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Requests_for_new_technology
Note: The cost of technologies should probably be such that you will rarely be able to get them all in a single game. Perhaps just one or two of the really powerful ones.
- Cost: 1500
- Benefit: Unlocks a new set of spells (See the suggested spells)
- Discussion
http://keeperrl.com/wiki/index.php?title=Requests_for_new_spells#Elite_sorcery_.28new_tech.29
- Cost: 60,150,350 mana
- Benefit: Progressively buff necromancy (if it becomes part of the game).
- Cost: 800
- Benefit: Evil Eye can see farther/invisible units and night vision, Keeper Gains Permanent Stat buff of +2 to all base stats, Increase Pop cap by 10. Gain 5 Free Imps.
- Discussion: Too generous? Increase cost or reduce benefits.
- Cost: 5000 mana
- Benefit: Population cap maxed out at 100 but minions need paying every day. If you run out of gold they refuse to do any tasks.
- Discussion: Some players liked the old salary system. Perhaps make them happy :)
(Freeasabird)- Set this as an option in the menus. I sure as hell don't wan't this back. i LIKE large minion pools. they shouldn't want payment, they should be loyal to your power as an evil dark lord.
- Cost: 1000 mana
- Benefit: Filling in dungeon tiles no longer costs stone. Make that wonder dungeon you always wanted to make without worrying about running out.
Discussion: -Freeasabird- I would think it would be more balanced if This tech advance would reduce the amount of stone used per tile. instead of 10 stone per tile it would be 5 or 3 stone per tile, more efficient use of stone.
- Cost: 2000 mana
- Benefit: Grant resource +20 stone for every 100 tiles mined by imps. Stone is left in a pile on dungeon floor for collection.
- Cost: 1500 mana
- Benefit: Unlock trading. Buy and sell other resources from gold. Must find an ally to trade with first.
- Cost: 500 mana
- Benefit: Convert your unwanted weapons and armour back into resources (50% of what they were created from)
- Cost: 7000 mana
- Benefit: Give your keeper another chance, one extra life
- Cost: 100 mana
- Peg legs for everyone! Give your crippled units a peg leg so they can walk instead of crawl.
- Lowers stat reduction from lost legs by 75%
- Costs 50 wood each.
- Cost 300 mana
- Benefit: Make your minions braver in battle
- Cost: 500 mana
- Benefit: Imps get +20 speed to work faster
- Cost: 700 mana
- Benefit: Give creatures xp for doing their studying and crafting tasks (Levels earned by studying and crafting could be 2 or 3 max)
- Cost: 600 mana
- Benefit: All existing minions get an immediate +3 _Strength_ boost - permanent but one off, use wisely
- Cost: 600 mana
- Benefit: All existing minions get an immediate +3 _Dexterity_ boost - permanent but one off, use wisely
- Cost: 600 mana
- Benefit: All existing minions get an immediate full recovery of limbs - one off, use wisely
- Cost: 4000 mana
- Benefit: Change his sprite and increase his dexterity and strength permanently
- Would have to just upgrade his other stats and skills maybe give him new abilities, due to the latest update
- Cost: 200 mana
- Benefit: Succubus gains ability to use equipment and to train in the training rooms. (Needs to be doing rituals to give birth to legends).
- Optional features: Gains one or more spells.
- Alternatives: All of this without having to pay for the technology.
- References: http://keeperrl.com/forums/topic/combat-succubi/
- Succubus gets the ability to give birth to one extra legend.
- Tree stumps turn into fully grown trees (or perhaps a % of tree stumps do). Plus burnt trees.
- Cost: 1000 mana
- Benefit: Reduces spell cooldown by 10% on all minions
- Put the arms and legs back on your minions
- Cost: 2000 mana
- Benefit: Reduces spell cooldown by 20% on all minions. Replaces basic energies
- Cost: 4000 mana
- Benefit: Reduces spell cooldown by 30% on all minions. Replaces advanced energies
- Cost: 1000 mana
- Benefit: Idle Minions automatically craft their own items and pay for it from their own pocket. However, this production is very slow.
- Discussion: Some people prefer this style of play to the production queues.
- Cost: 150 mana basic (increases each time if there is more than 1 tier)
- Benefit: Combat capable minions have extra tactical options depending on the minion type. (guarding, patrolling, long range only, certain spells only, etc.)
- Optional features: Multiple tiers: basic, advanced, etc.
- Alternatives: tactics available based on level of minion on an individual basis.
- Cost: 800 mana
- Benefit: Imps will cancel their current task and fall back inside the dungeon during attacks. Afterwards, they resume their previous task.
- Cost: 1000 mana
- Benefit: Get access to the adventurer class as a minion.
- Adventurers do not train or learn magic, but can level up from level 5 to level 20 by fighting real enemies in combat. Great rogue-like unit.
- Cost: 5000 mana
- Benefit: Plant a settlement on a different map tile in the world map.
- Discussion: Some players have asked for this, but I heard it is technically difficult
- Cost: 10000 mana
- Benefit: Build walls Wood/Stone/Iron/Steel outside your dungeon in the hills and woods beyond.
NO DIPLOMACY!
You are the the Evil Overlord of Devilish minions. No Humanoid Tribe would Deal with you without the point of a blade at your throat. Diplomacy with minor allies (of the keeper) on the other hand should be a thing.