![]() I still remember on Challenge with patch 3 that the Extractor item gave 2 mana per kill. Intended? Is 50 not too high? That’s like visiting a special map location on every kill. The Pilfer perk of Medred's Knives gives 50 instead of 20g despite description. I can’t remember if it also happened to the earlier stag units. ![]() I’ve already observed it on several maps. If Wind Riders lose a unit member during an attack-and-retreat move, one stag will keep standing on the moved hex. "Magistrate Present" buff on Krell's_Landing.also counts for Gerios himself. Here are some separated unit-issues I’ve noticed so far: The enemy-scaling option seems to do its job very well compared to strict XP values which look truly challenging as I have compared them, but this could vary for every player skill. Instead of implausibly buffing enemy units to the sky, you simply give them more experience and/or higher (tier) spawn numbers what still plays finely balanced right now without much frustration. The difficulty grades of the game are also well done. The letter-quests on the campaign map are also nicely done as mini-puzzle. Anyway, such scenario story-supported side-quests, like the harpy-quest on Clanhold of Machnar map, enrich highly the world that you are motivated to explore every corner of the map. No idea if I have missed something there besides the female-unit special reward already by simply visiting the tent. For example, on the Odwin’s Ford map, I missed the opportunity to accomplish cleansing the swamp from undead for the witch, as you can promise you will help the witch somehow. ![]() The occasional discovered side-quests are highly welcome in a turn-based strategy game, although I wish there would be more in such fantasy-themed world. It’s rather much easier to get own units destroyed later on higher difficulty grades. Saving costly unit member deaths by slow careful moves can compensate the benefit of left-over turn wealth mid-late game much more. More important is the scenario goal that can still be accomplished after the soft-limit. While visiting every special location for treasure seems mandatory at beginning, these won’t become too necessary anymore if you have established a fully upgraded army later about Sunken Lands and gather more resources than you need. The Wealth system is also truly a better alternative to the typical scenario turn-limits. Loot in the game is nicely varied and exciting to discover, as long as you don’t constantly get duplicates of something useless. This brings a little difference to every army member even if you got copies of the same type. It’s good that you can also equip ordinary units with items besides heroes. It feels virtually very believable in that sense. ![]() I have never seen using that so far in games. I also like using morale as shield against magic attacks a lot. It’s quite fresh with the separated male and female upgrade-tiers, as rather only barbarian/norse-like armies offer such gender-mix compared to used-to-known male-only armies in non- or low-fantasy worlds. I especially like this upgrade system in a TBS which offers a nice way to customize heroes and other units, although this is obviously quite plausibly restricted in forested barbarian lands with the given resources at beginning. I normally avoid turn-based strategy games on highest diff due implausible AI buffs. I first played on Challenge with patch 3, but when patch 4 hit I felt like restarting with some lessons learned on Legend with enemy-scaling which rather plays surprisingly better in the sense of not being too easy. I’m quite content with the game as far as I have played until Kanthas now.
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