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Can someone please explain the combat runes
In this game there is something called combat runes (I think that is the right name). It is mentioned in the first page of the manual but then for reason I do not understand they never explain their usage in combat.
Basically when you select a troup to move - there are three buttons (attack, defense and luck) but what the manual does not explain is what they do and more important what resource they use - what determines which options are available. Even worse they are called runes but are NOT the same as 'talent' (red, green, blue) runes which are used to gain skills. Very confusing. I really wish they had described them in the manual rather than give them a single bullet point as a 'new' thing and leave it at that. |
http://www.kingsbountygame.com/handbook/magic Check part about Rune magic. I think it has some connection to runes you mentioned for units. This is available only for Viking troops i think.
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It's a special skill from the viking race. I found this on the HP of the game:
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I'm wondering if the player will be able to choose at the beginning of each combat round for each of his units, if he wants to use a rune or if he has to use them in the three first rounds of a battle?! Greets J.B. |
That is what I wanted; wish they had included it in the manual. It was very confusing. Hum. I *think* there is a missing detail; it seems that something rests them - perhaps rage; or maybe it is being reset at the start of each round.
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very nice aditions by the way. I really like them.
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That rune of Attack is mm-mm tasty. 20% boosted crit AND attack will be a pretty major boost to damage, especially late game.
Though I do wonder if the Viking units will end up being good at all. Most of the Human units waned in value late game (barring paladins, archmages, and inquisitors) |
Note that the chance of trigger is really low. You select the rune to use and then move the character. If it triggers the effect then the rune is used; if it fails to trigger the effect then (somtimes) you can use the runes the next turn - the sometime bit confuses me - not sure if if it is by design or bug; but the fact that the rune only has a small chance of actually using the effect is a bit 'frustrating' or 'annoying' or something or other. You want to use them because they grant nice benefit but you can't actually depend on them working as they are unreliable.
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to clarify it's possible for a rune's effect to be instanteous and non-random OR totally random, of the three basic viking runes the vikings units have on them attack and defense are just flat toggles and luck is random, the rune system is pretty satisfying (I've only played the tutorial so far) although it's only got a minor effect on the game |
Actually what they need to do is put the effect of the runes in the tooltip when you select them. Right now all it says it the name of the rune... let's add what it does to that text.
I don't think it would be hard to do and the reminder would be useful. If we get a suggestions thread going let's put that in there. |
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