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King's Bounty Famous series of Fantasy Real-time RPG with turn-based battles. |
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#1
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Archmages and Wizards Lightning attack with Trance can now hit 2 random targets after the main target if they're within 4 hexes. That's kind of new.
Ok, Dispel doesn't work on freeze, poison, bleeding or burning...so what negative effects does it actually "dispel"? Oil/flammable? It's now useless as a spell and the Mage Hunter(Of the dark version of Witch Hunter)and his talent of dispel is also useless. "Creation" is the replacement spell that seems the same as Gift, with perhaps even more charges added than what Gift did. Right now, I'm going with a full set of "Order of the Twilight" of traitor humans. Wizards(Dark Archmages), Dark Paladins, Dark Knights, Mage Hunters, and Heresiarchs all with morale at "Unshakeable" due to items I've gathered. I'm still playing the Vampire but am experimenting constantly with different combinations of troops. Due to limitations in how many of these creatures, I had to use Blood Priestesses + Call of Nature to bulk their numbers and will have to again in a few levels. I may be replacing the Mage Hunters soon with Horsemen, where I started with only 14 of them and got them to over 100. I adopted this strategy lately due to: 1. The Items that are available in this playthrough. 2. The Traps. Got tired of watching my summoned demons blunder into every trap and ziogyn on the map. Hell, they even moved in a stupid fashion(for no goal I can see whatsoever) to step in one. Why can't we control them the way we do every other summoned creature? Anyways, it's forced me to adopt a very defensive strategy. 3. The orcs suck 4. The dwarves suck 5. Haven't gotten to any dark elves yet and anyways, by the time you get them, they suck Negative effects Dispel actually dispels: 1. Sheep 2. Helplessness 3. Peacefulness 4. Slow 5. Fear 6. Plague 7. Doom Ways to Resurrect your main troops: 1. Dark Resurrection spell-Obtained by giving Simon in your shelter 3 Resurrection Scrolls 2. Dark Paladin ability 3. Heresiarchs 4. Demonologist's ability 5. Turn Back Time 6. Phantom of Dark Paladin, Demonologist, Heresiarch 7. Repair Droids and Engineer Repair ability, only for Droids 8. There is a way to heal Level 5 creatures with "Chemists" healing bottles, even Magic resistant ones, but not resurrect as far as I know. *Yes, I'm using this as both help for others and a sort of notepad at the same time,lol. The biggest problems(some may be bugs) and difficult encounters to watch out for and plan accordingly: 1. Starting Spells for the Vampire 2. Starting troops for Orc(don't know personally as I haven't played him yet) 3. Seems for both "spell medals" where you have to cast a certain # of each, that one of the medals scrolls take forever to get. For Vampire, it was spells for the ones with Blur and Avenger(still don't have the other 2) and for Demoness it was the opposite medal. 4. Uncontrollable Summoned Demons blundering into traps and Ziogyns. Either allow us to control them or improve their AI to avoid the traps and have the Ziogyns boost their Adrenaline or whatever. 5. Playing Vampires and Ancient Vamps vs the Droids 6. Playing Vampires and Ancient Vamps vs Plants and Ents * The last two make sense as it causes you to play more cautious so not something I want "fixed". And vs anything else, the vampires(exception being the female) perform great. 8. Finding real use for Female Vampire -need either same leadership as Vampires or -need self resurrection ability 9. Playing the Orcs/Goblins except one or two ranged mixed with other races. Adrenaline is kind of OP with shaman and underpowered with everything else. No attraction with them. 10. Playing the Dwarves and same thing as the Orcs/Gobs except adrenaline of course which they don't have. Mechanics are pretty good and with creation, can be deadly 11. Call of Nature is probably best spell in this version 12. Plenty of useless items in stores and map that you can sac for Magic Crystals. very good 13. Random Thoughts: 1. An underwater race would be fun if you can figure a way for non underwater to fight them without drowning 2. Wyverns would be a good evil counter to griffins. Keep them evenly matched though 3. Why not Timber Wolves as a slightly better wolf add on 4. Teaming up with Battle for Wesnoth(a free TBS Strategy game) and using some of their factions would be fun 5. Robber types could use a leader type. A 'Kingpin' 6. Whatever happened to Archdruids from original KB? 7. Where in the hell are Rune Mages and their dark equivalent in this version? Maybe the Dark Version could be a Lich and have a resurrection for undead only type ability? Names for it? Lich of Runes? Rune Lich? 8. The Paintings are listed as artifact, but shouldn't they be regalia? 9. In an expansion, having a Traitor Humans buying place would be a good idea. Never enough of them and have to go to Blood Priestess to get more. 10. Shouldn't Sacrifice work on summoned creatures to obtain their numbers? It does for priestess but not the spell. *Apparently Ziogyns only appear when you have 1 or more undead troops in your army and appear regardless of who kills the stack. No Undead, No ziogyns at all. Last edited by Shadowcran; 02-12-2015 at 10:05 AM. |
#2
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Wait, you mean the Blood Priestess sacrifice works on summoned units? So far, Sacrifice never worked on summoned/raised units, only hypnotised ones. That has to be a bug, they probably never tested it.
