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Graveyards: +1 Fungus (only normal ones, not cloud ones)
Sacred Spring:+2 Herbs, +1 Sapphire
Castle Ruin: +1 HoG, +1 Relic
Usually, he is a free explorer. He maps like, 9 tiles before something kills him.
IF you have items for him, he makes a decent blank slate to turn into a champion. Many classes have better options for this role, but others don't. The biggest caveat is that unless you have something for his body slot, filling the other slots won't keep him alive past the enemy's opening volley.
He sometimes spawns with his own item, which you just take from him before doing the above.
It's not like he's overpriced, cuz. You know. But often times he feels like he isn't worth the extra keystrokes it takes to use him. Well, here's my pitch:
Let him promote himself into a Hero. This could be as simple as spending gold and iron on a forge location/citadel. Or it could be part of a reward for a more involved ritual, an "adventuring" gimmick looking for an arbitrary piece of terrain like the thief does.
But due to the unique behavior that powers their movement while part of the empire faction, they are suuuuper jank once player-owned.
I think you could fix it by giving them a ritual that promoted themselves to an identical unit without all the behavior baggage?
I'm still not all the way there; the main issue is that the standard Causes Fear tag is quite strong, and the only other options are clunky fear attacks and the even stronger Terror ability that dragons have.
Right now I'm imagining Causes Fear distributed very liberally to monstrous units like war elephants, and some of the existing fear-causers upgraded to Terror. But it could be balanced out by distributing Leadership and to more non-mage commanders.
Well, I know this would be a lot harder to balance than I make it sound. But I DO like the idea of giving non-mage commanders something USEFUL and thematic to do besides leading mageless armies. Just as an example, Dragonspawn Captains with leadership would have a place in an army led by a prophet--currently they're pretty nicheless! Other factions have similar situations!
Fear effects are definitely very powerful and I would be hesitant to implement a change where it's a more common stat. Leadership/local leadership on the other hand I think has potential to see more implementation across the board to give some bland units a bit more flair and more meaningful ways one could invest in means to counter fear-causing units.
So here's the idea: events "A city has been declared capital of Elysium" and "A castle is now fit for a king" now additionally spawn a modest, respectable army of Empire/Kingdom units on the relevant tile.
If it is still ruled by the empire, the army will join the existing defenders and form a worthy challenge for players. If it is held by a player, they will need adequate defenses to keep their free upgrade.
-Zweihanders(similar cost/rarity to halberds/pikes)
-Trebuchet(3x the cost function of a catapault. high rarity)
-Spellswords(cost on the high range of pickability. Maybe 90-120 G for 5, 170-220 for 10. Not common, but not super rare)
-Cavalry(similar total cost to halberds, slightly rarer)
-Heavy infantry (expensive, in the 75G range, rare like Cav)