- Effect that changes what units transforms into on death, eg A unit effected by zombie infection will turn into a zombie on the same team as the unit who placed the effect, on death instead of a corpse.
- Effect that add a category to a unit when using an ability (e.g. ["U_CHARGING"] category for units that use a charge ability)
- Update the AI's buildlist options so they can build on more terrain then just clear ground.
- Update the Uncontrollable ai so they don't camp near tc's, and make it so they can attack after they can move, not just before.
- Ability Power change (+) needs to be updated so that it removes all modifiers after effect expired.
- Make the new area effects, able to target ground tiles (this way we can have spells like fireball that can be arranged in the middle of enemy units to maximize the amount of targets hit by them).
- Create the "ignoreArmor" stat that allow a unit to ignore a certain amount of armor or p.armor (based on the unit damage type).
A archer with "ignoreArmor": 3, will deal damage as if its target had -3 to its p.armor. I'll make 3 examples for clarity:
We have a archer with 10 power and 5 ignoreArmor
on a target with 10 p.armor the archer deals 10-(10 armor-5 ignoreArmor)= 5 damage
on a target with 0 p.armor the archer deals 10-(0-5 ignore armor will be considered 0 armor)= 10 damage
on a target with 3 p.armor the archer deals 10-(3-5 ignore armor will be considered 0 armor)= 10 damage
- add the chance to make categories for effects (e.g. spells, techniques, runes, crystals) so that we can make abilities that affect only certain spells (e.g. we can use a silence spell that disable all the effect listed as "spells", cause we can have other spells and non-spell abilities on a unit, ike elven casters that have both spell effects and others like lembas that aren't spells)
- create a effect that can temporary disable the abilities of a unit by adding a cooldown to such abilities OR alternatively make a status effect that disable (gray) the spells of a certain category for the duration of the effect
- Make a bonus for abilities success rate against specific units or categories: If I have 100% bonus against a unit (in effect) and the normal success rate is 30% it becomes 60%. If an effect has 50% bonus success rate becomes 45%, if a unit has 150% bonus the success rate becomes 65%, and so on
So if I make an effect with 20% rate and I want 100% chance of success against infantry melle I simply give it 400% bonus so success becomes 100%
that should work with all types of resistance (so, for example, if hp resistance is set between 10 and 50 hp, for a unit that we have 100% bous against it becomes between 20 and 100)
- Effects (spells or active abilities) changeable with techs (e.g. a tech that increases thunderstorm powerrange): possibly a few days
- Adding bonus against a certain category via techs or spells. Also adding unit type with spells or techs will be required: few hours
- A option to make attack that miss with normal missing chance (like siege units) not move to another target but simply hit nothing at all from 10 minutes to a few hours
- new building counter for mini-mega buildings (2x2 buildings, 1 for every tc)
- new game mode to add extra production. Current is tcx1 (one factory for every tc) add options like tcx2, tcx3 and so on
- new dodge logic against bonused units: At the moment when a unit has bonus against a unit with dodge, it completely ignore dodge. We need bonuses to reduce dodge by bonus/5 so a 50% bonus to a unit make you ignore 10% dodge. all 3 dodge should work this way.
- New trnSpecAction "CAN_BE_HIT_BY_GROUND_MELEE" for effect that allows flying units to be hit in melee for normal damage
Done:
- Reanimation spell that raises zombies from corpses instead of skeletons, reanimated dragon corpses into draco zombies.
- For abilities is needed the chance to use attackRange instead of normal casting range. Maybe a "USE_ATTACK_RANGE" property for abilities json
- Water TCs link here
- Effects that use a unit stat to quantify its effect like heal rate does with healing spell (e.g. a tech to throw you melee weapon that inflict damage based on unit power stat), this way you can make a single effect for more unit and the result will be different and moreover the same unit will deal increasing effect in late gme after upgrades. If possible it would be great if we could use some fixed modifiers (e.g. half, double, triple) and settings (the damage is reduced by armor or maybe p.armor)
- Effect that alter units’ cooldown (e.g. an haste effect that reduce a cooldown of all spells of a unit or a silence spell that increase cooldown on spells of an enemy unit, even spell that have no cooldown)