- Oct 27, 2021
- 517
- 431
1. Thanks. And yeah, I figured you were working on the sweater thing. Sorry about that.So, first things first, yes, I'm aware of the sweater issue. I've redrawn it this time around to better work with Lizette's model (her asset is causing issues in particular because her model can move her hand).
Now in terms of the magic and alchemy systems, pretty much all that you have mentioned above is something I have considered doing and want to implement in the future. Gender-bending, genitals replacement, and restoring virginity (including a ritual that would make a character regenerate it every night) are things I want to and likely will include at some stage of the development. All of it will be optional of course, so you will be able to toggle it off in the menu if you don't want it.
As for the warband and army stuff, what I had in mind is random dungeons and rogue-like region expoloration that you will be able to embark on outside and inside of the kingdom. Stuff like patrolling trade routes with your band of adventurers, bounty-hunting, privateering, and scavenging ruins will be at play. And if you happen to defeat a group of bandits or helpless merchants while adventuring, you will be able to arrest them and judge them however you see fit.
The troops will be trainable and I want to give certain characters special abilites depending on their background and personality traits. I haven't thought about that aspect too much, however.
Finally, it terms of conquering stuff, I don't plan on making a full-scale Civ/Warhammer style conquest map, but boosting your military will be one of the ways in which you will be able to influence the foreign nations that I will eventually add into the game. I'm planning to make it so that you can either ally those nations, rival them, or eventually have a big enough influence to pressure them into becoming a protectorate. Each route will have its own pros and cons, and come with perks for your kingdom.
2. I love options! ...As long as they are both feasible and make logical sense for the setting, ofc.
3. As for the questing, exploring, and building up armies and flexing your political and military might to ensure your country's security... especially given we're a pretty isolated floating island city-state... yeah, we're gonna need to work with foreign powers and establish trade routes and all that. I never expected Civ level depth here, but just the thought of having those kind of things to think about as king is definitely pretty cool! Like, a lot of kingdom building games have similar goals and systems already so if they can do it, I know you'll show off something just as awesome. It's good to be King!
4. I'm curious about the faction system you started to implement. Will those have an effect on stat gains when interacting with them either in court or just on the street? Maybe even some quest type configurations? I guess, I'm just really curious about what it could bring to the game.
5. As for unique skills... Yeah. It should be interesting to see what you can come up with. Just don't go too crazy and overload yourself with work. That said, some standard blanket buffs/debuffs as like 'Commander Skills' would work if we're effecting the whole warband... like increaed money/item/ppl resource drops/plus or times X stat per Y turns/days or something? Somehthing simple like that could work I think.