View Single Post
  #14  
Old 09-28-2010, 09:02 PM
ckdamascus ckdamascus is offline
Approved Member
 
Join Date: Mar 2010
Posts: 1,059
Default

Quote:
Originally Posted by BB Shockwave View Post
Metathron, KB-CRossworlds in an expansion... to a game that was pretty much an expansion to the KB Legends game. It's more like a mod, but it turned out to be much more then that, however I think you have had too high expetations.

Armored Princess WAS the expansion of King's Bounty - it had new units (graphically too), new skills, spells, etc. - but the main game and about 85% of the units were the same, just recolored. So yeah, AP was an expansion -a standalone expansion, but expansion nonetheless. Crossworlds on the other hand, was a not-standalone mod to AP.

I was expecting frankly a lot less from Crossworlds (I thought Orcs on the March will be another short campaign) so I was pleasantly surprised. I think they made the main AP game much better without taking away any of the old game's fun factors.

I was never expecting new unit 3D models - making those would have meant this expansion would have taken more then a year to make.

Regarding translations - I found some errors in the english version too (sadly there is no Hungarian for AP yet), but seeing as the text in the game is in an extractable format somewhere, even us fans could fix that easily. I love KB for it's open attitude towards modding. Makes the game stay in circulation much, much longer thanks to the community. I mean, look at Titan Quest - the company is long defunct, but people are still making mods for that game.
After steamrolling past the two short campaigns (which have a lot of replay value by themselves, since I would love to retry them with different strategies and they are short, so no major commitment), I was really shocked to see Orcs on the March looked like a re-skinned Armored Princess.

I was almost sad... until I played it.

I highly suggest people to simply try playing it and you will be surprised. The new training schools, the new items (integrates new items plus the old gift pack mod), the new unit skills, and new spells, all open up NEW strategies.

They really did mods to the game to help eliminate some really old standing issues.

At a high level, the major changes was eliminating the near requirement to kite (or luck) and to help make far more units viable in the game. I am talking about Impossible NoLoss games.

I lamented that the game devolved heavily into using only a handful of units.

a) royal griffins and black knights were the only units with more than one counter attack, making them verrry ideal for certain combinations. Now this is no longer true!

b) black dragons were deadly and awesome, but there was no way to resurrect them, among a lot of other level 5 monsters (cyclops) and even level 4s (royal thorns), etc. Now this is fixed with rune mage.

c) rune mage also helps condense many units into one, thus allowing people to use more varied units while maintaining the old gameplay style. Plus the level 5 resurrect ability is great.

d) the orc team is totally revised, allowing for incredible combinations and now, much harder enemies.

e) training school allows you to AVOID needing to kite or worry if your game randomly generated enough units.
Reply With Quote