Grafting "Subterfuge" onto a high-strength unit to create a versatile assassin for specific questlines. Development Recommendation
Which part of the game are you focusing on right now—the , the narrative choices , or the base management ?
To add more depth to the world-map gameplay, you could implement a system where the player dispatches hired hands or corrupted servants to handle side-missions.
Success increases your Influence in a region, while failure might alert the local guards, increasing the difficulty of your next personal visit to that town. 2. "Corruption Echoes" (Narrative Feature)
Expanding on the game’s branching storytelling, this feature would track your most "wicked" choices and manifest them visually or mechanically.
Given the current state of the game (likely in active development with a focus on expansion), here are three feature concepts that would fit the "Dark Fantasy Strategy" vibe: 1. The "Mercenary War-Table" (Strategic System)
Grafting "Subterfuge" onto a high-strength unit to create a versatile assassin for specific questlines. Development Recommendation Grafting "Subterfuge" onto a high-strength unit to create
Which part of the game are you focusing on right now—the , the narrative choices , or the base management ?
To add more depth to the world-map gameplay, you could implement a system where the player dispatches hired hands or corrupted servants to handle side-missions. Success increases your Influence in a region, while
Success increases your Influence in a region, while failure might alert the local guards, increasing the difficulty of your next personal visit to that town. 2. "Corruption Echoes" (Narrative Feature)
Expanding on the game’s branching storytelling, this feature would track your most "wicked" choices and manifest them visually or mechanically.
Given the current state of the game (likely in active development with a focus on expansion), here are three feature concepts that would fit the "Dark Fantasy Strategy" vibe: 1. The "Mercenary War-Table" (Strategic System)