« on: April 29, 2016, 08:06:02 AM »
I want boss fights. Sometimes I try to build kingdoms without gates and use military control and strategy to fight off enemy invasions. I want to be able to test my tactics against random encounter mobs that either spawn in dungeon depths or on the map somewhere and drop loot. In the initial releases of the game during alpha goblin armor was wearable by gnomes before it became "worn," so I would guess/hope it is possible for creatures to drop items gnomes can use. Maybe after so many years we will see trolls or dragons attempting to enter our kingdoms. I have enjoyed the mods containing more enemy types.
Most of the mods simply function to provide more choices...more metals, foods, vegetables, crops, etc. The content I really would enjoy would provide more challenges for players to encounter. I like the change to cooking in Tacyn's Base Mod...to efficiently feed gnomes requires a bit more planning and thought.
Enemies with ranged weapons would introduce a new dynamic to base building, for example...line of sight would matter more.
I don't like how goblin tunnelers leave tunnels all over the map even when my base is open and accessible...I would rather see goblin sieges where they can knock down wall blocks with increasing efficiency. This would encourage open base play style while introducing new defense planning and mechanics to the game.
Certain blocks take gnomes longer to mine through than others...i.e. Iron vs. Copper. Perhaps the goblins would be able to knock through blocks with varying levels of difficulty...i.e. dirt is faster than stone, stone is faster than block, and block is faster than metal...perhaps obsidian would then be useful as a super hard material.
I like the idea of constructible weapon and armor enhancements. Perhaps introducing super rare materials along with the ability to craft these materials into item enhancements would provide an additional way micro manage the military the military gnomes and develop new tactics as well.
More trees, more ore, more crops just tend to clutter the game as opposed to making it more dynamic and interesting in terms of content. Cosmetics are not a personal priority...we are playing a 2-d game with terrible graphics...the fun comes from management, control, and building...at least for me. At the end of the day a strawberry is an apple is a turnip is a potato is a raspberry, etc. They all serve the same purpose.
I like the more complicated cooking system because it introduces new purpose to the game.
Training captured animals to fight using golems has been a fun new mechanic available due to the animal camp mod...I like this addition of content...perhaps the ability to put armor and spikes on my bears would be awesome.
Just my 2 cents...
I wish I was adept with coding...I'd try to tackle some of these things...
To those of you who have taken your time to code and develop the mods available so far, Thank You!