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Like, going by the lore of the game, Agartha seems to be a vast network of caves and tunnels all across Elysium, which intersect with the tunnels of the Dwarves.
So my thinking is, if you made Agartha really large and really easy to access, and a lot wealthier than it currently is, but also really hard to safely explore without the proper units, that'd help a lot to give Agartha a distinct role and feel.
If Agartha was dark, units without Darkvision wouldn't be able to see clearly in it. On the strategic layer, you wouldn't have any vision over the neighbouring squares, unless they were walls, (or terrain tiles in the vein of glowing crystals or mushrooms) - instead you'd just have darkness. If you blundered into an enemy while walking around, you'd be ambushed. And in the tactical layer, units without darkvision fighting in darkness could have some really steep penalties like missing 50% of the time, or all ranged attacks gaining the "scatter" property. Darkvision would eliminate this penalty entirely, of course.
Agartha would then be a great source of wealth and of particular use to the Pale One and Dwarf classes and perhaps some others (seems like Earth Elementals and Undead would operate just fine down there), and to others it could still serve as a risky way of moving between surface mines.
It'd also be nice if it was possible to explore the deep seas of Agartha more reliably in some way. I think you mostly get there using random whirlpools right now? And aside from that, I was always a bit disappointed there weren't some Aboleths or assorted monstrosities hanging around in the abyssal depths.
The southern portions of the map - the ones that on the surface are full of desert - could contain solid sand tiles. Perhaps if you burrow through these, they'll collapse again after a few turns. And, of course, this part of Agartha could be infested with giant burrowing worms, as is tradition. Maybe sometimes they'd dig up to the surface, too.
Elemental Planes - make them larger with less space taken by the void maybe? They seem awfully tiny to me even on the largest map size. One idea is to make Elemental Princes into their own faction and so princes from one element sometimes launch invasion on Elysium too.
Hades - I think it's fine. Maybe Hades invasion in the later stages should create two-way portal similar to Inferno event? It's already hard to survive there for non-undead, no need to make reaching it limited to two limited rituals and an item.
If we go even further, each class should get features that only work in other realms. Some should be able to access these realms quite reliably, and get better summons or spells or improvements in some way, others should find it very difficult to get to the realms, but if they do, get really good benefits.
Still further, you could have units that have their stats improved if they go to other realms, or mutations or changes. For example, fire elementals gain extra fire shields if they interact with a fire crystal that only spawns in the inferno/elemental realms. Perhaps the bonus will wear off slowly if they go to Elysium or quickly in Agartha (though why/how a fire elemental goes to Agartha is a different question)
And one more idea would be to have items that only spawn in other planes, although this is already true to a degree.
That's a lot of things to consider, and admittedly a lot of features to get working in a balanced way, so I can appreciate it could take a long time to implement them.
Like maybe warlock wants to capture at least one elemental citadel for his quest, demonologist might get score for holding locations in Inferno.
In fact major locations like capitals in Inferno and Hades and the Nexus can be made into giving ticking score to any faction who manages to capture it. Though that would also require making it harder to hold onto them, with inhabitants swarming to recapture the location and maybe even lead to the plane being weakened and being swarmed by factions from other planes.
Ah:
https://steamhost.cn/steamcommunity_com/app/403950/discussions/0/1697167355221142422/
I'd completely forgotten about this thread until just now.
Maybe a option to guarantee a portal to a specific elemental plane on game creation. or simply letting at least the warlock have rituals to reach it, and make the classes have more things to do on the other planes too, options of rituals, etc.
Void is especially bad as only the High Cultist has a way of safely navigating it, and the most useful feature of it is a backdoor way into the elemental planes, which are in themselves impractical to ever go to.
The elemental planes on paper have use for Warlocks, but you rarely are able to get access to the plane you need to (or any of them sometimes), and even when you can access it, it's almost never worth going and fighting the elemental armies just to get a cheaper ritual.
Hades at least has uses for breaking the game. Barbarians and Necromancers can go, nab a citadel, and become impossible to beat. It's game over at that point. Also helps that the indies there are only slightly harder than in Elysium so you can sometimes use plane shift to nab unusually poorly defended territories that will almost certainly never get taken over from you. I don't think it's intentional for one of the planes to basically make it impossible for you to lose the game though.
Since the void is mainly just a method to backdoor into the planes, the main thing I think it needs is only indirectly related. A way for every class to recover sanity or ward off insanity, as well as a way to get amphibious units for every class so they can potentially still pull off a win after another player hides themselves in an elemental plane. The only other way to backdoor into the planes is if you have a tunneling unit that can find the gateway in Agartha.