makazuwr32 wrote: ↑Tue Nov 01, 2022 6:21 pm
Side note:
I am planning to expand neutral functional objects you can place on maps in aof.
For now i have next list:
1. Volcanic canyon, can't be captured, immune to damage — damages everything around it every turn via aura and burns it.
2. Healing spring, can't be captured, immune to damage— has passive healing aura.
3. Magic spring, can't be captured, immune to damage — has aura that gives for 2 turns bonus spell power to casters and bonus heal rate to healer units.
4. Inn, can be captured, can't be attacked (works as tc) — gives +1 speed to alive non-plant, non-undead units.
5. Gold mine, capturable, can't be attacked — will have 2 abilities to speed up things but those abilities will affect every factory in its range including enemies.
6. Tavern, can't be captured, immune to damage — here you can hire via payment some mercenaries.
There is a planned option for factories that will allow for them to produce randomly things from their production list when they are neutral. (Not sure if it is implemented or not yet).
Might be used for example for animal den that will produce once in a while animals or bandit's hideout that will produce bandits.
Or for tavern that will produce mercenaries (and you can use money courier to convert it).
7. Guide, can't be captured, can be damaged — will have an aura for forest walking and +1 speed within its range to all units.
8. Trading post, can be captured, can't be damaged — there you can exchange your money for other resources (for now gems, coal and sulfur of dwarves, later there will be more; will be made in form of summon with sacrifices as requirement).
9. Observatory, can be captured, can be attacked, can be repaired once killed — gives phenomenal sight as long as you hold it.
10. Orerry, can be captured, can be attacked, can be repaired once killed — has ability to open a large part of the map once in a while.
11. Veteran tower, can be captured, can't be attacked — gives a bonus armor (effect lasts 500 turns and can't be removed) to unit via ability.
12. Collosseum, can be captured, can be attacked, leaves ruins — gives bonus attack or bonus armor (randomly, effect is same as on veteran's tower, only for melee units).
13. Battle academy, can be captured, can't be attacked — gives bonus attack (effect lasts 500 turns, can't be removed) to unit. Different abilities (and effects) for melee, shooters and throwers (3 in total).
14. Magic academy, can be captured, can't be attacked — gives bonus spell power and spell range to target caster unit (same as buff for attack).
15. Pharmacy, can be captured, can be attacked, can be repaired once killed — gives bonus heal rate to target healer unit (same as buff for attack). Can train apotecaries who can heal and mend wounds.
16. The fog of darkness (some tower that gives this fog), can be captured, can't be attacked — vulnerable building that has aura which reduces sight range of enemy units in it.
So something similar for aos might fit pretty good.