Future Ideas

So I personally feel the need to vent out some potential ideas off my chest here going forward:

Chapter 2: The final boss you defeat is actually a being that leads to something far worse after being destroyed (Kinda like bursting open a dam), especially since it was so aptly named 'Cultist', causing the whole kingdom to slowly become ravaged by a heavy increase of dark creatures...and we are the people responsible for it happening, witnessing it over the course of a in-game week, resulting in the rulers of said kingdom to force YOU & your establishment into becoming the main hub for soldiers & RPG heros to visit & rest whilst they SAVE the world that you made a mess of, fulfilling their stomachs & food quotas to the Coachman (Whom acts as your supply chain).

Adding to this are a few new locations & mechanics that emerge from the Chapter 2's new enviroment:
Mountains - A Dragon perched up in the high rises that threatens to cause mayhem, solving by giving it a wide range of tasty recipes to indulge in (Might even become friendly, favouring food over gold)
Swamp - The whole biome becomes a much harder region to venture, teeming with end-game monsters that become more relevant overtime through the chapter
Ruins - The location itself finds new purpose by becoming an outpost for heroes or a wizarding post for advanced spells
Sea/Shore - The rapid increase in fulfilling the food quotas, leads to the potential construction of a fishing harbor to go out & sail into open waters to catch larger quantities, the Mermaid could also lead to more interactions in those waters
Wheat Field/Mill - Same as above, only this time the mill & fields are used for extensive Barley production
Mines & Forge - The challenges would require extensive upgrades to your equipment, so for a hefty fortune, you can construct an adjacent Forge & Mineshaft to mine for materials, and craft better gear, like Swords, Shields and Staffs (Also serving as another outlet for the increased player count to keep themselves busy)
Tavern - The main feature being to expand the tavern's walls to include more ways to get around & deliver food & drink, such as turning the side door out into an actual in-door staircase, maybe add in a dumbwaiter to the kitchen to send meals upstairs quicker, adding in a balcony & perhaps a third floor for more Inn guests or just for utility purposes. Next, the security of the Tavern will become all the more paramount because of the circumstances, allowing you to recruit Owl defenders with tiny bows to fend off attackers (You can feed them too, which buffs their speed & power), the 'Mystical Deer' also plays a bigger part by maintaining a sort of shield around the Tavern when it gets ESPECIALLY dangerous, requiring many recipes to keep it's energy levels up. Lastly, the many NPC's you've encountered throughout the game play slightly bigger roles, such as the 'Hermit' actually being a powerful wizard to learn spells from (He forgot that he was powerful to begin with)

Finally, just a few miscellaneous ideas I hand:
Jukebox - Playing certain songs causing the drinking patrons to swing their drinks in a rhythmic fashion
Full Meals - Patrons in large groups order the whole banquet (Starters, Main Course & Desert)
Cutlass & Battle Axe - Honestly, I think it might be better to buy them at an high level instead of finding it by random chance (Played multiple playthroughs Solo & with friends, and only found the axe once)

That's it for now, sorry for talking your ear off, it's just that the whole flow to this game is BEYOND addictive, got so many of my friends into this game, and I crave for SO much more for this special title, also: HAPPY ANIVERSARY! (About nine days late XD)

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πŸ’‘ Ale & Tale Tavern Feature Request

Date

6 months ago

Author

snooper17

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