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You could always disable the Embassy entirely in NE, but add a new building which serves the same function for both NE and Vanilla, and merge banking functions into that. In general, I would suggest that you think carefully before adding new buildings, since the art for these can be quite labour-intensive.
What additional upgrades were you planning to include there, out of curiosity?
I've considered doing such a thing for all Expansion specific buildings the player can construct, as it would have made incorporating the Magic Bazaar into the other economy systems easier to do. I generally want to avoid picking and choosing which parts of the expansion get ported over and which don't, especially when it comes to buildable structures, so if I do it for the Embassy, I'd need to do it for all of them as well, if only to avoid the stream of questions asking why only one expansion structure made it the port over to both versions of the game. Once importing art assets is a thing, I'll be able to do this for them all without the confusion generated by the structures specific to the Expansion having different art compared to their original, as currently the only barrier between the two versions is the difference in Art assets.
As far as the Bank goes, the myriad of functions I plan to include extend out to gold inheritance in the case of a Hero's death, as well as expanding out their functions to potential Townspeople when they're developed. The Bank would also serve as the storage space for additional resource types as well as an exchange location for those resource types. In short, I don't want Gold to be the player's only concern when it comes to economy, and I want the same to be true for Heroes/Townspeople as well. In lieu of a better location, the Bank would also serve as an expanded stash for items that the Hero may want to store for later use, yet not want to run the risk of losing such a thing in case of death.
While not necessary in the immediate future for the Bank to remain it's own separate structure, merging it with another while simultaneously developing code to balance the merger only to later come back and modify it all again once the progress of the mod reaches a point where they need to be distinct again is more work for me in the long run. And the run for this mod is most assuredly going to be long, so if I can head off potential head aches now by planning ahead, then so be it. The long-term benefits of placing the Bank into it's own structure now will mean easier inclusion of additional functions and less balancing required on the side of merging and eventually un-merging them.
Art is something that is not critical yet. I still have some buildings in the base game the are scenario-unique that still somewhat fit the name of the building their art represents. Like Brashnard's Sphere for the Bank, well, at the very least, a mystical, magical bank, but still. The Sphere's were a vault or storage space for ancient magical artifacts, so it isn't that big of a leap to use them again for the purposes of storing something a bit more mundane for the time being.
I'd personally have imagined either the marketplace or the trading post as the logical place to store extra goods (with the former maybe catering to finished products like glass or wine and the latter to raw materials like ore and grain.) Your call though.
(I can always mod it afterward! Bwahaha!)
I feel like I rarely get heroes to level 20. Gnomes occasionally, and sometimes healers. I'd rather have a slightly smaller increment of extra points, like every 4 levels. Otherwise I'd rather have option 2.
I hope you do take some time to mod, whether it be on this or your own project for your personal enjoyment. It is dreadful being unable to play any mods that aren't simply easy-mode ones on the Workshop. And I can't really play mine because whenever I do, I stop almost immediately because there is so much more left to be done before I'll be satisfied with playing it myself.
This is more for the case of longer term planning. The length of games is mainly dependent on scenarios that will be played, but I do intend for heroes to not get locked into an EXP or Level wall as they tend to at higher levels where gaining any experience is vastly stunted. Part of the endeavor to keep heroes consistently improving is developing a more radiant monster spawning system for them to scale in combat against. The hero experience levelling will be something I explore more in the versions after 0.10.