
Drop down menu, listing all actions possibles instead of doing only the default one. Map showing the level of prestige and evilness of your mansion. New zone system: select the zone you want your monster to clean the blood or extinguish the fire.

Improve the GUI (Monster panel, task panel, options menu and monster selection menu) You can set a priority of a machine/bench. New resource: metal plate, brick, gold nuggets, cog, plank of wood. Victims can starve and die from hunger. New kind of victim: parent with kids, tourist, and dentist. Computer to send spam, the evilest things you can do. Your minion will progress on each task he is doing. You can display how much your mansion is evil on each map cell to set your evil furniture near the living area of your minions. Gauge to display a level of sleeping, food, prestige, and evilness.Įvilness Map now works on each Map cell. Advanced beds boost your monster characteristics when he sleep (cofin increase your resistance to curse, toxic bed increase your resistance to poison) Attack powers reworked on most monsters. New monsters: because you can never get enough monsters.ĭoctor Frankenstein and a tyre with psychic power. Minions gain XP when fighting and you can use skill points to unlock new attacks or make them stronger.

Those characteristics influence the power of your minion as well as some attack effects condition. Fighting system: Each minion has strength, dexterity, mind and endurance.

road: the map may have 1 to 3 maybe ? More roads means victims will have an easy access to the mansion (I always feel a bit psycho when I write “victims” XD), but on the down side, so will monster hunters later in the game. They could be foe (steal/scare your prey away) and/or be convinced to join your party.

regular forest/evil forest : good to harvest evil wood to build traps… or maybe just to get twigs, because you know the visitors will find a way to trip on them XDįorests could also randomly hide special monsters (Chupacabra, Wendigo, …). For holiday season we were supposed to take a short break, but we seem to be unable to stop thinking about the game ! We’re mostly brainstorming about non-core gameplay stuff, like the field: Machiavillain starts with a sizeable ground to freely build your evil mansion, but we’d like to add some random elements to the (until now) blank field to keep the beginning of the game a bit “fresh”.
