![]() While giants are still terrifying, if they are too badly outnumbered they suffer heavily. Human and human sized nations now will have a better time. Assassination is now an extreme threat for mages, especially as casting has a delay. Here is looking at you Thug style Pan and EA Abysia with Minotaur dreadnaughts and Assassins for days.Ĭombat being real time means the defender loses a LOT of their advantage, especially in smaller fights. The fact that non-magical commanders also can be recruited twice as fast in most cases means nations that had too much invested in non-mages are significantly stronger. Some UW nations got stronger amphibious units like EA Ry'leth, others, like Pelgia, are just insane underwater with a sacred formation fighter in an environment where ranged attacks basically don't exist meaning that to beat Pelgia in the water as a land nation will require you to dedicate an unreal amount of resources. which just got crazier because you can combine it with death explosion and spread those fuckers out for comical suicide bombing.Īlso most nations who were under-preforming got an overhaul or new units, especially aquatic nations which struggled with extremely weak units that were hardly stronger than underwater indies despite UW nations saddled with poor economy, causing them to just flounder and probably lose the game to a land nation that invested in a tome of water breathing, sent some mages underwater, and just murdered the fuck out of weak, armorless fish people using armored land troops. ![]() And incarnate benefits strongly encourage awake and weak pretenders on some nations, like Marignon Flaggelent Flame Weapon+air shield spam. Because those effects were seperated and expanded upon you aren't saddled with effects you don't want. It is espeically good because most blessings in 4 and earlier had contradictory benefits, such as blood benefiting death but also making you tougher. LA Man Air Bless with extra precision and wind guide on Wardens is fucking insane, your sacred snipers basically 360 noscope everyone and if anyone gets close they just gut them because they have heavy armor and swords. You never are saddled with bless effects you don't want, and can fine tune your blesses to your sacred units. It radically opens up the nations and strategies. Skip to 1:10:00 (Hour and ten minutes mark you fucking heretic) for the highlight.Ĭustom blessing is amazing. Want to see me stomp skubs over with Ulm? Click this: Even so, it's still a bretty good game bro. Why this doesn't have a steam workshop section or online multiplayer without the fucking hassle yet I don't know. ![]() *Max turn limit/game mode on games (Cataclysm: Horrors attack!) *Fear effect is capped, so overlapping fear auras aren't as strong *Limp or cripple affects strategic movement *Sieges are faster now, and need time to repair damage *Flying needs one turn to move from one point to another *New orders: hold & fire and advance & cast. *Provinces flags are highlighted indicating where you can move to. *Multi turn order movement for armies (saved for the next turn) *Holding TAB in army setup will show hearts for afflicted units. *Much better army setup, with less micro. *Events show thumbnail image of the location. *Magic sites show up as icons in the map. *Spell lists show gem cost and type (ritual or not). *More info conveyed in province connections. *Nation description show more info like unit roster. *Monthly casting and monthly forging are now options in the UI. *More info related to province defese, supplies, attack and defense siege scores, commander max squads and type shown. *Conservative casting is now saved with script and is shown in UI. More spells, magic items, special abilities, events, monsters, titles, thrones, … Some old nations have been reworked and updated (Marverni, Sauromatia, Yomi, Abysia, Lemuria, Ur and others). ![]() Better 3d performance, better looking terrain. New retreat rules (units can disperse after battle, good leaders prevent this). Winter shown on map and affects movement New, more granular movement system in strategic map. New recruitment system for commanders and normal units. New and unique banishment and smite spells for every magic path.
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