Building a base, creating squads of people and monsters, tactical battles in arenas. Early access.
The game is announced for the Windows platform.
LYRICAL INTRODUCTION
I played quite a lot, but still didn’t absorb some of the fundamental points in practice. Therefore at first glance.
The gameplay is a mixture of city planning, management of people and monsters, turn-based battles.
At the beginning, we select a flexible difficulty and game settings, which to some extent will determine our preferences (bonuses for different classes).
We find ourselves in a world where there are not many points of interest, but those that exist offer rich functionality.
We have our base and four arenas of different houses, with which we will develop a reputation and, accordingly, we will have the opportunity to take part in increasingly difficult battles.
We start in an almost empty camp, which will have to be restored long and hard, attracting fighters and monsters here.
An impressive list of buildings is available for construction, which can perform different functions or even permanently strengthen our army. Structures require gold and time to create.
The entire gameplay is divided into turns, during which it is worth doing several basic things:
– First things first – make sure that something is constantly being built in the camp.
– Train your warriors at the base.
– Take part in one arena battle.
It is noteworthy that all these activities fit into one turn (i.e.e. you have to do all this all the time, and not choose) and, without knowing this, you can waste your opportunities.
There are two types of troops in the game, which, in turn, are divided into several subclasses, we recruit and train them all at the base. The diversity is so great and plays such a big role that it’s worth dwelling on it in more detail.
People. Several types of fighters: warriors, archers, mages, blacksmiths, alchemists. Can train and wear items of equipment. Alchemists and blacksmiths also craft/improve equipment and potions, respectively.
Some fighters will simply refuse to join our banners unless they have a certain level of reputation.
There are a few things to remember when it comes to human warriors. On the one hand, their services cost money, on the other, coins are generated in tournaments, where not all units can fight at the same time. In addition, each hired person must be equipped with equipment, which at first will also cost a pretty penny.
Human units are very well developed, each Casinonalu.uk has a whole bunch of parameters and features for development and use in appropriate situations. Everyone, in the future, carries a whole lot of equipment and potions, develops a bunch of skills.
Archer and part of a skill tree (another warrior).
Archer and part of a skill tree (another warrior).
At the base it is necessary to organize a process of continuous training and it is quite complex. Each move we determine which parameters (out of a dozen available) and to what extent will be better developed by each fighter during the training process. It is possible to appoint one of the units as an instructor for the rest, which will help them develop better (the instructor does not upgrade).
Knight Instructor and Training Plan.
Knight Instructor and Training Plan.
Monsters. There are three types (my free translation): insects, lizards and predatory mammals.
We buy the first animals and eggs at the market. In the future, monsters can be mated, trying to get offspring with the desired properties. The menagerie is bred and selected using alchemical potions. Now (but this is not certain – I didn’t get it) you can mate monsters of only one type, in the future they promise mutants that will be obtained from different.
Animal units need to be fed and in the process of eating they develop (over a certain number of moves) their qualities. Potions served as food can give monsters additional properties or help them learn something faster.
Battles. It is for their sake that all of the above is being done. Our squad is trained, equipped and eager to fight. This can be done in one of the four provinces of local aristocrats. Every turn, tournaments are open in one to three arenas, once a “year” – a royal arena with enhanced rewards and challenges.
The variety of types of fights is great. Monsters and people in different compositions and under different conditions go against each other. There are many nuances here:
– Each arena has some type of terrain and natural features. They can greatly influence the outcome of the battle. For example, poisonous traps, slowers, buffs for some types of units against others.
– The composition of participants can be strictly defined. For example, two magicians and an archer against three monsters, and we, as luck would have it, have three warriors, two archers and zero monsters.
– General conditions for a specific battle. Only standard equipment may be allowed (which can still be tricky, at least trivially, by overloading the warrior) or the use of potions may be prohibited.
– Some battles will require an appropriate level of reputation with the noble house.
– Fights can be fatal (then the reward is higher) or something like a training fight where no one gets hurt.
Battles take place in locations divided into hexes, where different conditions may apply, there may be “traps”, and randomly placed obstacles.
Battles are executed in the form of turn-based tactical battles. Units have resources (action points, energy, mana) that they can spend during their turn.
The combat system is quite strict:
– Equipment weight matters. If a unit is overloaded, it fights and runs much worse.
– There are free hits when passing through the cage next to the opponent.
– Archers and magicians do not shoot if their own fighter is in the line of fire.
– It is worth analyzing the upcoming battle very carefully: arena buffs/debuffs, skills/equipment of warriors, try to understand as much as possible who our units will go against and try to create advantages for ourselves at the stage of preparation for the battle (for example, we need to fight against lizards, and we just have people with a trait against them, and so on).
Let’s look at the pros and cons of the game and summarize.
+ Good music and sound.
+ Good design of units – people and monsters. There are many types of both, plus each fighter is, in fact, unique in its properties.
+ Many types of weapons and equipment.
+ Good tactical fight.
+ There are useful crafting and potions.
+ There are detailed but not confusing descriptions of almost everything.
THINGS THAT CAN BE BOTH A PLUS AND A MINUS:
+- The graphics didn’t seem bad to me, they didn’t bother me. But I can understand those who don’t like it.
+- The conditions in some arenas are too unbalanced, in my opinion. Bonuses to damage/accuracy/evasion, etc.d. around 50% (not all of them, fortunately) is somehow too steep. But maybe someone will like it.
+- Lack of game ending and any meaning other than grinding for the best units and equipment. I like it, but some people don’t.
– Lots of text and small fonts. Personally, I found it a bit difficult to read.
– There is no Russian localization of at least the text, but you need to read a lot. Medium-low knowledge of English is difficult to achieve; some things are not understood the first time.
The well-worn theme of raising monsters and subsequent various tactical battles was a pleasure. You can see a lot of high-quality work already done. Despite its early access status, the game looks more like a finished product. If they implement everything promised (more monsters, equipment, arenas, etc.).d.), then in general it will be great.
PS: I probably didn’t cover all the aspects, I might have missed something. I will be glad to add/correct the review or answer questions along the way in the comments.
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