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Requests_for_new_traits
Michal Brzozowski edited this page Feb 26, 2021
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1 revision
Existing traits are:
Animal, Blind, Brainless, Carry Anything, Courage, Explore, Humanoid, Fire Creature, Flying, Not Breathing, Innocent, Poison Resistance, Stationary, Uncorporal, Undead
References:
- Purpose: Prevent wearing of armour by some creatures.
- Suggested creatures: Ogre, Harpy
- Reasoning: Ogre is too large, Harpy is odd-shaped.
- Discussion:
I think the Harpy should have armor, but maybe not heavy armor Owen (talk) 01:11, 27 February 2017 (CET)
- Purpose: Prevent wielding two handed
- Suggested creatures: Harpy
- Reasoning: Too heavy to wield for flying creature
- Purpose: Prevent wearing metal armour
- Suggested creatures: Orc shaman and Vampires
- Reasoning: Not suitable for creatures that want to use magic
- Discussion: Would also suggest this for Orcs. Orcs can used ranged and two-handed weapons and light armor; they shouldn't get to use everything.
- Purpose: Prevent use of ranged weapons
- Suggested creatures: Zombies
- Reasoning: They just aren't clever enough to do this
- Purpose: This monster can't be stunned
- Suggested creatures: Elementals and automations
- Reasoning: These monsters are not biological, so do not get paralysed.
- Purpose: Get attacked by invisible monsters sometimes. Perhaps have a minion type like ghosts who can scout invisibly.
- Suggested creatures: New villain? How about ghosts, they are under powered at the moment?
- Reasoning: Some monsters are just invisible by nature
- Discussion: I'm afraid that in this state this would mostly cause a WTF reaction from the player and wouldn't add much meaningful gameplay.
- Purpose: Some monsters can still see you when you are invisible
- Suggested creatures: The elementalist might be telepathic
- Reasoning: Some creatures would be telepathic by nature and not need a telepathy helm.
- Purpose: Unit will gain global stat boost (maybe just morale) if its pack leader is present
- Suggested creatures: wolves, werewolves, other bestial units; humanoids can act as pack leaders
- Reasoning: rudimentary interaction between units
- Purpose: Unit's morale will be severely hampered / boosted in the presence of allies (and vice versa)
- Suggested creatures: legendary humanoids
- Reasoning: forces player to use unit in team or alone
- Purpose: Unit will only fight if it is allowed to be the leader of a team
- Suggested creatures: humanoids
- Reasoning: forces player to control team with certain unit
- Purpose: Can walk deep into rock and right through walls.
- Suggested creatures: Ghosts
- Reasoning: Buff Ghosts.
- Purpose: The monster doesn't sleep and cannot be put to sleep
- Suggested creatures: Elementals.
- Reasoning: Doesn't make sense. Was even able to put a boulder trap to sleep!
- Purpose: The unit can always detect hidden or cloaked units that are in the Line of Sight of the detecting unit
- Suggested creatures: bats, ravens, and similar units that would be otherwise useless
- Reasoning: Give these weaker creatures some strategic value
- Purpose: The unit can detect the approximate location of traps or enemies from beyond visible range
- Suggested creatures: wolves, bears
- Reasoning: Give these weaker creatures some strategic value
- Purpose: Unit performs worse in open areas / enclosed areas
- Suggested creatures: Any creature at random. (Including both minions and invaders?)
- Reasoning: Makes some creatures suck more in some situations
- Discussion : Sounds cool. Give them an equal and opposite buff in their preferred environment, so you are not tempted to drown them? (Keeperman).
- Discussion : Undead could be immune.
- Discussion : Enclosed areas could be anywhere in the dungeon. Open areas could be anywhere outside the dungeons.
- Discussion : Since we are building a dungeon, most minions would perform better in dungeons anyway (maybe except wolves)
- Purpose: Allow a creature to level up more on real fights (without training). So, also remove training task
- Suggested creatures: Certain legendary beasts and humanoids. Recruitable adventurers.
- Reasoning: Sometimes fun to play a rogue-like assault on dungeons during a game as keeper.
- Purpose: Prevent dopplegangers from absorbing these (No Over-Powered dopples)
- Suggested creatures: Some rare additions to your dungeon (perhaps future creatures)
- Reasoning: Some creatures won't be absorbable (even if they join your dungeon)
- Purpose: Make some creatures natural to certain terrain. Hard to leave the water or lava or rock tiles. If they do, they will move very slowly.
- Suggested creatures: Sea monsters, lava monsters or bleeding stone
- Reasoning: Warfare in often inaccessible terrains. Terrain boarders such as lakesides. Very fast movement in their natural terrain.
- Purpose: Never triggers traps. (Doesn't disarm them either, which is what the “disarming” skill does)
- Suggested creatures: Ghosts
- Reasoning: Ghosts and other creatures are not solid enough to trigger traps.
- Purpose: Minions that start at a decent level but cannot gain additional levels. Slightly different play style.
- Suggested creatures: Perhaps some rare, recruitable creaturess.
- Reasoning: Animated swords for example, would not gain combat experience by killing things.
- Purpose: When a minion who has this trait dies, everything in its inventory gets magically transported back to equipment storage.
- Suggested creatures: Anything that can carry equipment could be capable of learning Inventory Recall. (I.e., it could be learned by reading a scroll, having a spell cast on the unit, etc).
- Reasoning: It allows the player to treat some creatures as expendible
- Purpose: Some units should have this Trait, like Vamp lords or Ghosts or whatever
- Effect: Would give any near by enemy's (except Dragons) a slight Attack Defence, and accuracy debuff(say -5 Atk/Def/Acc) while the effecting unit is in the enemy's presence or until killed. the effect will last for 5 ticks after the effecting unit is killed or is otherwise dispersed in some way.
- Purpose: Endgame Keeper trait + Strong ability for bosses, specially usefull if the dices hate you
- Effect: When a creature dies, instead of its demise it appears in its bed/tomb/lair/whatever (throne room if keeper) but with X less lvls (I would say 10 min). If it is 10th lvl or less is destroyed normally.
- Suggested creatures: Vampires, Bosses
- Purpose: High health regeneration makes the player need to use burst damage strategys or health regeneration mitigations (like burning or poison)to deal with the enemy, changing strategys
- Suggested creatures: Werewolf, Vampire, Succubus, Ghost
- Description: Unit has insanely high defense or other statboost when in a 1-tile passage
- Purpose: Counters 1x1 tile passages in defense
- Description: Can snatch unequipped items off of hostile units
- Purpose: Increased defence depending on amount of walls around.
- Suggested creatures: Dwarfs, minotaur, cyclops, hydra, soft monster, kobolds
- Reasoning: Buff dwarfs, minotaurs and kobolds at home, possible buff of single villains attacking keep
- Purpose: Powerful ranged attack for creatures without ranged weapon
- Suggested creatures: Cyclops, soft monster
- Reasoning: Alternative physical attacking method for enemies without ranged weapon