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Hi everyone! I would like to propose a set of feature requests and enhancements for future updates. These ideas focus on expanding customizability, map vision mechanics, room efficiency dynamics, and quality of life (QoL) improvements.
Customizable Fog of War / Map Visibility Modes
Add an option in the game setup/settings menu to select different map visibility modes prior to starting a match:
Always Visible: Full map reveal with no Fog of War.
Standard (Current System): Areas stay visible permanently once explored.
Dynamic Fog of War (Starcraft-style): Areas reveal terrain when explored, but fade into a "grayed-out" shrouded state when no friendly creatures or structure vision are nearby. The shroud shows the last known state of the area.
Increased Hand Capacity Limit
Allow the Hand of Evil to pick up and carry more than the default limit of 8 creatures (ideally configurable or scalable).
Expanded Temple Sacrifice Recipes & High-Tier Creature Locking
Provide expanded configuration options for Temple sacrifices in map scripts/settings.
Allow map creators/engine settings to lock certain high-tier or powerful creatures so they can only be summoned via specific sacrifice combinations rather than entering through the Portal.
Environmental & Contextual Modifiers for Room Efficiency
Introduce room synergy and environmental proximity mechanics to influence room efficiency:
Library: Efficiency increases if placed in quiet areas (far from noisy rooms like Training Rooms, Workshops, or Torture Chambers).
Torture Chamber / Prison Synergy: Placing Prisons in close proximity or within line-of-sight of a Torture Chamber increases Torture Chamber efficiency due to the psychological effect ("fear factor") on prisoners.
Other Room Synergies: Expand contextual positioning bonuses across other rooms.
Enhanced Save System & Campaign Folder Management
Unlimited Save Slots: Remove the current hard limit on save files.
Folder/Campaign Categorization: Allow players to create custom folders and group save files by campaign, custom map, or player profiles for better organization.
Spells & Powers: Targetable Imp "Must Obey" & Toggleable Sight of Evil
Targetable Speed/Must Obey Effect: A new power (or expansion to existing ones) that allows applying the Imp efficiency "Boom" / Must Obey effect to targeted areas, even when cast through the Sight of Evil.
Continuous Sight of Evil: An option/power to keep Sight of Evil active indefinitely over a target area in exchange for a continuous gold drain per second.
Quick-Sell Button for Workshop Manufactures (QoL / Economy)
Add a dedicated UI button or shortcut to bulk-sell stored workshop items/traps instantly.
Context: In many custom campaigns and late-game scenarios, selling manufactured items serves as a primary economy loop (replacing Gold Veins). A bulk-sell mechanic would significantly reduce tedious micro-management.
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Hi everyone! I would like to propose a set of feature requests and enhancements for future updates. These ideas focus on expanding customizability, map vision mechanics, room efficiency dynamics, and quality of life (QoL) improvements.
Add an option in the game setup/settings menu to select different map visibility modes prior to starting a match:
Always Visible: Full map reveal with no Fog of War.
Standard (Current System): Areas stay visible permanently once explored.
Dynamic Fog of War (Starcraft-style): Areas reveal terrain when explored, but fade into a "grayed-out" shrouded state when no friendly creatures or structure vision are nearby. The shroud shows the last known state of the area.
Increased Hand Capacity Limit
Allow the Hand of Evil to pick up and carry more than the default limit of 8 creatures (ideally configurable or scalable).
Expanded Temple Sacrifice Recipes & High-Tier Creature Locking
Provide expanded configuration options for Temple sacrifices in map scripts/settings.
Allow map creators/engine settings to lock certain high-tier or powerful creatures so they can only be summoned via specific sacrifice combinations rather than entering through the Portal.
Introduce room synergy and environmental proximity mechanics to influence room efficiency:
Library: Efficiency increases if placed in quiet areas (far from noisy rooms like Training Rooms, Workshops, or Torture Chambers).
Torture Chamber / Prison Synergy: Placing Prisons in close proximity or within line-of-sight of a Torture Chamber increases Torture Chamber efficiency due to the psychological effect ("fear factor") on prisoners.
Other Room Synergies: Expand contextual positioning bonuses across other rooms.
Unlimited Save Slots: Remove the current hard limit on save files.
Folder/Campaign Categorization: Allow players to create custom folders and group save files by campaign, custom map, or player profiles for better organization.
Targetable Speed/Must Obey Effect: A new power (or expansion to existing ones) that allows applying the Imp efficiency "Boom" / Must Obey effect to targeted areas, even when cast through the Sight of Evil.
Continuous Sight of Evil: An option/power to keep Sight of Evil active indefinitely over a target area in exchange for a continuous gold drain per second.
Add a dedicated UI button or shortcut to bulk-sell stored workshop items/traps instantly.
Context: In many custom campaigns and late-game scenarios, selling manufactured items serves as a primary economy loop (replacing Gold Veins). A bulk-sell mechanic would significantly reduce tedious micro-management.
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