After a long time of inactivity I am picking up this project once more doing an overhaul.
Terrain will stay the same.
Gameplay and units will be redone completely, balancing the overpoweredness in the moment beeing.
Whats done:
-Most of the unit data
-Spawns of Blue, Teal, Pink, LB, Green, DG
-Terrain
-Unit Placement on the map
What has to be done:
-Importing some icons + adjusting possitions
-Spawns of Red, Purple, Yellow, Grey & Brown
-Events
-Income System
Overal
Triggers:
IIIIIII
Object:
IIIIIII
Terrain:
IIIIIII
What will be in the Beta
-11 factions:
- North Lordaeron
- South Lordaeron
- Silver Hand (hero faction)
- Dalaran
- The Horde
- The Warsong Clan
- The High Elves
- Zul'Aman
- Lichkings Forces
- Cult of the Dammned
- The Burning Legion (Semi Hero Faction)
If you want in the beta then reserve a spot (Ill announce the time soon)
Spawn System: How Does it work?
You basicly upgrade your spawns in your Main Base (like in Lordaeron Tactics)
You can upgrade spawns 3 times.
First Spawn upgrades Tier 1 - 2 number of spawns + adds tier 3 units.
First Spawn upgrades Tier 1 - 3 number of spawns + adds tier 4 units.
First Spawn upgrades Tier 1 - 4 number of spawns + adds tier 5 units.
You wont spawn unless your food is below 150 (foodcap)
There are more units/heroes available through events.
Income System: How does it work?
I haven't decided yet but whats certain is that it would be a general amount for every player.
I was planning on adding Capturable points like goldmines and lumber mills that produce a bonus to income. (not sure although)
Gold is used for upgrading spawns and the armor of your units.
It is also used for building towers on tower plots.
My plan is to stay basic for now, and dont get the map too complicated yet, if there is enough demand I will increase the availability of construction.
Heroes
Heroes have high hit points to prevent one shot hero targeting.
But the downside their spells aren't "too" strong.
They can go till level 15 max, heroes will have items that suit their character.
E.G. Uther having the lightbringer as his hammer.
If they die, they stay dead unless with an Event
E.G. Arthas Dies, resurrected as a deathknight
What I am planning for the "full game
Trading Routes.
Allies will be able to send caravans to each other gaining supplies depending on the "flight distance" between the 2 points, they would have to set the point (must be a mainbase of an ally) and protect the caravan, if it dies you wont get gold and the other player gets the gold. (caravans would occur every 2 minutes)
Items
They wont be implemented in the beta, but in the final game.
Masteries
Offensive
This will increase the damage of units (adding an other "dice" upgrade to the units)
This will also increase the damage and proc chance of offensive abilities.
E.G. Bash will have 3% more chance to occur & will deal 4 extra damage.
Defensive
This will increase the armor of all your units.
This wil also increase the effects of defensive abilities.
E.G. Parry of a footmen will have 3% more chance to occur & will block 3 additional damage
Utility
This will increase the mana regeneration of all your mana users.
This will also reduce cooldowns & duration of abilities.
E.G. Inner Fire cooldown will be 5 seconds instead of 7 & will last 10 seconds longer.
Unit Experience System
After each kill a unit upgrades its' stats whether depending on which type.
This effect stacks up 5 times.
Ranged Upgrades: Attack Speed, Attack Damage
Melee Upgrades: Health, Armor
Casters Upgrades: Mana, Mana Regen
Give feedback if you can, thanks for reading & I will update this thread on progress