History VideoGame / Spellforce

29th Jun '16 9:06:05 AM Harem-author
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* LoveHurts: The Rune Warrior turned Shadow for the Norcaine Empress undergoing the same fate.


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* PartialTransformation: A norcaine empress is in this situation when you encounter her in the Shadow Realm. A major quest is the player character trying to help her decide if she wants to complete the transformation or undo it.
27th Jun '16 7:59:48 AM Harem-author
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* IAmAHumanitarian: Trolls can gather food with the Corpse Collector which, as the name imply, makes any worker in it collect corpses as food.

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* IAmAHumanitarian: Trolls can gather food with the Corpse Collector which, as the name imply, makes any worker in it collect corpses as food. This is AwesomeButImpractical for several reasons. First, the Corpse Collector is a large building which requires a lot of free, flat land to build. Second, the troll workers are easily slain by enemies. Third, corpses disappear very quickly so the Corpse collector has to be built very close to a battle field. Fourth, enemy units will prioritize attacking your troll workers over your armed soldiers or the player character.
27th Jun '16 7:52:52 AM Harem-author
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!! Spellforce 2 Demons of the Past.

* AntiFrustrationFeature: Averted. The game developers have seemingly gone out of their way to make the game as frustrating as possible. Even on "easy" difficulty, the very first map is difficult enough to make players want to rip their hair out in frustration.
* CassandraTruth: After completing the "Stepping Stones" quest, nobody in the Realm of the Gods is willing to believe the player and his party are still alive. Somewhat justified in that the guards and bureaucrats have had to deal with dead people in denial who have somehow managed to hold on to their corporeal forms. Still, after mentioning the "stepping stones" it should have made those same guards at least willing to investigate instead of merely dismissing the player out-of-hand.
* ContrivedCoincidence: No matter when the player reaches a specific trigger location, NPCs that the player needs to meet suddenly appear there.
* EnemyCivilWar: At one point, the player has to negotiate a map with three Norcaine (Dark Elf) camps, all mutually hostile to each other while endlessly spawning batches of demons harass everyone.
* AGodIAmNot: Surprisingly. [[spoiler: Eonir specifically says he and his brothers are not gods, but guardians of the realms. Still, each of them is ''far'' more powerful than the player character, and always will be.]]
* GuideDangIt: The gameplay tutorial is seriously lacking in information, and doesn't even let the player interact with the game while it's in action, despite narrating instructions.
* InfiniteSupplies: Averted with extreme prejudice. Not only do resources run out, but enemy camps can send "worker" type units to harvest them, and the worst part is that the game resets your stores to zero if you leave the map for any reason, even if a cutscene '''forces''' you to leave.
* LoveMakesYouEvil: Two notable instances. Zarach and Caine.
* MaskOfPower: The "gods" of the series all wear masks when appearing in person.
* MeaningfulRename: Zarach, the creator of the orcs and trolls [[spoiler: used to be Ulm, the creator of the world.]]
* NotPlayingFairWithResources: Not only do enemy camps have far more units than you, but they can gather the map's resources faster than you can, and if you try to make up the difference with more resource gathering buildings, especially in the first map, the enemy will magically spawn more groups of soldiers for every building you build. In the first map, those units are even a higher level than you.
* UnwinnableByMistake: There are numerous locations where failure of a cutscene to trigger can result in your player character being unable to progress, even if it's just a quest as opposed to the entire gameplay. Most notable in the Ruins of the Steel Coast, the second seal. Part of the mission requires you flying a dragon over lava, but being a fire-dragon, it can't harm the lava golems and lava elementals there, which have to be killed so you can harness the mission critical chest loot, and the dragon at one point even mentions riding him, but [[GuideDangIt outside of a cutscene that has you do just that, there is no mention, in game, on how to do so.]]
* WhenAllYouHaveIsAHammer: The player character is quick to go after problems with a sword. Considering the entire history of SpellForce, this is more than justified.
27th Jun '16 4:24:08 AM cricri3007
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* AntiFrustrationFeature: Subtle, but it exists in ''The Order of Dawn''. A player can wipe out enemy spawn points before activating racial monuments, thus saving armies for the ''really'' tough enemies. The catch? Once the racial monuments are active, the enemy spawn points don't shut off, even upon leaving the map. Also, if the player character is in an unwinnable situation, the player can leave the map through a portal and return. This resets the "fog of war" for the computer as well, allowing you to catch your breath. Oh, and computer controlled enemies do not repair their infrastructure.

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* AntiFrustrationFeature: Subtle, but it exists in ''The Order of Dawn''.exists. A player can wipe out enemy spawn points before activating racial monuments, thus saving armies for the ''really'' tough enemies. The catch? Once the racial monuments are active, the enemy spawn points don't shut off, even upon leaving the map. Also, if the player character is in an unwinnable situation, the player can leave the map through a portal and return. This resets the "fog of war" for the computer as well, allowing you to catch your breath. Oh, and computer controlled enemies do not repair their infrastructure.



