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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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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. |
#2
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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). |
#3
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In fact, a nice Unit list/ability description would be great too for all new/changed units. I noticed Cold now exists separately as a damage type, and for example Ghosts now deal cold damage, etc... |
#4
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Laser Beam Duplicate More Runes Each ability uses 1 rune and you start with 3 random runes. The more unused runes you have in inventory (Might, Mind, Magic) up to 40 of each powers up the spells (200% for laser, 40% more troops for duplicate, and +1 runes per 10 Mind runes for the More Runes). Thus, you can essentially make a no-loss team with just Rune Mage + Paladin + whatever. As you can infinitely phantom paladin to res, and infinitely use Laser to crit for 10-20k damage to clear stacks, and have infinite runes via rune ability AND the rune magic that grants runes to a specific troop... Yea... |
#5
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true, I used rune mages+paladin for many fights and no loss allthough I wasn't striving for no loss. I got bored and got some nice elves now.
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#6
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On topic: This is a pretty good review, I'd say. The lack of freedom in choices and exploration, specially, will make replayability in this game a lot less appealing. |
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