Posted February 24, 2018
Hope this is an okay place to put this
To be perfectly clear, I love this game. I love RTS games, and a dungeon keeper style game is amazing. I could talk for a long time about how I wish dungeons were more long-term, like fortresses in dwarf fortress, rather than doing a mission and then restarting after completing objectives, but this game is meant to be RTS and it does a good job at it.
No project is perfect; the combat AI of Underlords is very underwhelming, and control over minion actions (like sounding a full retreat) is also lackluster. However, this issue is supposed to be addressed by the next DLC/patch. So instead, I'd like to call to attention the themes of the Underlord minions.
We've got:
workers (goblins), gnarlings (orcs), Augres (trolls/ogres), witch doctors, cultists, beastmasters (...idk), Crackpot (alchemist), Necromancer, Succubus, Vampire, Chunder (Zelda Goron), spirit (head), Wraith (undead)
Bafu (demon/eldritch?), Oculus (eldritch), Skarg (demon), Shadow (demon(?))
Gargoyle & Sentinal (gothic statue), Ember Demon (Flame Atronach), Frost Weaver (Frost Atronach)
Archon (kinda Lich), Behemoth (Diablo looking demon), Eternal, Colossus
There's no unifying theme, really, besides 'oooh, eeeeviiill'. Don't mistake me, the gathering of evil under one Underlord is cool, but if every Underlord has the same units how is one meant to tell the difference? Sure the ingame reasoning is by color code, but in the campaign fight with multiple underlords, I couldn't really follow who was saying what, as I was too busy playing the game to memorize their distant dungeon cores. Having a unit theme following the dungeon theme would help immensely.
Let's sort through the themes used here: overworld evil (goblins, etc.), underground/night evil (witch doctor, augre, vampire, etc.), demon evil (cultist, succubus, ember demon, bafu, shadow(?), etc.), eldritch evil (cultist, oculus, shadow(?)) gothic evil (statues and vampire), undead evil (vampire, necromancer, Archon). And a big golden Colossus statue.
This setup gave a very Sauron feel of gathering all evil to me, but having the option to have units renamed and remodeled to an evil theme? Even if they're just cosmetic changes, sign me up for a complete replay as an Eldritch Abomination commanding the hive mind of lesser beings. Or maybe I'm feeling goth one day and decide to go for some statues and Dracula-esque vampires (also, no werewolves is a shame). Channel my inner Vulcan and go Augre, have amazing traps and a dungeon filled with half-mechanical monsters.
There are some amazing possibilities to be done with just retexturing and renaming (retexture rooms too, seeing a tentacled abomination reading in a mundane library would be rather disappointing) to fit different dungeon themes, and if it came out as DLC I'd buy it in a heartbeat.
To be perfectly clear, I love this game. I love RTS games, and a dungeon keeper style game is amazing. I could talk for a long time about how I wish dungeons were more long-term, like fortresses in dwarf fortress, rather than doing a mission and then restarting after completing objectives, but this game is meant to be RTS and it does a good job at it.
No project is perfect; the combat AI of Underlords is very underwhelming, and control over minion actions (like sounding a full retreat) is also lackluster. However, this issue is supposed to be addressed by the next DLC/patch. So instead, I'd like to call to attention the themes of the Underlord minions.
We've got:
workers (goblins), gnarlings (orcs), Augres (trolls/ogres), witch doctors, cultists, beastmasters (...idk), Crackpot (alchemist), Necromancer, Succubus, Vampire, Chunder (Zelda Goron), spirit (head), Wraith (undead)
Bafu (demon/eldritch?), Oculus (eldritch), Skarg (demon), Shadow (demon(?))
Gargoyle & Sentinal (gothic statue), Ember Demon (Flame Atronach), Frost Weaver (Frost Atronach)
Archon (kinda Lich), Behemoth (Diablo looking demon), Eternal, Colossus
There's no unifying theme, really, besides 'oooh, eeeeviiill'. Don't mistake me, the gathering of evil under one Underlord is cool, but if every Underlord has the same units how is one meant to tell the difference? Sure the ingame reasoning is by color code, but in the campaign fight with multiple underlords, I couldn't really follow who was saying what, as I was too busy playing the game to memorize their distant dungeon cores. Having a unit theme following the dungeon theme would help immensely.
Let's sort through the themes used here: overworld evil (goblins, etc.), underground/night evil (witch doctor, augre, vampire, etc.), demon evil (cultist, succubus, ember demon, bafu, shadow(?), etc.), eldritch evil (cultist, oculus, shadow(?)) gothic evil (statues and vampire), undead evil (vampire, necromancer, Archon). And a big golden Colossus statue.
This setup gave a very Sauron feel of gathering all evil to me, but having the option to have units renamed and remodeled to an evil theme? Even if they're just cosmetic changes, sign me up for a complete replay as an Eldritch Abomination commanding the hive mind of lesser beings. Or maybe I'm feeling goth one day and decide to go for some statues and Dracula-esque vampires (also, no werewolves is a shame). Channel my inner Vulcan and go Augre, have amazing traps and a dungeon filled with half-mechanical monsters.
There are some amazing possibilities to be done with just retexturing and renaming (retexture rooms too, seeing a tentacled abomination reading in a mundane library would be rather disappointing) to fit different dungeon themes, and if it came out as DLC I'd buy it in a heartbeat.