* UnwinnableByMistake: Present in ''The Breath Of Winter'', on the Firefangs map. Did you get the Shadow Ring from the hermit before activating the Dark Elf monument? Have fun restarting the campaign from scratch, provided you didn't just break the CD first. However, if you are not above cheating, you can cheat yourself to victory and continue your adventure as normal.

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* UnwinnableByMistake: UnwinnableByMistake:
**
Present in ''The Breath Of Winter'', on the Firefangs map. Did you get the Shadow Ring from the hermit before activating the Dark Elf monument? Have fun restarting the campaign from scratch, provided you didn't just break the CD first. However, if you are not above cheating, you can cheat yourself to victory and continue your adventure as normal.normal.
** Averted in the final boos of ''Btreath of Winter''. He stands on the other side of a chasm, so attacking him in melee is useless and you need ranged heroes tohit him. Fortunately, on your side of the chasm there's a chest with a mage rune and an archer one.
27th Jun '16 4:17:05 AM cricri3007
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* CallBack: ''Spellforce'' and all its sequels start with a shot of a hero monument, which lights up and summons the PlayerCharacter. ''Spellforce 2'' starts with a shot of a hero monument, totally inactive, then pulls back to the PlayerCharacter ruminating on the fact that the Rune Warriors are no more.

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* CallBack: ''Spellforce'' ''The Order of Dawn'' and all its sequels ''Breath of Winter'' start with a shot of a hero monument, which lights up and summons the PlayerCharacter. ''Spellforce 2'' starts with a shot of a hero monument, totally inactive, then pulls back to the PlayerCharacter ruminating on the fact that the Rune Warriors are no more.
25th Jun '16 9:20:41 AM cricri3007
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* AllThereInTheManual: Background information to the units and races can be found [[http://spellforce.de/ here]]

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* AllThereInTheManual: Background information to the units and races can be found [[http://spellforce.de/ jowood.com/?intro=1 here]]
17th Jun '16 12:58:13 AM LliiraAnna
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A sequel, ''Spellforce 2: Shadow Wars'' was released in 2006 and ''Spellforce 2: Dragon Storm'' was released in 2007. A standalone expansion called ''Spellforce 2: Faith in Destiny'' was released in 2012.

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A sequel, ''Spellforce 2: Shadow Wars'' was released in 2006 and ''Spellforce 2: Dragon Storm'' was released in 2007. A standalone expansion called ''Spellforce 2: Faith in Destiny'' was released in 2012.
2012, followed by ''Spellforce 2: Demons of the Past'' in 2014.

A new game in the series, ''Spellforce 3'', is in development and set to be released on December 31th, 2017.



* AntiFrustrationFeature: Subtle, but it exists in Order of the Dawn. A player can wipe out enemy spawn points before activating racial monuments, thus saving armies for the ''really'' tough enemies. The catch? Once the racial monuments are active, the enemy spawn points don't shut off, even upon leaving the map. Also, if the player character is in an unwinnable situation, the player can leave the map through a portal and return. This resets the "fog of war" for the computer as well, allowing you to catch your breath. Oh, computer controlled enemies do not repair their infrastructure.
* ArtificialStupidity: Everybody in the game suffers from this, including the player character. Monsters and NPCs are known to charge right into the thickest concentration player towers before attacking buildings, artisans gathering resources will calmly walk right into an enemy base (or get killed trying), and some creatures, when they reach the end of their effective partol range will walk back and forth trying to decide if they want to attack the player's towers or return to base, repeatedly getting shot in the process until they die. Oh, and when the Player Character sees enemies coming, even if equipped with a bow, or ranged attack spells, will simply refuse to retaliate or take any preemptive action unless attacked in melee, barring any contrary orders, [[LawfulStupid and all player controlled characters will try to follow their given orders no matter how suicidal it is to do so.]]



* AwesomeButImpractical: The races' towers can often become this. While they're completely immune to enemy spells and abilities (they can't even be targeted), and can continuously rain death upon enemy soldiers, they require being placed on significant flat, empty lots, can't move, have to be repaired by that race's workers, consume a significant quantity of resources simply to start construction, and have to be guarded until they're completed. Oh, and while they can not be attacked by enemy buildings, they can not attack enemy buildings either, and their targeting of enemy soldiers is not under the control of the player. (Sometimes causing towers to target beings immune to their damage, like fire starters attacking fire elementals).
** The Racial Titans are the epitome of this. While they have insanely high maximum hitpoint totals and do massive amounts of damage, they require the Large Headquarters building (which is the tail end of the building tree), consume a great many resources in their summoning, they move slower than any of the slowest infantry units, even when below 15% health, and the player can only field one per race at a time. Their sheer size also causes movement and engagement issues in narrow paths, and when fighting in coordination with a player's infantry units.
** The trolls. Powerful units with plenty of hitpoints who hits hard? Yes. Take forever to make and cost a shitton of ressources (the second ''cheapest'' troll units costs 120 Woods, for references, the ''last'' dwarf unit costs as much Selenium), with the ressources taking even longer to gather because trolls have no building to double their production? Yes.



