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** The ranger, priestess and samurai has powerful range 3 attacks while other units get attack range of 2 at most, which means they can strike units from afar first. Both units' primary attacks are anti-air as well.

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** The ranger, priestess and samurai has powerful range 3 attacks while other units get attack range of 2 at most, which means they can strike units from afar first. Both units' Their primary attacks are anti-air as well.
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** The medusa is like the airborne mermaid, except that it inflicts petrify which is ''permanent'' unless being cured.
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** The phoenix is ''completely untargetable'' once they used up their only attack, which then generates more mana than the mana generator units and can be ''repeated indefinitely'', which allows other units stated above to be spammed almost constantly. This means the player is forced capture the castle to win instead of kill all enemies. The only saving grace is that they do not count as units when said attack is used in determining the kill all enemies win condition.

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** The phoenix is ''completely untargetable'' once they used up their only attack, which then generates more mana than the mana generator units and can be ''repeated indefinitely'', which allows other units stated above to be spammed almost constantly. This means the player is forced capture the castle to win instead of kill all enemies. The only saving grace is that they do not count as units when said attack is used in determining the kill all enemies win condition.
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** The phoenix is ''completely untargetable'' once they used up their only attack, which then generates more mana than the mana generator units and can be ''repeated indefinitely'', which allows other units stated above to be spammed almost constantly. This means the player is forced capture the castle to win instead of kill all enemies. Thankfully, the enemy never place it in the castle or the map is unwinnable.

to:

** The phoenix is ''completely untargetable'' once they used up their only attack, which then generates more mana than the mana generator units and can be ''repeated indefinitely'', which allows other units stated above to be spammed almost constantly. This means the player is forced capture the castle to win instead of kill all enemies. Thankfully, The only saving grace is that they do not count as units when said attack is used in determining the enemy never place it in the castle or the map is unwinnable.kill all enemies win condition.

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** The phoenix is ''completely untargetable'' once they used their only attack, which then generates more mana than the mana generator units, which allows other units stated above to be spammed almost constantly. This means the player is forced capture the castle to win instead of kill all enemies.

to:

** The phoenix is ''completely untargetable'' once they used up their only attack, which then generates more mana than the mana generator units, units and can be ''repeated indefinitely'', which allows other units stated above to be spammed almost constantly. This means the player is forced capture the castle to win instead of kill all enemies. Thankfully, the enemy never place it in the castle or the map is unwinnable.



** Map 11. The enemy is at the top of a cliff, the AI always spam mana generator units to gain a quick mana pool lead and the units sent down to the player are mostly priestesses or genies (see the above), which prevents the player from getting near to the enemy's area without having units severely damaged.

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** Map 11. The enemy is at the top of a cliff, the AI always spam mana generator units to gain a quick mana pool lead and the units sent down to the player are mostly priestesses or genies (see the above), which prevents the player from getting near to the enemy's area without having units severely damaged.damaged.
** Map 20. The enemy starts the map with three land dragons which charges towards the player's castle and '''turning most of the fields into lava'''! This map is '''unwinnable''' without the phoenix unit and even with it the map is still '''very''' hard thanks to the lava fields which renders most land units vulnerable.
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** The land dragon is even worse. It is immune to lava damage (which actually gives terrain bonus), can stock up to 9 attacks (most units get 7 at most) and not even the genie and air dragon are efficient against it.

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** The land dragon is even worse. It is immune to lava damage (which actually gives terrain bonus), can stock up to 9 16 attacks (most units get 7 10 at most) and not even the genie and air dragon are efficient against it.

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** The phoenix is ''completely untargetable'' and generates more mana than the mana generator units, which allows other units stated above to be spammed almost constantly. Also, their very presence means the player is forced capture the castle to win instead of kill all enemies.

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** The phoenix is ''completely untargetable'' and once they used their only attack, which then generates more mana than the mana generator units, which allows other units stated above to be spammed almost constantly. Also, their very presence This means the player is forced capture the castle to win instead of kill all enemies.



** Map 11. The enemy is at the top of a cliff, the AI always spam mana generator units to gain a quick mana pool lead and the units sent down to the player are mostly priestesses or genies (see the above), which prevents the player from getting near to the enemy's area without having units severely damaged.
** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot which allows only air units to step on them). This means the enemy can capture more mana crystals and by extension, gain mana more quickly than the player in the beginning even compared to the previous maps and most strategies that worked in the previous maps will '''not''' work here without hitting the time limit. Worse yet, if the player plans to attempt for a castle capture win (mandatory if the player wants to get the priestess), [[spoiler:the pre-captured mana crystals must be captured first, which would reveal the otherwise inaccessible castle with ''six'' summoning circles which would be then used for summoning units unless the player has enough units to step on them.]]

