Was thinking on ways to make the game better.
I'm sure it's been considered, but has anyone submitted the idea of neutral 'creep' monsters to spice up the maps? Right now the landscape of Alundria seems a bit lifeless (no pun intended).
My idea is that there's nests of hostile, yet living enemies on the map-think bandits and stock D&D monsters and other non-aligned species. You can have your armies cut your teeth on them, or let them intercept incoming immortals...but, if the immortals get them you'll have to deal with them after they're dead.
Hunting them down should get your armies extra gold, valor and perhaps bonus (?) EXP, at the cost of lives. I think it would add another level of strategy. Maybe even unlock some bonus 'mercenary' cards for you to use.
My thoughts are sometimes it takes a while for the Immortals to come shambling into your armies, and you're pretty much sitting around at 0 valor, unable to tackle that 5k immortal army for awhile, with a bunch of cities stubbornly refusing to join you-so why not let us get in a few fights with weaker neutrals to build up resource? Pretty much, 'creeps' would be the stop-gap between fighting the zombies, occupying chokepoints on the map and rewarding aggressive gameplay.
I've noted that experience is really useful for basic troop units. But it's utterly useless for single 'hero' units and monsters. +10 strength alone isn't really worth anything to a single unit. Has it ever been considered for a rehaul to the EXP system for lone heroic units?
It wouldn't have to be complicated-just keep the same general percentage of strength as related to their base unit.
Stout General is 270 strength vs Dwarf Hammers 640, about 2.7 times difference.
Every time DH gains an exp, they gain +40 strength, assuming they didn't lose any units. So it would makes sense for the General to gain +10 strength a level. It would at least make them feel cooler.
We could go one level further and actually give hero cards unique buffs for experience levels-this would make the hand you draw rather important. Do you drop the Tree Whisperer to slow the immortals, or do you try to level up your Elven tactician so you go on the offense?
It could go like.. (and this isn't very creative, yah lol)
1. Dwarven Endurance I: Increased Speed by X for this unit and units in his army
2. Dwarven Toughness I: Units in the army of the stout general gain +X chance of saving throw when suffering damage.
3. Dwarven Order II: Increase Dwarven Order bonus by X
4. Dwarven Endurance II: Increased Speed by X for this unit and units in his army
5. Dwarven Toughness II: Units in the army of the stout general gain +X chance of saving throw when suffering damage.
6. Dwarven Order III: Increase Dwarven Order bonus by X
7. Dwarven Endurance III: Increased Speed by X for this unit and units in his army
8. Dwarven Toughness III: Units in the army of the stout general gain +X chance of saving throw when suffering damage.
9. Dwarven Order IV: Increase Dwarven Order bonus by X
10. War Hero: Stout General doubles his personal attack bonus, and Dwarf Hammers can be trained at his location every X hours for X mana, drawing population from your nearest settlement.