Does this all seem reasonable? We can ping And G if it looks good now.
I added some descriptive wording to some proposals but I hope the above represents everything fairly.
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SIMPLE PROPOSALS
City Migration from 5-10 turns to 3-8 turns
Dark Elves neutral towards undead, but Undead still Wary towards Dark Elves
Burning lasts two turns, has 6 ATK and 1 damage, and inflicts -2 DEF / -2 RES
If burning can't be made to inflict -DEF or -RES, then it should last for four turns at 5/1 ATK/DAM
Fire/Cold/Divine/Black/Gas Breath from 7/5 to 7/6
Parry from -2 ATK to -3 ATK
Invoke Death from 6 ATK to 7 ATK
Turn Undead ability from (4/4, 5/5, 6/6, 7/7) to (6/6, 7/7, 8/8, 9/9)
Cost of Neutral-relations city recruitment brought down to be only 150% of the cost for Polite city recruitment.
Friendly City recruitment cost increased from nothing to 25% of the value for Polite city recruitment.
Rebuilding cities reduced from 150-800 gold to 50/100/150/200 gold, and from 10 turns to 2/4/6/8 turns
Rebuild Tower reduced from 100 gold / 5 turns to 40 gold / 2 turns
Build Road cost halved from 10 to 5
Marksmanship levelup cost reduced from 5 to 3
Marksmanship from (1/0, 1/1, 2/1, 2/2) to (1/0, 1/1, 3/1, 4/2) scaling
Silver and Gold Medal give 1 HP each
Heroes can levelup HP, at 10 cost
Heroes can levelup movement, at 3 cost
Archery: 2 attacks, 2 ATK, 2 DAM
Hurl Stones: 4 attacks: 1 ATK, 1 DAM
Poison Darts: 3 attacks: 2 ATK, 1 DAM
Leadership Grants +1 ATK, +1 DEF, +1 RES, +4 MOV. Points cost set to 25. Points set to 20 if +4MOV impossible.
Fury grants +3 ATK, +1 DAM, -2 DEF, +2 RES
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COMPLEX PROPOSALS
New copied ability pair, if possible - Hero/Assassin
Copied Leadership ability, Pathfing/Tactics/Inspiration
Lifestealing applies on defensive strikes
Lifestealing applies on Round Attack
Add a UI element showing the player's email address at the start of the turn in PBEM
Add more randomness to the RNG (simply adding sys time, mac address to RNG seed on opening)
Make independent troops in battle wait for the player's forces to move in range in all battles. Currently they only wait in sieges or when being attacked from 1 hex. If the player attacks from more than one hex on the strategic map, independent troops charge forward, which is undesirable.
Fix the transport bug (linked with transport orientation, should be doable). (Does this bug only happen when moving up-left into the transport?)
Adjust spawning procedure to find shortest path rather than the current spiral. (When summoning or training units, it's possible to spawn them over a cave wall, if the other nearest hexes are full of units. This would remove that exploit).
Make Free Movement not grant walking to unit which lack walking. Should prevent it from working on ships?
Make Wind Walking not work on transports/ships/machines, whichever is possible.
Make it impossible for ships to be transported even if they don't have Transport.
Make initiating battle on the strategic map drain an extra +4 movement points.
Make Spellcasting fully functional when granted by items it only works in battle at present.
Make Spellcasting functional on units if possible (currently assignable but has no effects, not even mana gen).
Make Construct and Healing work when granted by items, make tunneling work when placed on a 'use' slot item.
(we didn't vote on the last few of them, but we've spent long enough waiting on votes and these won't be obnoxious to anyone anyway)
Post edited September 01, 2020 by southern