protect and improve themselves each round in combat

>>Elf: Green Dragon -> Gold Dragon -> Jade Dragon :: These dragons have natural resistances to magic and take only base damage from mages (ignore +% attack)
Vs.
>>Drow: Cavern Spider -> Deep Spider -> Ancient Spider :: These huge spider-beasts feed on magic and deal an additional base damage worth to mages & ignores stats ("Ultra" Pursue-Mages)

>>Wizard: Genie -> Genie Master -> Unleashed Genie :: The genie recovers hero mana each round and deal a flat damage burst
Vs.
>>Undead: Ghost -> Wight -> Wraith :: The restless spirits drain enemy hero mana each combat round and recover their health & allies

...New Races...
:::[Dark] "Barbarians" (Might) ... Orcs & Lizardmen; Unique training and reviving troops mechanics.
Reduced salary. Natural bonuses Vs Monsters.
Resource Bonus: Gold/Stone/Wood
Homeland: Jungle
Troops:

Code: Select all

>>Carriers: Goblins | lv1.Loincloth Goblin -> lv2.Goblin -> lv3.Hobgoblin -> lv4.Raiding Redcaps
>>Warriors: Orcs | lv1.Club Orcs -> lv2.Spiked Club Orcs -> lv3.Battle Axe Orcs -> lv4. Stronghold Orcs
>>Cavalry: Wolves | lv1.Young Wolves -> lv2.Adult Wolves -> lv3.Dire Wolves -> lv4.Sabre Wolves
>>Flyers: Rocs | lv1.Wild Rocs -> lv2.Armored Rocs -> lv3.Thunderbird -> lv4.Ancient Thunderbird
>>Archers: Trolls | lv1.Cave Trolls -> lv2.Bridge Trolls -> lv3.Tribal Trolls -> lv4.War Trolls
>>Healers: Lizard Shaman | lv1.Lizardmen Mender -> lv2.Lizardmen Herbalist -> lv3.Lizardmen Shaman -> lv4.Elder Shaman
>>Mercs: Gnolls | lv1.Gnoll Slaves -> lv2.Gnoll Mercenaries -> lv3.Gnoll Captains -> lv4.Fortress Gnolls
>>Mages: Ogre Magi | lv1.Ogre Acolyte -> lv2.Ogre Mage -> lv3.Ogre Battlemage -> lv4.Cyclops Battlemage
...>>Spies: Dragonflies| Counterspies: Hydra| Visionaries: Basilisk | Mirrors: Gorgon ... | Merchants: Goblins | Explorers: Humans | Colonist: Behemoth | Advisor: Orc Warmonger
:::[Light] "Elementalists" (Magic) ... All four primary schools of magic.
+25% science bonus
+25% spell effectiveness
Resource Bonus: +25% all but gold
Unique homeland effect based on terrain (Instead of the +25 def):

Code: Select all

>>Mountain | +25 Defense
>>Steppes | +25% P.Atk
>>Desert | -25% Salary
>>Forest | +25% Resource & Pop Production
>>Magic Forest | +25% Luck self
>>Deadlands  | +25% Training & Sci
>>Cursedlands | -25% Luck enemy
>>Holylands | +25% Buildings Protection
>>[Dirt] | +250% Forts
>>[Snow] | +25 Mana Regen/hr
>>[Wasteland] +25% Attack
>>[Jungle] +250% Exp Vs.Monsters
>>[Cloud] | +250% Exp
>>[Water] | +25% Health
Troops:

Code: Select all

>>Carriers: Homunculi | lv1.Magic Doll -> lv2.Flawed Homunculi -> lv3.Homunculi -> lv4.Flawless Homunculi
>>Warriors: Plant | lv1.Mantraps -> lv2.Thorn Golem -> lv3.Conflux Golem -> lv4. Conflux Guardian
>>Cavalry: Earth | lv1.Earth -> lv2.Marble -> lv3.Crystal -> lv4.Diamond
>>Flyers: Air | lv1.Air Elemental -> lv2.Wind Elemental -> lv3.Storm -> lv4.Maelstrom
>>Archers: Water | lv1.Water -> lv2.Ice -> lv3.Frost-> lv4.Pearl Lake
>>Healers: Energy | lv1.Energy -> lv2.Heat -> lv3.Life -> lv4.Essence
>>Mercs: Fire | lv1.Fire -> lv2.Blue Flame -> lv3.Char -> lv4.Brimstone
>>Mages: Magic Elementals | lv1.Magic -> lv2.Psychic -> lv3.Mind -> lv4.Void
...>>Spies: Steam Hawks| Counterspies: Unicorn | Visionaries: Light Elementals | Mirrors: (Garden) Gnomes | Merchants: Humans | Explorers: Nomads | Colonist: Floating City Hall | Advisor: Mind Elemental
Last edited by sliph on 02 Jul 2024, 19:44, edited 31 times in total.
For the king, for the land, for the mountains
For the green valleys where dragons fly
For the glory, the power to win the black lord
I will search for the
Emerald Sword!
User avatar
sliph
Master
Posts: 221
Joined: 16 Feb 2013, 14:00
Location: US
Contact:

Re: Sliph's Designs & Suggestions

#2 Post by sliph »

Armor of the Damned [t6]1.12
Armor of the Damned [t6]1.12
Armor of the Damned - Set1.12 (normal size).jpg (59.09 KiB) Viewed 3860 times
Armor of the Damned Set Bonus:
... Fearless: Army does not retreat. [Requires "full" any 9 pieces equipped]
... (Undead racial passive) Resurrect ~.9% slain enemy troops as own; half for healers & mages (~.045%).

(This is a scaling value based on number of pieces equipped, like the High Elf incremental health bonus.)
[.1% per piece starting at three minimum equipped]
... +5,000 science/hr
... Gates Visible on Map
... +500% Experience
Helmet
Helmet
Armor of the Damned - Set1.12(helmet).jpg (5.43 KiB) Viewed 3861 times
Artifact:
|||Unholy Veil of Darkness [Level 5]
|||Can be equipped on head
|||Enemy heroes experience gain -500%(-600%)
|||Mage Damage Absorb -50(-60) for enemies
|||
|||Upon Victory against a domain, casts: -50%(-60%) total research for player (all their domains, heroes, artifacts, spells, etc.); 12hr (18hr) duration
|||Upon Victory against a domain, casts: Stops any research from this domain for 3(4) days. (Includes heroes at the domain garrison)
For the king, for the land, for the mountains
For the green valleys where dragons fly
For the glory, the power to win the black lord
I will search for the
Emerald Sword!
F0G
Esquire
Posts: 38
Joined: 12 May 2019, 10:41

Re: Sliph's Designs & Suggestions

#3 Post by F0G »


very well-balanced ideas, good imagination, I hope it will be noticed, this game cannot die because it has too much potential
SmRda
Novice
Posts: 8
Joined: 03 Jan 2021, 19:22

Re: Sliph's Designs & Suggestions

#4 Post by SmRda »

add a recipe that players use it to exchange the artefact to another one in the same set ( lets say some one win tournament and he got artefact that he already have it will be good to add a recipe for that
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