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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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I'm not aware of a fan site that reveals the new units, abilities, spells, etc. introduced in WoTN: Fire and Ice. If you know about one, let me know.
Otherwise, with an obvious spoiler warning, what have you guys seen that's new? I've only had a little time with the new campaign, but I've noticed that polar bears have a new icy claw attack that damages and slows, and I've been trying out a new level 4 viking unit called a Mystic which can go into trances to buff your defense or control an enemy. Some undead I fought have a new trait, too, called Necro energy, which builds up as the battle goes on and let's them regenerate destroyed units. I didn't let any of them live that long to see it happen, though. ![]() Edit: I forgot to mention combat experience for units. Your units get a little XP each time they act, and they get a small, stacking benefit on ranking up. For example +2 attack and +1 defense at rank 2 (rank 1 means no xp and no bonus). The bonuses don't seem to be customized in a way that I can tell yet. I only have vikings right now, but they are different levels and types, and they all got the same thing at rank 2. The one army I have at rank 3 got another +1 attack and +1 critical chance. Last edited by camelotcrusade; 02-02-2014 at 07:49 AM. |
#2
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Okay, just found a Gorgon. It is a variant on the beholder. It can summon snakes, turn things to stone with its eye beams, and give curses to enemies. It also has poisonous breath if you melee it. For a funny thing, when it turns an enemy to stone they still do their idle animations.
![]() I guess that could be considered a bug. Another bug I found is if you use the Mystic's mind control on a griffon, then use Split when it's your turn, you get to keep the other half of the stack for the fight (the mind control debuff doesn't travel with it) and at the end of the fight it just adds the number you got to another stack (I ended up with an extra axe thrower and a rebellion debuff due to not enough leadership). Maybe someone will start a bug thread (/dies). Last edited by camelotcrusade; 01-31-2014 at 02:16 AM. Reason: bugs |
#3
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Aw man, you are making me want to play!
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#4
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Hi ck, nice to see you. Yeah, it's fun to play KB again, cackling to yourself while everything goes after the mind-controlled unit that used to be their friend. The mystic can do it to undead (I think it's trying to tell me it's a 50% chance of success... wording is odd) so those big piles of skeleton archers are now my playthings.
![]() It feels good to restart, too... and this time I'm not gonna use rune mages making me afraid to spend my runes because they can roflroll every fight all powered up. So far, so good, haven't seen any. In other news, Polar bears also have a spirit of the north ability they can do once per fight, which makes all allied vikings get cold resistance and do some extra cold damage. The other bears seem the same. Also, all ghosts seem to do 100% ice damage now, including pirate ghosts. More emphasis on elemental stuff this time, I see (goes with the theme ice and fire, I 'spose). Last edited by camelotcrusade; 01-31-2014 at 09:00 PM. Reason: typos, always typos -_- |
#5
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Here link to russian site where some new content has been presented:
http://www.gamer.ru/king-s-bounty-vo...ty-voin-severa |
#6
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![]() Quote:
/C\/C\ |
#7
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Besides two additional bosses were mentioned.
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#8
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Cool, I will check out that Russian site soon and thanks for those highlights, Matt.
I hadn't seen the bear stunning thing come up yet, so I went back and read an ancient bear and sure enough, there was a 25% stun chance (no icon, just ability text for 'stun'). I also can report that combat experience levels can offer different rewards, though I don't know the details of how that works. My Gorgon got to level 3 and he got +10% more summon power instead of +1% crit. So far, he's the only one of my units not to get crit% (the rest all are vikings faction, maybe that's relevant...). Edit - just had another unit reach level 4. I have three level 4's now and they are all different. Axe Thrower has +6 attack, 1 defense and +2% crit. Mystic (also a viking) has +4 attack, 3 defense, +1% resistance and +1 runes (which still says zero on the info screen, could be a bug as the popup said +1 runes), Jarl has +4 attack, +3 defense and +1% crit and resistance. I have also noticed it has some randomness. Upon loading and experimenting, I saw my Jarl get +5% health and +1 runes. Note - if you get +1 it doesn't update the display. Not sure if you get one or not. I'm quite glad to hear about the flying, really. The biggest killjoy of WoTN for me was lack of combat pacing once I had wings. Flying allowed me to pick and choose my fights, so naturally I went for the biggest challenges I could win. But the downside was after I'd had my fun the maps were only left with easy fights that made combat boring. Hopefully that won't happen this time. Last edited by camelotcrusade; 02-02-2014 at 07:24 AM. Reason: more on combat experience |
#9
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One question: are the fights more varied or are they the same as WotN? I mean in AP and CW the enemy troops were a mix, a different and interesting mix every time so you had to fight accordingly. But this didn't happen in WotN, you had to fight undeads and then orcs and vikings and so on. are they different here, more like CW?
If they were mixed from the beginning it might get interesting to play the game again. |
#10
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Okay, you guys have convinced me. I'll get it
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