Secondary Victory Conditions and other ideas

Discussion in 'Feedback and Suggestions' started by Kane Severance, Aug 15, 2013.

  1. I'd like to see more complex victory conditions, and what I'd really like are some bonus optional conditions, maybe to improve or get more treasure.

    Maybe things like killing the leader without harming its minions or protecting a neutral target/object.

    These are generally fun and add to the challenge and variety of missions as long as they aren't all lazy like finish within X turns.

    I'd also like to see things like treasure terrain squares which give a bonus treasure if you start the turn on them, and secret doors which lead to an additional optional encounter map.

    Edit: Apologies for forgetting to add [SUGGESTION] to the title. If a mod has a chance to edit it, I'd appreciate it.
     
    Eastside, xienwolf and IvoryHeart like this.
  2. xienwolf

    xienwolf Goblin Champion

    I know the first time I had a map with treasure tiles on the far side I felt compelled to run over and stand on them, even if it meant holding back from landing the killing blow on the last enemy while I moved around. Would be nice to see some small nifty bonuses like what you mention. Or even go a step further and have some "modules" be forked campaigns. Finish the second map in one way and you get Map X next (which ends the module), finish in another way and you get Map Y and then Map Z next (ending the module in a different way).
     

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