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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
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#1
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Previous 'ressurection engines' are generally more complicated than "rune mage, anything that can summon, and Runic Word' I mean, Runic Word is as cheap a spell as they come. And if all you care about is infinite summons? Well the phantom-royal griffin strategy is a million times better when it costs 3 mana instead of 25. |
#2
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I run Royal Griffons, Inquisitors, Paladins, Archers, Rune Mages.
Use Runic Word for runes on Rune Mage round 1. Use Laser Beam to wreck a ranged stack. Hit things with Inq and Archers. Griffons either wait/summon griffons or buff units. Paladins make Rune Mages go again. Rune Mages make copies of Paladins which cycled back to Rune Mage for more Paladin stacks. End of Turn use Laser beam to kill 1-2 more stacks. Summoned Paladin Stacks tank everything. Win battle; I am easily beating invincible enemies with no losses without resorting to mass resurrection, maybe res for 2 rounds at the end. Last edited by Highborne; 10-30-2012 at 06:42 AM. |
#3
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My problem concerns bugs. In Verlania there is a High archmage rezo tower and no matter how much you click nothing happens, although there is a quest icon above it. I found a new upgradable artefact which cannot be upgraded. You click upgrade- ok and nothing happens.
And so on and so forth. nothing too important but annoying nonetheless. |
#4
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Sorry wrong thread. This is what I get for multi-tabbing.
Last edited by Nevar; 10-30-2012 at 07:02 AM. |
#5
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@Highborne
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Last edited by Fatt_Shade; 10-30-2012 at 07:15 AM. |
#6
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If they wanted it to feel like TL then you should get it after a few quests and have it level as normal, which would be infinitely more useful than having it at level 1 and not being able to level it until level 6+ due to being on 2nd island. This has been debated multiple times already, the Viking class feels weak starting because of crappy rage ability. No leveling means it feels sloppy when playing and having rage that doesn't level. First island probably needs a slight tweak for a no-loss doable without stupid RNG of rerolling the island to suit your needs for final 2 battles. Making this level would be an elegant solution and one where the first island would be doable as a no-loss impossible difficulty with any class. |
#7
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Everything feels very copy & pasted from KB:TL, with only minor changes. On some areas it's really blatant that they just went through them in a hurry without much thought, there are flying buildings and mountains because they haven't been placed with enough care, empty spaces in walls where buildings used to be, undead armies everywhere instead of variety, etc...
I have played my first play through on Normal difficulty now for 64h according to Steam and I've maybe completed ~80% of the game, still encountering undead armies on a regular basis. They don't even vary in their composition, so it becomes monotonous labor where I'm just going through the motions instead of getting challenged by the game (move units in tactics mode, choose Edda, cast Phantom, use Rage skill, shoot with mages, hug the enemy archers with my phantom griffons = win, then repeat about a zillion times for every undead army on the map). |
#8
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You know, if they'd introduced more undead units, the game would've been a little less tedious. I kept seeing mention of ghouls, which got me excited, only to find out there are no new undead units in the game at all. I mean, I would've been happy with new units that were just retextures as long as they played differently. |
#9
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So would I
![]() Unfortunately, WotN forces the player into pointless repetition for a long time. Use Axe Throwers, Soothsayers (rest is whatever), advance a few paces, beat the undead army using the only damn rage skill you are given for last hits whenever possible until you get the XP medal. Advance a few more squares, beat the next one with the same composition. Rinse and repeat... Kinda takes the fun out of a no-loss game too, as for the first time I felt an inner urge to skip ahead and see new stuff regardless how the battles played and whether I lost units or not - and each and every single no-loss challenge (especially the player created ones) was a big part of this game. That allowed everyone to forge a new story, to offer ideas for another play-through, to up the replayability of the game. I dont see how differently can this one play for the first 10 hours or so... The game is beating you on the head with the same types of units over and over.
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Last edited by DGDobrev; 10-31-2012 at 03:40 PM. |
#10
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I wonder what people are saying in the russian forums... I imagine devs go there more often, being their native language. Not that I think they don't speak English, but I suppose it's easier for them.
Anyway, given the nature of the story and its somewhat linearity, out of giving us random or more variety in units/spells for castles, etc. (which would go a looong way, btw), I don't know if they can do much. But I suppose that right now their priority is the hunting and fixing of bugs and crashes. So mods will have to suffice for now. |
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