edited 30th Nov '10 11:19:23 AM by Blissey1
edited 4th Dec '10 7:31:24 PM by Blissey1
edited 30th Nov '10 11:30:58 AM by Blissey1
First, we learn about digging for loot. Basically, as we move about the world map, we may see a beam of light pop out of the ground nearby. When we do, dig for loot! 90% of the time, it will be gold(and lots of it), so it's in our best interest to stop and do so. Now, on to the fighting! And the explaining! there totally should have been a screenshot of the battlefield here. It's a standard hexagonal grid system. My guys are on the left and the enemy on the right. There's a chest siting in the middle of the field. A unit has to move to it and open it, using up their turn. Much like the chests on the world map, they have gold 90%. Unlike the chest on the world map, they usually have a disappointing amount of gold for the area they're in. However, I have gotten runes(the stuff used for purchasing skills, more on that later) and even a piece of equipment or two, so I'll occasionally get them. In this particular fight, however, the enemy reached the chest first. Yes, they can do that. Bastards. Now on to how units are set up! This section was also going to have a screenshot...Units have attack, defense, initiative, speed, crit, damage, and health. Initiative determines when the unit gets their turn during the round, higher is better. All the other stats should be self explanatory. Units range from level(or tier) 1 to 5. Level 5 units are quite rare(except for the lizardman one) and even at endgame, the majority of our army will be level 4 units. There's little smiley face at the bottom of the unit portrait that indicates their moral. Morale adds percent modifiers to attack, defense, and crit chance. It's currently smiling because they have +1 morale(out of a max of 3) due to an artifact I started the game with that gives all units of the human faction a +1 morale bonus. Which provides a nice segue into the different unit factions. Units can belong to 1 of 8 different factions, indicated by the image next to their level. These factions are humans, elves, dwarves, orcs, lizardmen, undead, demons, and neutral(which is basically "other"). Unit faction comes into play for a number of abilities and bits of equipment. So, how about the units we currently have? At the top of the battlefield, we have our Swordsmen. They're fairly standard footsoldies, with a Mighty Strike ability that's simply a stronger attack that take 2 turns to recharge. Also, after they lose 30% of the troops in their stack, they gain a 30% chance to dodge attacks. Not bad. Moving down, we have the Peasants. They...really suck. You should never be using peasants. They get +1 attack for every 30 peasants in the stack, up to +10. They also do double damage against plant type units, being farmers and all. This is their only saving grace; they're actually somewhat good against plant units. Next, we have our Bowmen. They're pretty sturdy for ranged units, but their damage is nothing special. Their abilities are what makes them really good units. They have Fire arrows and Ice arrows, both usable once per battle. Ice arrows reduce the targets speed by 1 for 3 turns, while fire arrows burn them for 3 turns. Burn is on awesome status effect. It does 5-10% of the stacks total HP at the start of that units turn. Oh, and it also lowers their defense. Freakin awesome. Anyway, moving on. Our 4th troop are Paladins. Paladins are amazing units(and these were also loaned to us for the tutorial). They do only average damage(unless fighting demons or the undead, who they get a damage bonus against), but they have high HP and superb defense. And their defense increases by 30% whenever they take a hit, up to a 90% increase. Now that alone would make them worth having around, but there's more! They have two abilities, Prayer and Second Wind. Prayer heals(and resurrects) the Paladin and any friendly units around it for a certain amount of HP, while damaging any undead/demons next to Paladin and forcing them to move away. Second Wind lets an allied target who has already gone this round move again at the end of the round, and unlike most unit abilities, using it does not end the paladins turn. Their only downside is a pitiful movement of 2. But we have Haste for that. Anyway moving on. There's a second fight in the tutorial against a single Royal Thorn and 2 Ents, which is actual kinda hard since both of those are level 4 units and very tough. Fortunately, our Paladins are tougher.
Tutorial finished! We go up a level and gain a bunch of Mind runes and some Might and Magic runes(note to self, actually look at how many runes I get instead of automatically skipping past the level up window in the future.) These runes are used to purchase skills in the Might, Mind, and Magic trees. Might tree require mostly Might and Mind runes, Magic mostly Magic and Mind runes, and Mind a mix of all three. I get Glory(+100 leadership in the Mind tree) and Heroism(+1 attack in the Might tree). Well, lets see about getting some quests(and thus XP), shall we? Lets talk to Bogard, he's been pretty helpful so far. He has 2 tasks for us. First there's an enemy spy somewhere on the island. Find him and get him! Second, he wants us to take out out Curvy Eyes, the head of a local gang of thieves. Moving on, we see a "sad orc shaman" with a quest symbol over his head waiting by the pier. He tells us something about an orc woman names Red Scroungers who's apparently going to get everyone(as in, the whole world) killed. We agree to go see his superior for more information. This is a big ol quest line added in the crossworlds expansion. He now lets us see his troops! He has Goblin Shamans, Blood Shamans, and Orc Trackers. Just ask if you'd like more info on those units! Next, we hit up the Royal University. Apparently, a big ol monster was washed up on shore during a big storm and is now wreaking havoc. They want us to kill it. Sounds good to me! Units available here Rune Mages, Inquisitors, and Priests. We go and see the local doctor, and he tells us that there's another big monster on the island of Montero(we won't be going there for a while) that require a monthly sacrifice of children from the locals! That is unacceptable!. We accept(there are 0 quests in this game that you would ever not want to except)! Units available here are Priests and Fire Dragonflys. Moving on to a generic dwelling, we find Witch Hunter, Thorn Hunters, and Robbers for sale. Ho hum. And that's all the building/npcs that are easily reachable at the moment. This looks like a nice stopping place for now. Remember to ask for additional info on any units that sound interesting!
Any suggestions for how to handle introducing units in the future? My current plan is as I did here, just list their names and only give details when requested. The exception to this are units that I'm going to be using and any units I feel are exceptional, which will both get detailed descriptions. and I'm still not sure how to introduce spells and equipment/artifacts... also, I swear we'll be done with most of the boring mechanics explanations after the next update! Any other concerns?
edited 1st Dec '10 8:25:15 PM by Blissey1
Well, this seems like a good place to stop for now. Gained a proper army, did some proper fighting, and gained a level! More fighting and our first fight against an enemy hero next time! What do you all think of the length of this update? too short/long, just right?
edited 2nd Dec '10 7:48:54 PM by Blissey1
edited 6th Dec '10 3:51:46 PM by Blissey1
You need to Get Known to get one of those.