Breath deep, wall of text ahead
So this here is a few ideas as to new content that i would love to see and think would improve SK just that little bit more
lets start with the basic list
A) new levels/tile sets
B) side-quests/mini dives
C) new weapon type(s)
D) more mini bosses and enemies
while its all pretty straightforward (its what everybody really wants) heres the detail of everything that i've thought of or seen posted before(i know new content takes a considerable amount of time to develop, especially error checking, but hey its nice to dream up new plausible content)
A) level sets
I've posted threads about this before and seen quite a few others so im going to steal a few of the more prominent ideas and present them here
1) a desert/western floating island level set (this is my own so i cant be bothered typing out my ideas again, this is it)
2) water temple/cavern, theres got to be water doesnt there, this was a thread a while ago but it got mostly caught up about new enemy types and status effects, the original idea for the levels was good though. an addition to this would be to use the 'growth' element suggested before, instead of simple gates you must throw water (like in FSC) at small saplings which immediately grown into a vine/tree bridge
the idea was for a ruined temple like aesthetic alongside dark, rough hewn caverns
3) basically Cloudsdale (MLP:FiM) - a sky series of levels with clouds, floating islands and pseudo ancient greek architecture forming the mainstay of the levels, of course being part of the constructed world girders and machinery for producing clouds/weather/the nice blue sky panels would also be present.
again not my idea, the original thread is called weatherworks, but you can stop reading fairly shortly as once again it divulges from level design to other stuff - though i have pulled another idea for a new monster out of the thread (see section D)
B) Side-quests
This all came together after viewing the thread on a side-quest for the conjuring kat in moorcroft "what dark ritual?"
So my idea was to have a half tier side-quest for each tier
Tier 1 would be 3 depths before returning to haven, T2 4 depths returning to moorcroft and T3 5 depths returning to emberlight
Tier 1 talk to Bosco, the knight trying to fix the mechaknight in bazaar
He(lets just assume its a he) tells you that he needs one more piece to fix the broken knight, but cant get it himself because he has to finish fixing the mecha knight, would you retrieve the piece for him
on accept you are whisked away to the terminal before proceeding down to a set of 3 fixed levels
Alternatively Bosco could appear at the terminal (depth 0) on a side platform, with his broken knight of course, to offer the quest only from inside the clockworks - on completion you would be returned to depth 0 rather than haven - there would also have tp be a secondary elevator just for bosco's sidequest
The levels are based around a gremlin tenderfoot campsite - facing gremlin and construct family monsters
The camp is based on the floating island tile set, grass islands floating in the sky, but this time with piles of scrap metal and broken machines and simple yurts/tents around the place - gremlins have to live somewhere
the final 'boss' is an arena combat with some respawning tenderfoot gremlins and a T3 whacker gremlin - at depth 3 it could prove quite a challenge
after defeating the boss you receive your reward and an elevator returns you to the terminal(depth 0) to talk to bosco
on arrival bosco says "Yes! yes this is ... not what i need, oh well you cant be expected to know what a [insert sci-fi sounding gadge-tronic title here] looks like"
the rewards i was thinking would be a single costume piece per side-quest, as the reward you receive special tokens, probably 2-3 per run and each costume costing 50-100 tokens in the case of T1 perhaps a darkfang demo style helmet
Tier 2
the ritual circle behind the conjuring kat acts as an elevator to the dark ritual side quest, identifiable only by the floating symbol and 10 energy sign above it
the levels are filled with undead and fiend enemies, and seem to be meandering through a deserted and city or town - its basically dark city, though the candles and grimalkin should make an appearance in one of the depths just to shake things up a bit, as should the dead raising totems.
the final depth(12) ends with a puzzle arena, constantly re-spawning enemies try to stop you from closing a temporal vortex (just an endless graviton vortex)
-the idea is a circle of blocks(indestructible)with 4 gates at small inlets surrounding the vortex and 4 lit candles, each gate is linked to a switch (timed) outside the circle.
