Feedback Loop: Hero Equipment

Welcome back to the Feedback Loop series. Today’s topic is Hero Equipment, which we discussed in the Discord community in June. In summary, players see equipment as a mixed bag of useful and close-to-useless items. Many balancing suggestions and new ideas are inspiring, ranging from set bonuses to new perks.

Please continue reading to learn about Game Center’s views on your equipment ideas. Perhaps this Feedback Loop leads to the next theme for Mayhem Mode? 💥

  • Comments from the community are written in bold
  • Response from the Game Center starts with a 👑 icon

Existing items

Thief bags could be made more useful by adjusting them to apply to carrying capacity instead of a cranny dip/plunder bonus. 

👑 Plunder bonus applies to the carrying capacity of troops, so happy to fix this little misunderstanding. Bonus rolls for carrying capacity go from 8% to 22%.

Spyglasses could be turned into weapons like a scout’s dagger, with a scouting perk. This way, the item wouldn’t sacrifice the benefits of weapons or left-hand items.

👑 An espionage-related weapon would have to be limited to spies with an origin in the village where the Hero is currently stationed, but this could be an interesting revival of the item. And in general, the idea of overhauling some of our items is fun to work with. New values, like we previously did with the Horn of Natars.

Spyglasses could be enhanced with additional functionalities such as to detect spying attempts or to provide “false reports.”

👑 Like the one above, the item would need some limitations to work properly. Increasing the power of spies set for defense is possible. False reports, on the other hand, are more tricky as they can be easy to spot after a while…

The Gems/Crystals aren’t currently multiplied by gameworld speed for Culture Point helmets. Can we change that?

👑 Sure thing, rebalancing here is possible. We’re open to rework as long as balancing options sound reasonable compared to the progress in the game. Good topic to keep in mind for later.

Pure strength bonus equipment has very limited use: No benefits for heroes traveling with an army, and with adventures, other armors are more useful. Is there room for a new perk?

👑 The Hero’s fighting strength is part of the damage calculation, and each point is like adding extra troops to attack or defend with your Hero. A shield that adds 1.300 to Battle Strength would be the same as 20 Swordsmen. A useful item to balance points in resource production, especially in the early game. And shields serve a purpose when switching to Adventures. But let’s continue to the next topic, synergy bonuses, in case there’s room for creative options. 

What if you add synergies between shields and weapons? Match the right shield with a weapon to get an extra bonus to attack or an additional 1% bonus when attacking or defending with an army. 

👑 These Set Bonuses make for a great topic! Not to spoil anything, we’ll keep the specifics under wraps for now. Anything from Equipment overhaul to new tandem power is on the table.

The healing potions could be reworked. You cannot get enough of those to upgrade bandages properly or use two types of bandages simultaneously.

👑 The healing potions could be added to packages, or maybe those fit the upcoming VIP Shop for better availability. The issue of small and large bandages not stacking and players having to choose to equip one or the other is an understandable source of frustration. But so far, we don’t have any plans to address that before other pending topics.

Pennants and Standards could be merged to include bonuses for both. Maybe just a small bonus next to the main bonus?

👑 Decluttering your inventory by merging Pennants and Standards into one item is an option. The Pennant is now like a limited version of the Standard, even with bigger bonuses and variants. Thank you for the idea!

Spurs could be made more useful by adding a bonus to combat power or something else. This way, shoes wouldn’t need to be switched between adventures and offense.

👑 We’ll add this to a list of potential reworks. It’s not a promise to do anything specific with Spurs, but it is possible to give an item category a specific base effect plus an additional special effect on top. Worthy idea to tackle together with other items while keeping balancing and game progress in mind.


New items

👑 Some of these ideas are really interesting and worth working into the game! Other ideas are a bit imprecise and need limitations to work with our current system. It’s hard to answer each idea individually, but this does inspire to think of the next Mayhem mode with new equipment pieces and some old ones. Maybe those would be well received on “Mayhem in the Armory” 🤯 (working title)? First, rather simple items, and then expand on them based on player feedback.

Here’s a list of interesting ideas from your fellow players:

  • Party helmet that gives a bonus to every party held. It works similarly to CP helmets, so instead of a fixed value per day, a % bonus per party.
  • Head-piece to grant passive experience to the hero. Or new accessories to help with XP, especially for players with defensive role.
  • A new version of Thieve’s Bag that works for all attacks, giving just a small plunder bonus.
  • An item that makes traders or merchants faster or more effective. A small gain in resource transport, for example, adds a new component for active players.
  • A new piece of equipment that reduces the general construction time in the village where the hero is stationed.
  • Add more equipment slots by splitting body armor into upper parts and pants, or maybe gloves and jewelry.
  • What if the hero could equip weapons in both hands? It could be a tribe-specialty. Other tribes could get a different type of equipment perk.

Thank you for the valuable feedback and suggestions on Discord’s Feedback Loop channels. After finishing up with more critical topics, we will dedicate time to surprise you with an equipment overhaul. You can see an overview of what we’re currently working on in the Kingdoms Forge.


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