Hi Carlos, Yeah, I like your ideas! The dungeon would be cool, and it does kind of fit the theme. I am going to try that out and see how that works. Right now I thought about a new monster to handle the choke point of the bridge. It is a frost giant. It is kind of a left over idea of doing a norse faction. It was designed originally as a summonable monster type, much like the dragons and such were. The frost giant has an improved throw boulders that has an increase of range to 3. It has 22 health, massive defense, and ice immunity. It can freeze water and attack once a round. With this dungeon idea, maybe I should slot the frost giant into that, and see how that goes. Maybe it has to be toned down a little for the dungeon cause I am not sure about balance with it yet. I think this is going to be neat. Thanks for the ideas! I will let you know when I got something running. Thanks for telling me about inconvenient treaty. I swore I thought I fixed that particular problem, but when I checked out the teams enemies flag, the good team only had the evil guys as an enemy. Hopefully this will change the dynamic a bit. You think daggerdale should get a little beefed up? Maybe extra structure health? Thanks for your input, It is really helpful. I will let the list know when I get the changes into the dropbox. al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Carlos Macintosh Sent: Wednesday, October 15, 2014 5:45 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: twilight: wrong side of the river Hi allan, I think that the necrotic elemental tower would be an okay choice for the other building. Though I had another idea, you could allow us to make a dungeon for medium mode after say like 10 or 20 or something turns. This would give us more choice for what units to recruit.. I'm really fond of gnoll archers and bards; the other units are basically just offshoots of what we already have. Still, choose 1 or the other, if you go with the necrotic elemental tower that'd be extremely potent oncec you get across the bridge because you can get a necro in there to do a negative energy blast because the enemy units just pile up there. Perhaps make it so you can only build the tower after 7 or 8 rounds though, just so that people don't accidentally build it too early and get it destroyed by lantern tower or something. Oh wait I just had another idea, since you have 2 caverns you could have 1 of them be able to make a necrotic elemental tower and another be able to make something else, either a dungeon or a necropolis or something. Give one of them the copper mine power, but not both, that way you would have to decide where to take your caravans. And why did I not mention the necropolis, its units just aren't equipped to survive long against a hail of attacks from the enemies. Vampires are fairly powerful especially if you do selarity, then 3 blood drains, but since they don't regenerate, they would lose at least 20 or 30 health if they were on the front lines. Also a couple things to note: necromancers can energy drain from units that don't have energy, which basically means they get free energy. Probably you should put some only_useable_on condition into there or something. In An inconvenient treaty, no matter what team you decide to play as, you lose if daggerdale dies, even if it's not your own hamlet. This happens because of the change that makes it so death and escape conditions work no matter what team the units were on or something. I think though, that that map is really hard since you are protecting a weak hamlet with barely any defense to speak of, and it's like twice as hard if you play evil because both the good and the rebellion teams go after you. It's a lot better if you play as good or rebellion, because the other team you aren't on attacks the evil and kind of ignores you ... kind of weird interplay going on in there.