you hit the switch, open the gate and throw a globule of water at the candles extinguishing them, each time a candle goes out a totem spawns at the gate of the candle making it harder to kill the zombies and making the next candle more difficult
once they are all put-out the vortex disappears, the mob disappears, replaced by the reward and a gate to the elevator opens
the elevator stands on a thin section of pathway above a waiting spectral train, when the elevator descends beside it (if its done right it will look as though the knights are lowered so they may enter a ghostly carriage)
on arrival at moorcroft the knights are deposited by the train tracks, one knight per landing square (if you look there are 4 marked spaces) and the ghost train is pulling away.
the reward for this could be the spook kat hat we newer players have heard about but never seen, as a costume of course
unfortunately i have no ideas for a tier 3 side quest, except that a new gremlin NPC will have to appear in emberlight to provide it, so this section will end here
C) New weapon types
thankfully a short section
having swords, guns and bombs is great, but swords are basically done with, there arent to many more alternatives that the devs can make
bombs still have a ways to go and guns can be more varied than the rest as we've seen so for
so the ideas that i have/have seen are
1) pole arms - pretty much self explanatory, spears, bo staffs, halberds, anything with a long handle and decent reach basically
there are more than enough lance threads out there that i wont bother posting any links just give my idea
lance type weapons fit between guns and swords, a mid range mid power weapon
attack range of 3 squares straight ahead of the knight, so further then even the 'heavy' swords can reach but in a direct line, no grand sweeping arc of attack
basic lance has a 3 hit combo, 2 stabs followed by a lunge dealing moderate knockback and moving the knight forward by 1 or 2 spaces
charge attack is quite literally a charge, upon release the knight lowers the lance and runs forwards, faster then normal movement speed, dealing damage and low knockback to all enemies/objects in their path, but they cannot stop or turn while doing this. a monster caught directly in front of the knight will suffer 4/5 hits
while charging movement speed is slowed just like using a heavy sword
a heavy polearm, like a halberd has a 2 hit combo of stab then over head slam, creating a small explosive effect.
the 2nd swings 'explosion' allows it to a reasonable area, hopefully comparable to the AOE of a heavy sword
pole arms allow for all damage types juts like swords but piercing should be more prominent
2) axes, hammers and misc. melee weapons
again lots of threads about these but the basic break down is
they are effectively just reskinned swords
small war axes/battle hammers can use the standard 3 hit sword animation and profile
large weapons like great double headed axes and scythes can easily use the heavy sword animation and profile
some particular ideas that comes to mind for small weapons of this kind
a darkness axe - basically an acheron but it looks different and has a different charge attack - lunar axe?
Kusarigama - a ninjas weapon it could use either the fast, 5 hit, sword combo or the standard 3. with a ranged charge attack that sees the knight throw the weapon forwards and return it with the chain, basically the model spinning on its side with a chain extending frmo the knight to the projectile before it boomerangs back. the knight is of course immobilized and cannot be interrupted during this attack
a half normal/piercing weapon perhaps
Mjölnir - the thunder god's hammer. a half normal/elemental 3 hit hammer that has the same ranged attack as the kusarigama, though a good chance to cause shock as well.
basically its a hammer version of the shock brandish, but cooler cause its a norse gods weapon
D) New enemies and mini-bosses
so we'd all love to see new enemies, and its inevitable that eventually we will get them, but for now, while we're all waiting here are some of my favourite ideas
new turrets for the other monster families, details here
somewhere along the way somebody suggested a spider like fiend enemy, that would be pretty cool, though i cant find the thread anymore. additionally i think it would make the monster more interesting if it was mildly vampiric, each time it attacks a knight with melee attacks it heals itself slightly
Again stolen - a gunner gremlin, using a catalyser or pulsar like weapon
a beast mini-boss, a giant tortoise, my own, details here
a flying beast, bird like creature - stolen from long ago - here
a flying construct, basically a scuttle bot with a propeller sticking out the top helio-bot, heli-bot whatever, it attacks with an under slung launcher, looks like a grenade launcher but it is effectively just the status chroma's gloop attack, neutral could literally be a very small grenade/explosive round
there were probably more but this has been going on long enough already and im getting bored of sitting here typing - i feel the need to release some pent up energy and tension by murdering semi conscious globs of slime and jelly to loot the coins and materials within
also, a kitteh
Love all the tileset ideas.
Also, polearms are a definite yes for me.