![]() ![]() Campaign balance and flow much improved.Ĥ.) Correct game term is "karma". Huge amount of improvements to game lore and universe logic. Countless new combat abilities for units old and new. Nearly every alliance quest reworked for consistency. Nearly a hundred new neutral armies, suited for different playing styles. ![]() New music pack from the composer of the original Eador. Hundreds of new images, graphics, sounds and visual improvements, including the models for all the hero subclasses. Several hundred new encounters and events Various new buildings (including epic tier shops and a casino) and new rituals. Various new races plus expanded and improved existing ones (no more Goblins and Orcs together, all of them have their own melee, spellcasting and ranged units) 20+ new item sets (giving all kinds of cool bonuses if you are able to obtain them ) ![]() 250+ new items (including weapons, armor, jewellery and artefacts to summon powerful monsters and contracts to hire new units) 200+ new spells (including all kinds of blessings and curses, damaging spells, AoE spells and even instant kill spells if you are lucky enough to find them) 150+ new units (including castle units, all kinds of monsters and powerful bosses) Balance changes to hero skills and hero class. All mercenaries are now T1.5 units (T1 promotions), so you have a choice to either buy a powerful and costly unit or an army of weaker ones. Tactical improvements, since there are a lot of new abilities, spells and units the AI will surprise you with new combinations of challenging enemies. Unit promotions (all castle units, except for the T4 units have a chance to be upgraded to stronger and better ones, all the promotions are within one tier only) Here's a brief overview of all the features and improvements that have been created and implemented since its very first steps over 2 years ago: Mage towers have an additional level that allows to summon fantastic creatures, e.g. dark elves with beholders, gnolls, dwarves, halflings, centaurs, wood elves, races consisting of birds, rats. Even if you get an extra 5 or 10$ charge for downloading the mod, that would be money very well spent.Įspecially cool: castle units can be upgraded to more powerful versions with different graphics, additional races e.g. If commercially sold, NH content would be sold split into multiple DLCs, total price for something in the 200$ range. Of course, if you play the campaign, you have to unlock T4 necromancy building first to be able to learn "Summon Vampire" IRRC, necro has additional perk that allows him to keep T4 undead (vampires) in his army. undead summons are powerful but mana- costly (both in raising and upkeep) - do your provinces have a high enough mana income ?. On a shard, there never is any fixed turn limit.Ĥ.) Depends on many factors: difficulty level, unlocked mage schools, mana income of specific shard you are playing. In astral you accumulate "astral income" per turn that allows you to pick bonus items/creatures for your next shard. You misunderstood - turn limit refers to "astral" turns, the amount of time you can hit "end turn" in astral. Skill names and descriptions, spells and units - for both base game Genesis and mod New Horizons: Open in Chrome, translate to english More creatures, alliance races, sites, spells. The one I could find was 3 Thau 3 Spellpower 3 Wisdom and 1 summon then on lvl10 spec into Enchanter. What wizard builds seem to be working for you during the campaign? Some detailed information would be much appreciated. That being said, would playing a wizard still be a viable option given the very limited time available to lvl up? What's an average hero lvl could be achieved on different shards during these 90 turns?Ĥ. According to the information I was able to gather, campaign shards have a maximum turn of 90 if played on beginner. Any comment on how good are they? Just hit lvl20 and got the class ability to replenish 8 HP after every unit I killed, which seems decent enough.ģ. Anyhow, I've started the tutorial again and have been playing with a warrior specced into a dark knight. ![]() I read somewhere that mages are only become viable later in the game when one can have access to better spells from the beginning. Finished the first tutorial with a summoner heavy mage then went onto my first shard and got my butt handed to me rather quick (again, playing a wizard with 3 Thauma 3 Spellpower 3 Wisdom and 1 Summon). Is there a collection of data/wiki where I could look up essential information regarding hero class development, skill names and descriptions, spells and units?Ģ. After browsing through different forums and having a better understanding about the game there are still a few areas i could use some help.ġ. Picked up the game about 2 days ago and have been enjoy playing it so far. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |