Project overview and progress
This is merely a skeleton for now, illustrating all areas of the game that Catnip will affect. I will be fleshing this out soon to better explain what I'm seeking to do. More threads will be set up to discuss these topics separately, please PM me if there's a topic you think I've forgotten or would like to suggest for inclusion.
1) Units - faster movement and more hearts for all units
- Basic: Higher costs of cheap units, small balance tweaks to most stats, higher offense across the board
- Racial: Slight weakening of the most powerful units (especially ranged) and fewer figures for most units, addition and removal of a few units
- Summoned
- Heroes: Big changes to skills and item slots, minor stat tweaks, possibly 3 moves
2) Spells
- Costs
- Effects
- New spells
3) Buildings
- Costs
- Tech tree
- Effects
- City walls (given special consideration): Higher defense bonus, ammo bonus for defenders, AI improvements
4) Races - major rebalancing to bring races closer to the same strength level
- Basic units: Availability mostly unchanged, cost structure changed considerably, big stat changes, many abilities added across the board
- Growth rates: Thinking about increasing growth rates across the board
- Building availability: Major rebalancing
- Special abilities: Might tinker with stuff like mana, gold and production bonuses
5) Wizards
- Number of picks, costs and effects of retorts
- Spell selection: Reverting to the 1.0 system if possible (only guaranteed spells), or possibly a hybrid system
6) Miscellaneous
- Terrain
- Unrest: Tax table, police effect, racism table
- Combat rules: Retreating, no shooting after moving, mana cost in combat
- Lair strength and treasure: No weak lairs
- XP tables: Revamping XP brackets and tweaking level bonuses considerably
- Events
- Alchemy
- Casting skill
- Production: Cost of rushing production, closing loophole, letting production carry over to next project
- Lairs and nodes: Changing monster strength and reward allocation
- Capturing cities: Money rewards (higher if you raze)
This is merely a skeleton for now, illustrating all areas of the game that Catnip will affect. I will be fleshing this out soon to better explain what I'm seeking to do. More threads will be set up to discuss these topics separately, please PM me if there's a topic you think I've forgotten or would like to suggest for inclusion.
1) Units - faster movement and more hearts for all units
- Basic: Higher costs of cheap units, small balance tweaks to most stats, higher offense across the board
- Racial: Slight weakening of the most powerful units (especially ranged) and fewer figures for most units, addition and removal of a few units
- Summoned
- Heroes: Big changes to skills and item slots, minor stat tweaks, possibly 3 moves
2) Spells
- Costs
- Effects
- New spells
3) Buildings
- Costs
- Tech tree
- Effects
- City walls (given special consideration): Higher defense bonus, ammo bonus for defenders, AI improvements
4) Races - major rebalancing to bring races closer to the same strength level
- Basic units: Availability mostly unchanged, cost structure changed considerably, big stat changes, many abilities added across the board
- Growth rates: Thinking about increasing growth rates across the board
- Building availability: Major rebalancing
- Special abilities: Might tinker with stuff like mana, gold and production bonuses
5) Wizards
- Number of picks, costs and effects of retorts
- Spell selection: Reverting to the 1.0 system if possible (only guaranteed spells), or possibly a hybrid system
6) Miscellaneous
- Terrain
- Unrest: Tax table, police effect, racism table
- Combat rules: Retreating, no shooting after moving, mana cost in combat
- Lair strength and treasure: No weak lairs
- XP tables: Revamping XP brackets and tweaking level bonuses considerably
- Events
- Alchemy
- Casting skill
- Production: Cost of rushing production, closing loophole, letting production carry over to next project
- Lairs and nodes: Changing monster strength and reward allocation
- Capturing cities: Money rewards (higher if you raze)