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Video Game / Ancestors Legacy

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O Baldur, O Brage in Valhalla !!!!

Ancestors' Legacy is a Real-Time Strategy game developed by Destructive Creations (who also developed Hatred and IS Defense) and published by 1C Company. It was released on PC on May 22nd, 2018, with Xbox One and Playstation 4 versions slated for late 2019.

The game is set in the early Middle Ages and focuses on several real events and historical characters. There are currently five civilizations in the game: 4 in the base game (The Vikings, The Anglo-Saxons, The Germans, the Slavs) and the Saracens being added as the fifth civilization through a DLC. Each civilization also gets two single-player campaigns (except for the Saracens, who only get one).


The game contains examples of:

  • Annoying Arrows: Averted, as the archers are, on average, the deadliest unit type in the game, as they are not subjected to rock-paper-scissors balancing of the other classes and are similarly effective against nearly all of them, with shield-bearing infantry in a "shields above heads" stance being the main counter. However, they become practically useless in the rain, and are also prone to friendly fire.
  • Arbitrary Headcount Limit: You can control a maximum of ten squads. Your opponents are under no such restrictions.
  • Arrows on Fire: Archers can do this, and it's realistically poor for normal combat, but great for burning down buildings.
  • Artificial Stupidity: The release version of the game received plenty of criticism for the state of its AI, especially for the frequent inability of units, both allied and hostile, to respond to nearby carnage unless they were explicitly damaged by someone. There were other flaws common to the RTS genre.
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  • Attack! Attack! Attack!: Your own units are subject to this, as they'll get so caught up in the excitement of the battle once they start attacking that getting them to retreat if the battle starts going south and before their morale gets broken is very difficult. This is true regardless of the fraction, to reflect the wild character of the warriors who weren't subjected to organised drills.
  • The Berserker: Vikings obviously have these on their side.
  • Bloodless Carnage: Averted, as battles often leave dozens, and sometimes hundreds, of bloody corpses lying on the ground, and the victors will be thoroughly splattered in the blood of their enemies.
  • Everything Fades: Averted with the corpses, which will stay on the map up until you finish the entire mission.
  • Eye Scream: During melee, the victorious warrior will occasionally gouge out the eyes of a downed enemy before finally ending their life.
  • Finishing Move: Warriors will automatically pull off a range of these during the melee battles.
  • Friendly Fireproof: Averted. Positioning archers behind your own troops is often a really bad idea, especially if they are not veterans with upgraded accuracy.
  • Hero Unit: The leaders of each faction are frequently real historical figures, and they can take on plenty of enemies on their own, typically requiring dozens of blows to put down. They also buff the morale of their allies and intimidate rank-and-file enemies.
  • Geo Effects: Standing atop hills grants increased sight range. On the other hand, tall grass will make it more difficult to spot the warriors moving through it, while the forests provide even better concealment.
  • Heavily Armored Mook: There are heavily armored troops, but their obvious durability is offset by their decreased movement speed.
  • Morale Mechanic: Present, and is adversely affected by getting ambushed, stumbling upon a trap, or other such nasties. Leaders will buff their troops' morale, and can also intimidate their enemies.
  • No Indoor Voice: Played with, as your warriors are generally a rowdy bunch and converse almost exclusively in shouts and war cries during the day, but will only speak in whispers while moving at night.
  • Obligatory War-Crime Scene: The game makes a point of showing that warfare in general, and early medieval warfare in particular, was never done nicely. If you observe melee up close, you'll eventually witness how some of the wounded remains of the defeated squad attempt to surrender, only to get brutally finished off.
    • Similarly, capturing villages always involves burning their town hall (and likely other buildings alongside it) down, with many civilians ending up trapped, and scream horribly as they are burnt alive.
  • Obvious Beta: Release version of the game suffered from severe glitches in some of the campaigns.
  • Pit Trap: You are allowed to dig out two types of these - a muddy pit that gets people and horses stuck really well for a while, and a pit full of stakes that deals with the enemy warriors in a more permanent fashion.
  • Ridiculously Fast Construction: Like many other strategy games, the peasants are capable of putting out fires and building homes and other structures in very little time.
    • In fact, capturing a village always begins with burning its town hall down, with many other buildings likely getting hit alongside it. It then gets rebuilt in seconds after the village becomes yours.
  • Spikes of Doom: The staked pits that can be dug up by your troops amount to this.
  • Stance System: Here, every unit type has a range of stances. For instance, shield bearers have a normal stance, fully defensive one, and one where they raise their shields above their heads to protect themselves from the arrows.
  • Walk It Off: Wounded troops can heal pretty quickly once they are out of combat. This is especially true for the leaders.
  • Weather of War: Rain drastically cuts down the effectiveness of archers, and also makes it difficult to set buildings on fire. Sight radius is substantially affected by the time of day, presence of torches and fireplaces during night-time, etc.
  • We Cannot Go On Without You: Some missions will be instantly failed if the historical figures on your side die.
  • Wizard Needs Food Badly: Food is one of the resources that must be managed. While it is not spent on any of the construction works, it is needed for upkeep of the population, with the starving warriors obviously being far more vulnerable.
  • You Require More Vespene Gas: Wood and metal are the two resources needed for all of the construction, upgrade and recruitment actions.


Example of: