Player requests for new game mechanics

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Game Mechanics

Ideas that are not about content

Guard Duty

How about putting minions like orcs and ogres or any combat minion on guard duty. The minion stands their and attacks when within a given range. The minion can still sleep/eat but guard duty overrides other jobs.

Wandering Enemies

Not so much as a request for new villains, but for more wandering enemies to attack your lair/keep. Currently, if I stay in my keep and not attack, I can build up to tier 3 dummies and have my minions almost maxxed without being attacked once. I usually reach that point around turn 17000. I'm thinking that wandering enemies attacking around every 1000 turns and have their level/difficulty increase like every 2000 turns. You can use an uploaded player's adventurers as a wandering enemy. Just a thought.


Crafting Requirements

I think it would be more fun if you were not able to build absolutely everything as soon as a certain tech-level was unlocked. Rather, mana could unlock the ability to construct furniture, but the instructions/recipes to craft individual items would have to be discovered in scrolls or books (in the same way that the Beast and Humanoid mutations must be discovered). Items would still cost time and resource to produce like they do now. I argue for this feature because I think it would add a little bit of variety to each game by forcing the player to be more careful with certain types of equipment while being less so with others.

Crafting Materials

Specific items and furniture could include crafting materials that you can loot from bodies or bases as a specific subset of objects such as cloth, essences, gems, etc. In order not to make the UI cumbersome it could be added as a materials inventory and storing this stuff in crates altogether rather than creating visual resources for each at first. When minions return from raids the keeper could state "now we can make X" on a quick popup. This mechanic would 'encourage' the player to go out and risk the army to get the good stuff or create great amounts of wealth to attract bigger raids that could yield nicer loot.

Revamped Mining and Base construction (for Campaign Mode only)

- Digging time is drastically increased

- Stone is yielded from digging out tunnels instead of being discovered by geology

- Each creature has its own "room" (where a room is a continuous space separated from other spaces by doors).

- The maximum room size must be upgraded (i.e., through reinforcing walls).

Possible Endless Mode Implementation

The map is not one large map and instead laid out like the campaign. When a main villain or a lesser villain is killed, a new enemy moves into a blank tile on the map with a notification that "X built a settlement" or "Megazoid the Dragon moved in." This new enemy behaves like the existing enemies.

Zombie Apocalypse

Purpose: Spice things up a bit. It can be unexciting to not be attacked for a while and left to your own devices. This mode is just like campaign, except at night a zombies spawn and attack the base as well as every villain. With each passing day, the numbers and levels increase to some cap. However, players are given one full day cycle (i.e zombies don't spawn the first night) to prepare. Zombies spawn at two distinct time sets: (1) twice each night (Once 200 turns into night, or 200 turns before night ends) in half sized hordes or (2) One horde in the middle of night. Timing is random. After fighting enough waves, a boss wave appears. A boss wave includes 10 zombies and a boss unit. Bosses include vampire lord, necromancer from alternative keeper suggestions, or a unic creed with a random set of spells. Boss units have great loot (+ 400 gold, legendary sword). Zombie Apocalypse comes with an easy mode and hard mode.

Unit Animations and detail

Nothing major, just give a simple walking animation to the units. like theres the base idling image (what's already in the game) of the unit but when they move around their limbs move to imply that they are moving. probably going to need Up down left and right facing animations and models as well. A little detail never hurt right?

disassociate tribes with being specifically villains/allies

To keep it short and simple: basically make not all humans, dwarves, elves and lizard people villains. And not all green-skins, ogres, harpys,etc allies.

enlargement & events for maps

Making the maps bigger and interconnected. also to make the game feel more "alive" you could make roads going through the maps and have different events related (or not) to the road: caravans and stuff( that you could attack and take prisoners and take their stuff), and just having more events in general other than attacks on your dungeon.