It also addresses the problem of "blandness" in cities by introducing buildings that only can be built with certain world improvements. It adds a new race, Halfling, which is very fun to play because of its unique Luck mechanic and a Wild Magic specialisation (well, two specialisations of Adept and Master) that very interesting to play. That Vault Golden Realm is an excellent expansion. Besides there are even more elements that contribute to differences between every game: - Structures on the strategic map can increase the value of specific unit types or grant additional building options - Research is full of variety: You never research the same spells in the same order and have to adapt - Settings about the amount of independent towns and the strength of spawned creatures can change the game completely … Expand This provides easily variation for more than 500 hours. With the 6 classes and 7 races there are 42 possibilities for a combination. Specialisations make a big difference to playstyle too! Have fun.After 500 hours I can definitely say the replayability is huge! This might not be obvious at the beginning because the main differences don’t depend on the race (for example every race has an archer, a cavalry unit and some supporters as basic units) - but on the combination of race and class: So far there are 6 classes (Archdruid, Dreadnought, Theocrat, Rogue, Sorcerer, Warlord) and After 500 hours I can definitely say the replayability is huge! This might not be obvious at the beginning because the main differences don’t depend on the race (for example every race has an archer, a cavalry unit and some supporters as basic units) - but on the combination of race and class: So far there are 6 classes (Archdruid, Dreadnought, Theocrat, Rogue, Sorcerer, Warlord) and every class provides lots of specific units and spells that harmonize differently with every race - the Mounted Archer of the Warlord is extremly impressive if you play Elves but on the other hand the Warlord Monster Hunter has great bonuses with Goblins for draconian Theocrats Evangelists are very important units as they get additonal fire damage, however Orc Crusaders benefit from the ability tireless. If you look at the wiki you can see the various race options and what they contain, and if you click through to the classes you can see how races modify class units beyond their usual modifications. Other cool options are frostlings/goblins for a new damage type you can't access otherwise, tigrans for sun shield crusaders and orcs for tireless crusaders or war cry exalted.Īt the end of the day you can just tinker and experiment till you find something you like or even pick because a combination that looks/feels awesome or has great roleplaying potential! Exalted get charge, crusaders get improved wall climbing. They also get armored evangelists and shields on their exalted.ĭraconians: Much like humans their evangelists actually receive a ranged attack but here it is fire, which allows for some damage diversification. While in this game pretty much every combination has it's upsides, I do have some favourites for theocrats.ĭwarves: Their crusaders not only have naturally higher tank stats, but they get defensive strike which has great synergy with the defender ability they already get.
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