Oh yeah, progress... got uni back again, so progress has been slow.
However, I shall put up a list of Human units.
Note: I must put these races down as proper techtrees.
Peasant: Basic worker unit, fundamental to the Human race. Can train to become a Militia Footman or Militia Bowman.
Militia Footman: Basic infantry. Can be upgraded to have a faster attack, very offensive unit (more offense than defense, can get shot down rather easily).
Militia Bowman: Basic ranged unit. Can be upgraded with the Flaming Arrows ability, allowing it to be used in siege against buildings. Can be trained to become a Militia Cavalry.
Militia Cavalry: Fast ranged cavalry unit. Not sure what upgrades it will have, will not have any abilities. Thinking perhaps a speed upgrade could be implemented on this unit.
Man-At-Arms: Defensive melee unit. Deals bonus damage to 'Large' targets (Large refers to cavalry and units that are 'Large'. As not all races will have Cavalry.). Can be trained to become a Knight or a Pegasus Rider.
Knight: Heavy cavalry unit. May have an upgrade which boosts it's max health.
Pegasus Rider: Flying ranged unit. No upgrades planned for it yet.
Priest: Caster unit, deals great damage but can be easily targetted down if not taken proper care of. Obviously, it will be able to cast spells. As for what spells it will be allowed to cast, I am not too sure.
Templar: Bulky melee unit, very defensive. Provides beneficial auras that boost the defensive stats of nearby friendly units. Additionally, it takes less damage from the Undead.
So, that's the Human units as planned so far. Upgrade suggestions are more than welcome. As for unit roles, I believe that each role is clearly defined making each unit viable, but if anyone believes otherwise or has a suggestion to either add an extra role or perhaps even change an existing one, feel free to add these suggestions.
Now, what I've been thinking with the 'choosing your spells' idea for your units and heroes, I've come up with some issues. The casters will overshadow the heroes in that they will be able to cast the same spell en masse while the hero will be a single unit. So, I've thought of a few possible solutions.
A) Casters get preset spells that require upgrades, so you don't actually choose what spells they get.
B) Heroes can cast more powerful versions of each spell.
C) Heroes and units choose from different sets of spells. In other words, it won't be grouped by the type of spells and such, but instead there will be certain spells that the unit gets and certain spells that the heroes get.
I'm personally leaning towards option (C) atm. Your thoughts?