* BoringButPractical: The workers of all races except the dwarves. While they absolutely suck in battle, they can build towers to rain death upon enemy troops, especially the elf "freeze" towers that do damage and stun-lock. Often this can be the key to defeating bosses way above your level.



* InfiniteSupplies: All your ressources are technically infinite since they regenerate, even the tress after a while, but putting more than one worker on them means you use them faster than they reappear.


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* AntiFrustrationFeature: Subtle, but it exists in ''The Order of Dawn''. A player can wipe out enemy spawn points before activating racial monuments, thus saving armies for the ''really'' tough enemies. The catch? Once the racial monuments are active, the enemy spawn points don't shut off, even upon leaving the map. Also, if the player character is in an unwinnable situation, the player can leave the map through a portal and return. This resets the "fog of war" for the computer as well, allowing you to catch your breath. Oh, and computer controlled enemies do not repair their infrastructure.
* ArtificialStupidity: Everybody in the game suffers from this, including the player character. Monsters and NPCs are known to charge right into the thickest concentration of player towers before attacking buildings, artisans gathering resources will calmly walk right into an enemy base (or get killed trying), and some creatures, when they reach the end of their effective partol range will walk back and forth trying to decide if they want to attack the player's towers or return to base, repeatedly getting shot in the process until they die. Oh, and when the Player Character sees enemies coming, even if equipped with a bow, or ranged attack spells, will simply refuse to retaliate or take any preemptive action unless attacked in melee, barring any contrary orders, [[LawfulStupid and all player controlled characters will try to follow their given orders no matter how suicidal it is to do so.]]
* AwesomeButImpractical: The races' towers can often become this. While they're completely immune to enemy spells and abilities (they can't even be targeted), and can continuously rain death upon enemy soldiers, they require being placed on significant flat, empty lots, can't move, have to be repaired by that race's workers, consume a significant quantity of resources simply to start construction, and have to be guarded until they're completed. Oh, and while they can not be attacked by enemy buildings, they can not attack enemy buildings either, and their targeting of enemy soldiers is not under control of the player. (Sometimes causing towers to target beings immune to their damage, like fire starters attacking fire elementals).
** The Racial Titans are the epitome of this. While they have insanely high maximum hitpoint totals and do massive amounts of damage, they require the Large Headquarters building (which is the tail end of the building tree), consume a great many resources in their summoning, they move slower than any of the slowest infantry units, even when above 15% health, and the player can only field one per race at a time. Their sheer size also causes movement and engagement issues in narrow paths, and when fighting in coordination with a player's infantry units.
** The trolls. Powerful units with plenty of hitpoints who hit hard? Yes. Take forever to make and cost a shitton of resources (the second ''cheapest'' troll unit costs 120 Woods, for references, the ''last'' dwarf unit costs as much Selenium), with the resources taking even longer to gather because trolls have no building to double their production? Yes.


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* BoringButPractical: The workers of all races except the dwarves. While they absolutely suck in battle, they can build towers to rain death upon enemy troops, especially the elf "freeze" towers that do damage and stun-lock. Often this can be the key to defeating bosses way above your level.


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* InfiniteSupplies: All your resources are technically infinite since they regenerate, even the trees after a while, but putting more than one worker on them means you use them faster than they reappear.
14th Jun '16 6:50:15 AM Harem-author
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* BoringButPractical: The workers of the human, elf, and orc races. While they absolutely suck in battle, they can build towers to rain death upon enemy troops, especially the elf "freeze" towers that do damage and stun-lock. Often this can be the key to defeating bosses way above your level.

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* BoringButPractical: The workers of all races except the human, elf, and orc races.dwarves. While they absolutely suck in battle, they can build towers to rain death upon enemy troops, especially the elf "freeze" towers that do damage and stun-lock. Often this can be the key to defeating bosses way above your level.
9th Jun '16 1:05:33 PM cricri3007
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** The trolls. Powerful units with plenty of hitpoints who hits hard? Yes. Take forever to make and cost a shitton of ressources (the second ''cheapest'' troll units costs 120 Woods, for references, the ''last'' dwarf unit costs as much Selenium), with the ressources taking even longer to gather because trolls have no building to double their production? Yes.
8th Jun '16 11:41:34 AM cricri3007
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* IAmAnHumanitarian: The only way for trolls units to have food is by the Corpse Collector which, as the name imply, makes any worker in it collect corpses as food.

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* IAmAnHumanitarian: The only way for trolls units to have IAmAHumanitarian: Trolls can gather food is by with the Corpse Collector which, as the name imply, makes any worker in it collect corpses as food.
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