I can answer a lot of your questions with "This game was built on the codes of AP". Thus, it totally neglects any fixes and new changes that CW did. Same issue was with WotN, too. ![]() Regarding the new units (I'll post the rest someday, I have the screenshots, just need time to make the data-files) I find it ridiculous how the developers thought every cavalry unit has to be an archer... ![]() And frankly, can we just call them Evlins? It's a stupid name, yes, but still better than the zygayzagesomething. I can actually pronounce it, for example. ![]() Last edited by BB Shockwave; 02-17-2015 at 11:22 AM. |
#3
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Dragon Riders are pretty amazingly powerful. Summon dragon stacks, big full screen damage every other turn? Magic immunity? Zoiks.
The Female Vampires seem to be... I dunno, a typo? Why do they have the same leadership as Ancient Vampires, but similar starts to normal vampires? Their special abilities aren't that great. I feel they just have about twice the leadership cost they were intended to have. The hyena rider shamans are pretty 'meh'. I do like a ranged cold damage dealer, but I just don't find their special skills all that wonderful. And they are SO fragile. Got to level 60, haven't seen a wolf rider yet. The Metamorphs are... uh, I don't see the point. If I wanted a specific stack I'd just bring it with me. The only possible value is if I wanted to switch between different types, maybe to reset charges/cooldowns? The Spies I dunno about either. Interesting idea to be sure though. Units aside, I *really* like the rage skills and skill trees in this iteration. Black Hole has a lot of cool uses other than just damage, especially after the area increase. The ability to cut out large parts of the battlefield, berserk enemy stacks, and lots of % damage + summoning... I feel there's a lot of great stuff to do here. |
#4
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The Wolf Riders are a collaboration between the Military dept and the Research Dept. You need to get Elven Cedar, which is at the end of Aralan conquest(late in the game) and some item from Dragandor. After that, you'll be asked for a lot of prisoners to turn into the riders, then 100 wolves(witches usually have them). I only recently(2nd playthrough) started trying them out and they're pretty good. Here are the stats:
Name: Orc Scouts Level 4 Leadership 200 Attack 24 Defense 32 Initiative 5 Speed 3 Crit 10% Damage 10-15 Health 180 Talents- Piercing Strike-12-18 physical damage and ignores physical resistance Support- Select another of your troops, Without using Action points, the Orc riders fires at same target as that other troop. Does 6-9 damage to that target regardless of that distance, lasts for 3 turns Companion-Summons a troop of Wolves each having leadership 150. 132 of them was producing around 533 wolves. Abilities: Of the Dark Shooter Crossbowman Wolf Cavalry Greed Adrenaline The Metamorphs suck, take my word on it. The Spy is currently bugged for steam players. I haven't gotten them and there's no prompt to do anything else to obtain them. If someone could post their stats I'd sure appreciate it. The Female Vampires make little sense and for the reasons you highlighted. I did read though that you can spam the spell "Armageddon" while using the female vampires "Transformation" ability. They take no damage from Armageddon while in this mode. Last edited by Shadowcran; 02-19-2015 at 03:46 AM. |
#5
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Female Vamps - Armageddon isn't particularly compelling hehe.
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#6
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Is there a Necro call in this? I haven't seen it yet in all the playthroughs
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#7
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Don't know how, but finally got the Spy. Here's his specs...god, do they suck
Level: 2 Leadership: 55 Attack: 10 Defense: 16 Initiative: 3 Speed: 2 10% Crit Damage: 2-4 Health: 45 Fury Attack: 2-4 damage to 3 cells in front of it Transformation: transforms into a little girl hanging bombs on enemy without retaliation and can't be attacked while a little girl. When bombs explode, turns back into Strongman Night Vision Persistence of Mind Known Enemy |
#8
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In building an all undead force, I found the 5th. Pirate Ghosts
1. Necromancers 2. Ancient Vampires 3. Vampires 4. Bone Dragons 5. Pirate Ghosts Notice how hard it is to get the treasure award in this one? Well, Pirate Ghost is your answer, plus makes a handy creature that's actually useful in battle. Places to get: 1. Ghost Ship on Inselburg 2. Ghost Pirate on Sandy Isles(Jim Hawkins Quest) 3. Ghost Ship on Sandy Isles |
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