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** Map 11. The enemy is at the top of a cliff, the AI always spam mana generator units to gain a quick mana pool lead and the units sent down to the player are mostly priestesses or genies (see the above), which prevents the player from getting near to the enemy's area without having units severely damaged.
** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot which allows only air units to step on them). This means the enemy can capture more mana crystals and by extension, gain mana more quickly than the player in the beginning even compared to the previous maps and most strategies that worked in the previous maps will '''not''' work here without hitting the time limit. Worse yet, if the player plans to attempt for a castle capture win (mandatory if the player wants to get the priestess), [[spoiler:the pre-captured mana crystals must be captured first, which would reveal the otherwise inaccessible castle with ''six'' summoning circles which would be then used for summoning units unless the player has enough units to step on them.]]
damaged.

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* GoddamnedBats:

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* GoddamnedBats: Although the units stated below can be obtained by the player later on, the first few times the player encounter them would bound to delay your advance at best and outright force you to reset the game at worst:



** The genie, despite being an air unit, is extremely tough, deal significant damage to even armored knights and most anti-air (arrows and magic) attacks are inefficient against it.
** The octopus and giant fish are naval monsters similar to the genie. Both are extremely tough on sea and the former has anti-air attacks. For the latter, thanks to geo effects not even the genie above is efficient against it.
** The ranger and priestess has powerful range 3 attacks while other units get attack range of 2 at most, which means they can strike units from afar first. Both units' primary attacks are anti-air as well.

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** The genie, genie and the air dragon, despite being an air unit, is are extremely tough, deal significant damage to even armored knights most land units and most anti-air (arrows and magic) attacks are inefficient against it.
** The land dragon is even worse. It is immune to lava damage (which actually gives terrain bonus), can stock up to 9 attacks (most units get 7 at most) and not even the genie and air dragon are efficient against it.
** The octopus and giant fish are naval monsters similar to the genie. Both are extremely tough on sea and the former has anti-air attacks. For the latter, thanks to geo effects not even the genie and air dragon above is are efficient against it.
** The ranger and ranger, priestess and samurai has powerful range 3 attacks while other units get attack range of 2 at most, which means they can strike units from afar first. Both units' primary attacks are anti-air as well.well.
** The phoenix is ''completely untargetable'' and generates more mana than the mana generator units, which allows other units stated above to be spammed almost constantly. Also, their very presence means the player is forced capture the castle to win instead of kill all enemies.
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** The airborne-mermaid-thing can put units into sleep efficiently and two of them using the same attack on the same unit ''will mostly'' render the unit fully sleeps, which immobilizes the unit and preventing them from attacking.

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** The airborne-mermaid-thing can put units into sleep efficiently and two of them using the same sleep attack on the same unit ''will mostly'' render the unit fully sleeps, which immobilizes the unit and preventing them from attacking.attacking. And the skull-headed version can actually attack units with high attack power on top of the sleep spell being ''upgraded''.



** The octopus and giant fish are naval monsters similar to the genie. Both are extremely tough on sea and the former has anti-air attacks.
** The ranger and priestess has powerful range 3 attacks while other units get attack range of 2 at most, which means they can strike units from afar first. Both have anti-air attacks as well.

to:

** The octopus and giant fish are naval monsters similar to the genie. Both are extremely tough on sea and the former has anti-air attacks.
attacks. For the latter, thanks to geo effects not even the genie above is efficient against it.
** The ranger and priestess has powerful range 3 attacks while other units get attack range of 2 at most, which means they can strike units from afar first. Both have units' primary attacks are anti-air attacks as well.



** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot). This means the enemy can capture more mana crystals and by extension, gain mana more quickly than the player in the beginning even compared to the previous maps and the usual strategies that worked in the previous maps will ''not'' work here without hitting the time limit. Worse yet, if the player plans to attempt for a castle capture win (thankfully optional), [[spoiler:the pre-captured mana crystals must be captured first, which would reveal the otherwise inaccessible castle with ''six'' summoning circles which would be then used for summoning units unless the player has enough units to step on them.]]

to:

** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot). boot which allows only air units to step on them). This means the enemy can capture more mana crystals and by extension, gain mana more quickly than the player in the beginning even compared to the previous maps and the usual most strategies that worked in the previous maps will ''not'' '''not''' work here without hitting the time limit. Worse yet, if the player plans to attempt for a castle capture win (thankfully optional), (mandatory if the player wants to get the priestess), [[spoiler:the pre-captured mana crystals must be captured first, which would reveal the otherwise inaccessible castle with ''six'' summoning circles which would be then used for summoning units unless the player has enough units to step on them.]]
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** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot). This means the enemy can capture more mana crystas and by extension, gain mana more quickly than the player in the beginning even compared to the previous maps and the usual strategies that worked in the previous maps will ''not'' work here without hitting the time limit. Worse yet, if the player plans to attempt for a castle capture win (thankfully optional), [[spoiler:the pre-captured mana crystals must be captured first, which would reveal the otherwise inaccessible castle with ''six'' summoning circles which would be then used for summoning units unless the player has enough units to step on them.]]

to:

** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot). This means the enemy can capture more mana crystas crystals and by extension, gain mana more quickly than the player in the beginning even compared to the previous maps and the usual strategies that worked in the previous maps will ''not'' work here without hitting the time limit. Worse yet, if the player plans to attempt for a castle capture win (thankfully optional), [[spoiler:the pre-captured mana crystals must be captured first, which would reveal the otherwise inaccessible castle with ''six'' summoning circles which would be then used for summoning units unless the player has enough units to step on them.]]
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** The ranger and priestess has powerful range 3 attacks while other units get attack range of 2 at most, which means they can strike units from afar first.

to:

** The ranger and priestess has powerful range 3 attacks while other units get attack range of 2 at most, which means they can strike units from afar first. Both have anti-air attacks as well.
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Not a YMMV Trope


** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot). This means the enemy can capture more mana crystas and by extension, gain mana more quickly than the player in the beginning even compared to the previous maps and the usual strategies that worked in the previous maps will ''not'' work here without hitting the time limit. Worse yet, if the player plans to attempt for a castle capture win (thankfully optional), [[spoiler:the pre-captured mana crystals must be captured first, which would reveal the otherwise inaccessible castle with ''six'' summoning circles which would be then used for summoning units unless the player has enough units to step on them.]]
* [[WakeUpCallBoss Wake Up Call Level]]: Map 7. This is the first map with terrain changes and the opponent fielding sea creatures which can move freely and gain defense bonuses compared to most land units that cannot move well in shallow waters and immobile in deep waters that the player get when accessing the map for the first time. This map marks the importance of geo effects, unit condition's effect on combat and summoning the correct unit in response of opponent's moves which are vital in the following maps.

to:

** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot). This means the enemy can capture more mana crystas and by extension, gain mana more quickly than the player in the beginning even compared to the previous maps and the usual strategies that worked in the previous maps will ''not'' work here without hitting the time limit. Worse yet, if the player plans to attempt for a castle capture win (thankfully optional), [[spoiler:the pre-captured mana crystals must be captured first, which would reveal the otherwise inaccessible castle with ''six'' summoning circles which would be then used for summoning units unless the player has enough units to step on them.]]
* [[WakeUpCallBoss Wake Up Call Level]]: Map 7. This is the first map with terrain changes and the opponent fielding sea creatures which can move freely and gain defense bonuses compared to most land units that cannot move well in shallow waters and immobile in deep waters that the player get when accessing the map for the first time. This map marks the importance of geo effects, unit condition's effect on combat and summoning the correct unit in response of opponent's moves which are vital in the following maps.
]]

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** Map 7. This is the first map with terrain changes and the opponent fielding sea creatures which can move freely and gain defense bonuses compared to most land units that cannot move well in shallow waters and immobile in deep waters that the player get when accessing the map for the first time. Reaching the mana crystals are easy, but to defend them is very hard, let alone invading the opponent's castle.

to:

** Map 7. 8. This is the first map with terrain changes and where the opponent fielding sea creatures which can move freely and gain defense bonuses compared to most land has pre-captured mana crystals, range 3 attacking rangers '''and''' mana generator units, in addition of cliff terrain that only air units that cannot move well in shallow waters and immobile in deep waters that the player get when accessing the map for the first time. Reaching the can cross. The mana crystals are easy, but to defend them is very hard, let alone invading placed across waters where it shall slow down mana crystal capture the opponent's castle.first time the player can access it. Worse yet, the AI are smart enough to send units to step onto the summoning circles which prevents units from being summoned. There is absolutely no room for mistakes in this map.



** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot). This means the enemy can capture more mana crystas and by extension, gain mana more quickly than the player in the beginning and the usual strategies that worked in the previous maps will ''not'' work here without hitting the time limit. Worse yet, if the player plans to attempt for a castle capture win (thankfully optional), [[spoiler:the pre-captured mana crystals must be captured first, which would reveal the otherwise inaccessible castle with ''six'' summoning circles which would be then used for summoning units unless the player has enough units to step on them.]]

to:

** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot). This means the enemy can capture more mana crystas and by extension, gain mana more quickly than the player in the beginning even compared to the previous maps and the usual strategies that worked in the previous maps will ''not'' work here without hitting the time limit. Worse yet, if the player plans to attempt for a castle capture win (thankfully optional), [[spoiler:the pre-captured mana crystals must be captured first, which would reveal the otherwise inaccessible castle with ''six'' summoning circles which would be then used for summoning units unless the player has enough units to step on them.]]]]
* [[WakeUpCallBoss Wake Up Call Level]]: Map 7. This is the first map with terrain changes and the opponent fielding sea creatures which can move freely and gain defense bonuses compared to most land units that cannot move well in shallow waters and immobile in deep waters that the player get when accessing the map for the first time. This map marks the importance of geo effects, unit condition's effect on combat and summoning the correct unit in response of opponent's moves which are vital in the following maps.
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** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot). This means the enemy can capture more mana crystas and by extension, gain mana more quickly than the player in the beginning and the usual strategies that worked in the previous maps will ''not'' work here without hitting the time limit.

to:

** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot). This means the enemy can capture more mana crystas and by extension, gain mana more quickly than the player in the beginning and the usual strategies that worked in the previous maps will ''not'' work here without hitting the time limit. Worse yet, if the player plans to attempt for a castle capture win (thankfully optional), [[spoiler:the pre-captured mana crystals must be captured first, which would reveal the otherwise inaccessible castle with ''six'' summoning circles which would be then used for summoning units unless the player has enough units to step on them.]]
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Added DiffLines:

** Map 7. This is the first map with terrain changes and the opponent fielding sea creatures which can move freely and gain defense bonuses compared to most land units that cannot move well in shallow waters and immobile in deep waters that the player get when accessing the map for the first time. Reaching the mana crystals are easy, but to defend them is very hard, let alone invading the opponent's castle.
Is there an issue? Send a MessageReason:
None


** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot). This means the enemy can gain mana more quickly than the player in the beginning and the usual strategies that worked in the previous maps will ''not'' work here without hitting the time limit.

to:

** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot). This means the enemy can capture more mana crystas and by extension, gain mana more quickly than the player in the beginning and the usual strategies that worked in the previous maps will ''not'' work here without hitting the time limit.

Added: 1036

Changed: 47

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** The genie is extremely tough, deal significant damage to even armored knights and most anti-air attacks are inefficient against it.

to:

** The genie genie, despite being an air unit, is extremely tough, deal significant damage to even armored knights and most anti-air (arrows and magic) attacks are inefficient against it.it.
** The octopus and giant fish are naval monsters similar to the genie. Both are extremely tough on sea and the former has anti-air attacks.
** The ranger and priestess has powerful range 3 attacks while other units get attack range of 2 at most, which means they can strike units from afar first.
* ThatOneLevel:
** Map 11. The enemy is at the top of a cliff, the AI always spam mana generator units to gain a quick mana pool lead and the units sent down to the player are mostly priestesses or genies (see the above), which prevents the player from getting near to the enemy's area without having units severely damaged.
** Map 13. It is the first map where the opponent has summoning circles that spread across the map with five pre-captured mana crystals and four of neutral ones near to the summoning circles (which ''hangs midair'' to boot). This means the enemy can gain mana more quickly than the player in the beginning and the usual strategies that worked in the previous maps will ''not'' work here without hitting the time limit.
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None

Added DiffLines:

* GoddamnedBats:
** The airborne-mermaid-thing can put units into sleep efficiently and two of them using the same attack on the same unit ''will mostly'' render the unit fully sleeps, which immobilizes the unit and preventing them from attacking.
** The genie is extremely tough, deal significant damage to even armored knights and most anti-air attacks are inefficient against it.

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