Given the introduction of paperdoll/base system, I decided to rethink the entire character/tech tree.
Before I just had some creatures attracted by buildings, akin to Dungeon Keeper.
These creatures came with predetermined equipment and abilities.
There was an inventory system and equip-able items since the beginning.
The equip-able items were a minor gimmicky thing, which gave small bonuses like +1 to defense.
Creatures had no progression, outside of the polymorph spells, which changed the creatures.
It was okayish, but offered no uniquiness to different creatures of the same type.
So now I decided to overhaul it and move closer to XCOM and Final Fantasy Tactics.
Equipment will be a huge thing now, and having a hook will be required for humanoids to scale walls.
There will be further creature progression, like humanoids will be able to grow wings.
Example is that flying zombie from the previous post. Think of it as flying armor from XCOM.
Before there was a ring of flying artifact giving flight to any no-flying character.
But it was really bolted on, without any character development and tech level.
I'm fixing it now. No, not with character jobs, but with a novel system, which fits nicely with city building.
Also I still wont be introducing experience or job/class experience, since I'm not making an RPG game.
In fact, no RPG elements is the 1st of the 3 design guidelines I use
1. No experience/character-classes or other D&D nonsense.
2. No randomness for action result. Even if the result appears to be random, it still depends on the world state (i.e. phases of the moon). Basically when I want something to be random, I make it depend on many factors, some of which are non-obvious or unseen to the player. Then I introduce abilities to access these factors.
3. A gameplay feature, which forces player to plan in advance, is a good one. So in my game design book, requiring spellcasting to take some time is a good idea. Yet more powerful spellcasters should have lower casting time. That alone gives player so many options: pick a weak spellcaster, who will do the job but take it long and will require you to plan further, or waste money on the expert one. And this 3rd rule indirectly helps implementing the 2nd one, because player choices introduce randomness, which is not as annoying as dice roll, because if player fails, that is the player's fault.
Anyway, now I have to draw a ton of pixelart myself, for the basic stuff like outfits. I don't hire artists anymore, since cheap artists produce too low quality art, so even I can already do a better job, while professional artists require fulltime employment and really huge salary. Then a lot of effort is wasted communicating what is required, and even I myself don't completely understand how it all should. This entire thread demonstrates doing new stuff, instead of just cloning Final Fantasy Tactics or XCOM, requires a lot of R&D, and sometimes taking breaks so I can return with a clean head and news ideas.