Requests For New Technology
MainPage»Idea
Note: The cost of technologies should probably be such that you will
rarely be able to get them all in a single game. Perhaps just one or two
of the really powerful ones.
Unlock new spells
Elite Sorcery
- Cost: 1500
- Benefit: Unlocks a new set of spells (See the suggested spells)
- Discussion
http://keeperrl.com/wiki/index.php?title=Requests_for_new_spells#Elite_sorcery_.28new_tech.29
Basic/Advanced/Master Necromancy
- Cost: 60,150,350 mana
- Benefit: Progressively buff necromancy (if it becomes part of the
game).
Dungeon boosts
Overlord
- Cost: 800
- Benefit: Evil Eye can see farther/invisible units and night vision,
Keeper Gains Permanent Stat buff of +2 to all base stats, Increase
Pop cap by 10. Gain 5 Free Imps.
- Discussion: Too generous? Increase cost or reduce benefits.
Salaries
- Cost: 5000 mana
- Benefit: Population cap maxed out at 100 but minions need paying
every day. If you run out of gold they refuse to do any tasks.
- Discussion: Some players liked the old salary system. Perhaps make
them happy :)
(Freeasabird)- Set this as an option in the menus. I sure as hell don’t
wan’t this back. i LIKE large minion pools. they shouldn’t want payment,
they should be loyal to your power as an evil dark lord.
Stone laying
- Cost: 1000 mana
- Benefit: Filling in dungeon tiles no longer costs stone. Make that
wonder dungeon you always wanted to make without worrying about
running out.
Discussion: -Freeasabird- I would think it would be more balanced if
This tech advance would reduce the amount of stone used per tile.
instead of 10 stone per tile it would be 5 or 3 stone per tile, more
efficient use of stone.
Debris Management
- Cost: 2000 mana
- Benefit: Grant resource +20 stone for every 100 tiles mined by imps.
Stone is left in a pile on dungeon floor for collection.
Economics (Implemented as alchemical conversion eg. Alpha 25)
- Cost: 1500 mana
- Benefit: Unlock trading. Buy and sell other resources from gold.
Must find an ally to trade with first.
Recycling
- Cost: 500 mana
- Benefit: Convert your unwanted weapons and armour back into
resources (50% of what they were created from)
Resurrection
- Cost: 7000 mana
- Benefit: Give your keeper another chance, one extra life
Minion Buffs
Prosthetic Legs
- Cost: 100 mana
- Peg legs for everyone! Give your crippled units a peg leg so they
can walk instead of crawl.
- Lowers stat reduction from lost legs by 75%
- Costs 50 wood each.
Military discipline
- Cost 300 mana
- Benefit: Make your minions braver in battle
Tyranny
- Cost: 500 mana
- Benefit: Imps get +20 speed to work faster
Guilds
- Cost: 700 mana
- Benefit: Give creatures xp for doing their studying and crafting
tasks (Levels earned by studying and crafting could be 2 or 3 max)
Hideous strength surge
- Cost: 600 mana
- Benefit: All existing minions get an immediate +3 _Strength_
boost - permanent but one off, use wisely
Unnatural dexterity surge
- Cost: 600 mana
- Benefit: All existing minions get an immediate +3 _Dexterity_
boost - permanent but one off, use wisely
Evil growth surge
- Cost: 600 mana
- Benefit: All existing minions get an immediate full recovery of
limbs - one off, use wisely
Keeper mutation
- Cost: 4000 mana
- Benefit: Change his sprite and increase his dexterity and strength
permanently
- Would have to just upgrade his other stats and skills maybe give him
new abilities, due to the latest update
Combat Succubus
- Cost: 200 mana
- Benefit: Succubus gains ability to use equipment and to train in the
training rooms. (Needs to be doing rituals to give birth to
legends).
- Optional features: Gains one or more spells.
- Alternatives: All of this without having to pay for the technology.
- References: http://keeperrl.com/forums/topic/combat-succubi/
Fertility
- Succubus gets the ability to give birth to one extra legend.
Regrow trees
- Tree stumps turn into fully grown trees (or perhaps a % of tree
stumps do). Plus burnt trees.
Basic energies
- Cost: 1000 mana
- Benefit: Reduces spell cooldown by 10% on all minions
Regrow limbs
- Put the arms and legs back on your minions
Advanced energies
- Cost: 2000 mana
- Benefit: Reduces spell cooldown by 20% on all minions. Replaces
basic energies
Master energies
- Cost: 4000 mana
- Benefit: Reduces spell cooldown by 30% on all minions. Replaces
advanced energies
Minion Behaviours
Call to arms
- Cost: 1000 mana
- Benefit: Idle Minions automatically craft their own items and pay
for it from their own pocket. However, this production is very slow.
- Discussion: Some people prefer this style of play to the production
queues.
Tactics (Military Tactics or tactical training?)
- Cost: 150 mana basic (increases each time if there is more than 1
tier)
- Benefit: Combat capable minions have extra tactical options
depending on the minion type. (guarding, patrolling, long range
only, certain spells only, etc.)
- Optional features: Multiple tiers: basic, advanced, etc.
- Alternatives: tactics available based on level of minion on an
individual basis.
Self Preservation
- Cost: 800 mana
- Benefit: Imps will cancel their current task and fall back inside
the dungeon during attacks. Afterwards, they resume their previous
task.
Adventurers
- Cost: 1000 mana
- Benefit: Get access to the adventurer class as a minion.
- Adventurers do not train or learn magic, but can level up from level
5 to level 20 by fighting real enemies in combat. Great rogue-like
unit.
Building Unlocks
Settlements (Campaign mode only)
- Cost: 5000 mana
- Benefit: Plant a settlement on a different map tile in the world
map.
- Discussion: Some players have asked for this, but I heard it is
technically difficult
Camps
- Cost: 10000 mana
- Benefit: Build walls Wood/Stone/Iron/Steel outside your dungeon in
the hills and woods beyond.
Diplomacy
NO DIPLOMACY!
You are the the Evil Overlord of Devilish minions. No Humanoid Tribe
would Deal with you without the point of a blade at your throat.
Diplomacy with minor allies (of the keeper) on the other hand should be
a thing.
MainPage»Idea
Other items in this section