Race mega building upgrades
Posted: Sun Oct 13, 2019 9:34 pm
So, as I mentioned in the redesign topic and possibly elswere, I plan to make each race have an upgrade(s) to their megas. Currently I have humans and orcs done as for others here are my suggestion, feel free to add anything to these suggestions list:Cost
(Note each tech mentioned only effects the building researching it, not multiple.)
Elves:
Call of the wild tech: somewhat like hamlet falling but spawns wolves with vanishing. Cost:8, Great tree
Mystifying mist tech: An effect that overlays the great tree with a mist (fog) and gives it +30% dodge from melee, since the units would be in a fog. Cost:5, Great tree
Wrath of the forest: gives it the entanglement ability. Rng:5, cost:5, Great tree
Undead:
Vengefull spirits: gives necropolis soul hunting aura. Rng:2, cost:5, Necroplis
Restless dead: gives necropolis reanimation ability. Rng:3, cost:4, Necropolis
Terrors of the night: gives necropolis fear weapon. Cost:5, Necropolis
Soul hunting bats: gives necropolis lifelink. Cost:5, Necropolis
Dwarves:
For them I'm thinking maybe giving them an upgrade style similar to humans and orcs rather then techs, but we'd need a name for the new one (Empire under the mountain?).
Scaledfolk:
Might wait till race remake is done before we get to this but if the overlay ability is allowed for great tree then a Dragon one could work for scaledfolk, but we might do some simpler things for it.
As you might have noticed, none have them an hp buff tech because I plan to make something similar to humans massive walls tech for some races e.g. Evolving wilds tech for elves, cursed fortitude for undead, and sturdier material for scaledfolks. Each would effect their megas as well.
Any thoughts.
(Note each tech mentioned only effects the building researching it, not multiple.)
Elves:
Call of the wild tech: somewhat like hamlet falling but spawns wolves with vanishing. Cost:8, Great tree
Mystifying mist tech: An effect that overlays the great tree with a mist (fog) and gives it +30% dodge from melee, since the units would be in a fog. Cost:5, Great tree
Wrath of the forest: gives it the entanglement ability. Rng:5, cost:5, Great tree
Undead:
Vengefull spirits: gives necropolis soul hunting aura. Rng:2, cost:5, Necroplis
Restless dead: gives necropolis reanimation ability. Rng:3, cost:4, Necropolis
Terrors of the night: gives necropolis fear weapon. Cost:5, Necropolis
Soul hunting bats: gives necropolis lifelink. Cost:5, Necropolis
Dwarves:
For them I'm thinking maybe giving them an upgrade style similar to humans and orcs rather then techs, but we'd need a name for the new one (Empire under the mountain?).
Scaledfolk:
Might wait till race remake is done before we get to this but if the overlay ability is allowed for great tree then a Dragon one could work for scaledfolk, but we might do some simpler things for it.
As you might have noticed, none have them an hp buff tech because I plan to make something similar to humans massive walls tech for some races e.g. Evolving wilds tech for elves, cursed fortitude for undead, and sturdier material for scaledfolks. Each would effect their megas as well.
Any thoughts.