redquill
Administrator
BLU (r)Mage
Where do you live, Monster?
Posts: 186
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Post by redquill on Sept 3, 2014 16:02:00 GMT -5
To begin with, the class changing items are no longer hats, but masks. The classes themselves will be very easily recognized, being different monsters rather than different uniforms and kit. Ideally this would mean different voicework for each class (I know a lot of you volunteered for voiceovers) but that might be a bit much for the moment.
Secondly, every class has a third level now, and even the Villager/Skeleton is getting in on the upgrade action. The first upgrade will work as before with the Worker/Robot putting some time and resources into the basic machine. Following that, the new Blacksmith/Cook/Mad Scientist can upgrade it again (to clarify, Robot upgrades are Upgrades while Mad Scientist ones are Reinforces) to diversify the class even more.
Additionally, I'd like every Upgrade to have some side effect on the base like the Ranger, Worker, and Mage upgrades do currently. It can be an object like the Chicken Potion or a change like the torches lighting, but these added benefits would allow more diverse defensive play, perhaps even some aggressive options. Some ideas from what I've thought and heard so far: taller walls, an untakable outpost in the castle, a new special hat that spawns every now and than for Aoelus' Black Knight (a powerful unit that must remain in the castle), additional resource points, a healing/cleansing (debuff removal) potion, and things like that.
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