Suggestion Some QoL Content Creation tools that I feel are missing...

Discussion in 'Suggestions' started by Yarott, Feb 2, 2019.

  1. Yarott

    Yarott Phantasmal Quasar

    Any possibility to add the following for map creation?

    • A "duplicate/copy" function for event triggers, flags, counters, conditions, actions, cutscenes, the cutscene timeline itself, etc. On the Switch, it could be assigned to the X button, like on the custom map/campaign select screens. Very weird this is not in the game yet. Saves hours of work having this.
    • Some extra paint-like map tools for terrains, structures, etc. Such as selection for duplication, an area fill tool, rectangular and circular drawing, and that eyedrop thing that would grab what is on that tile based on the resource tab selected. For the Switch, it could be assigned to the Y button for selecting these, just like the X button is used to select the elements to place.
    • Add walls that can, visually, be placed on water and connect to landbound walls, and "flood gates" for naval combat. Strongholds could also be placeable on any terrain, too. Like with the water villages. Which could also have wood and mountain variants, without breaking their visual formations.
    • Aditionally, add wodden and/or mossy walls, interior floors and gates for some floran map flair. Maybe a veeeery tropical biome would help with that the most. And "chasm" terrain, which is like a bottomless hole in the ground or sea, where only flying units can go through, unlike walls. Perfet for flat-worlder map makers!
    • The cherrystone villager unit sprites have a sort of randomly chosen alternate look, which should be manually chooseable. That said, the villager sprites chould use some female and dog variants for each faction, which can help for scene making and other scenarios. I am hoping for more of this for the combat/transport units and some alternate structure sprites in future updates, too.
    • A trigger property that considers when combat is initiated with associated conditional triggers (when: start (or end) of unit/structure combat encounter), and an action trigger that changes the combat backgrounds to special ones, including the ones in the cutscene editor, overriding the terrain's own of the unit standing there.
    • A trigger action that overrides terrain defense (from -4 to +4 defense), and movement cost (from 1 to 4 movement cost, including passability, directional and otherwise) on location events for specific scenarios.
    • On top of that, event location placement could also have a checkbox and text field for overriding the terrain tile's own name when a player hovers on it. (Personally, I just want to give some decorated spots some uniqueness, like a throne room fight with Sigrid when she is on an area marked by the throne decoration, with these).
    • A rename text field for predeployed units and any structures, for after the tooltips update goes live. Have a player hover on them to see their names. Especially helpful for skirmish maps, as you can already make each facility structure deploy units with individual restrictions to certain units. This can confuse players, as the details screen also does not reflect true deployable selection. So, the rename function for extra information is a massive need for faster, less confusing combat (and/or just make the details screen show the true deployables by graying out the ones it cannot deploy). It can also be used as a presence flag.
    • A conditional trigger for transport units. Tracking whether the transport unit is holding units or not, how many, and which unit(s). Along with an action trigger that fills or empties the transport, either as a loading or unloading action for adjacent units, or an add/delete action.
    Hopefully, these are feasible to add within the year. Thanks in advance!
     
      Last edited: Feb 6, 2019
      Blue, Lupinos and McMarius11 like this.

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