Update to v0.7.1! Imps are in the house! Alongside their fellow zombie chums they become a nasty pest as when the zombies are all shot down the imps are still there throwing demonic fire about the place! The imps are unlocked through upgrades and cost with the same convention as the zombies only more on the satyr side this time.
Here's an ImageShack screenshot (quite large thus put in a spoiler to not spam your screen!)
[URL=http://profile.imageshack.us/user/chupareaper][IMG]http://img6.imageshack.us/img6/7948/mrisenecribus12.png[/img][/URL]
I've added some more emanations, I'll also look into adding some effect spells to the mega units (so far we have Shade, Collector, Wreekendier, Phantom, Ghoul, Reaver and Corpseress, mega demons are coming up, *cough of DooM* cyberdemon, spider mastermind...!). Mega units don't have EP as that is only going to be for hero units which I will eventually add using a parent child relationship from the main city unit thus only one hero unit at a time and if your city is destroyed you have a severe loss. Hero units will be added much, much later though.
The new GAE update makes building walls pretty awesome now and though untested hopefully the fix for emanations means network games will work, I tend to build two layers of wall as it centres nicely into the gatehouses, I may also introduce thick walls with are basically 2x2 sized walls with 4x the health of a standard wall (1000, so 400 for thick walls), these are quicker to build and easier to maintain but if they're destroyed it leaves a bigger gap in your defence big big nasty units like shades to pop through and smash stuff fast.
Summary:- 4/21 Demonic Units complete.
- Possible thick walls and mega unit effects planned.
- Everything else ready.
- Just thought I'd try out the bullet points !