The way this mod is evolving, it will be pretty open ended: lots of cool toys to play with and units with which to populate a Dungeon. I am hoping to allow for flexibility in designing dungeons, rather than locking people into a single scheme. This is really modelled after games like NWN, which made fan designed dungeons easy to do. In my opinion, the things that fans design with readily available tools often surpass the original game. Well, duh... case in point: FfH2!
And this is very much an evolutionary process. I started originally by playing around with terrain textures -- the first significant acheivement was the dungeon walls. After that, I dabbled with some new units and tried to make some new spell effects. after a bit of this I realized, "Hey! This could be a mod!"
I have also made a decision about the civs. I will pare things down to just a few playable choices for the first release -- perhaps even just one playable civ. A fairly generic "we can become anything" type of civ that will allow for the player to pursue his or her choice of tech path and playing style without the burden of a previously established backstory or lore.
The barbs will be in, of course, as generic nasties. But I will try to include a few thematic civs (that will not be playable) to help populate The Dungeon with some more challenging opposition. For starters, I am thinking a demi-humans tribe (orcs and goblins, etc., much like the Horde), Drow (svartalfar, more or less), some flavor of Dwarves, an Undead civ, and perhaps a few other surprises.
But this weekend, assuming I can get some free time to code, I hope to tackle my first draft on the new tech tree. This is a much bigger job than just whipping up new techs, of course. I also have to go through all of the other XML and python files and remove instances and dependencies that contain the old, discarded techs. Blechh.
But a bit about the tech tree:
There will be five main roots, that branch into higher and more specialized tech, with the usual cross-overs and alternative research paths. The main roots are: Combat, Stealth, Magic, Dungeon Lore, and Leadership (although the name of this last one may change).
Combat deals with developing more powerful and effective units adapted to the type of close-quarters fighting experienced in the environment of The Dungeon.
Stealth deals with improving sneaky type skills like lock picking, hiding, and finding hidden objects.
Magic will be a departure from the system used in FfH2. "Surface dweller" magic doesn't work very well in the environs of The Dungeon. Accordingly, its denizens have developed a system of magic more attuned to the unique conditions of The Dungeon. Low level magics are available to all magic-users, but higher levels are organized according to Schools. The player must choose a School carefully. Once a particular School path is chosen, other paths get closed off! Also, the highest level magics require more than just knowledge of the spell: these spells need material components that are consumed in casting the spell. Accordingly, the player must learn to carefully manage rare resources and use them to the best effect.
Dungeon Lore covers exploration (better spelunking), ecology (learning to identify and use the flora, fauna, and mineral resources of The Dungeon), and construction (how to demolish and build things like doors and passageways).
Finally, Leadership covers a range of things like diplomacy, trade with the surface world, and attracting new party members and henchmen.
If I can come out of this weekend with a tech tree that has one single tech -- and it doesn't crash the game when I start the mod -- I will count it as good progress!