So what are we planning to do after reading your comments:
- We'll change the Sentinel a bit — most likely take his 'Tireless' ability away.
- Do something about the archers — not sure what exactly yet, but we do agree: at the moment they are one of the least useful units.
- Buff crossbowmen — they are a bit too expensive and a bit too useless.
- Rework the Mercenary guild — so that the Fire Giant wouldn't be so easily accessible.
A few more comments on your comments:
- Lizardman Turtleback is supposed to be powerful — it can only be obtained by upgrading your unit, can't be simply hired, doesn't bring any bonuses for alliance with the lizardmen. So we think his strength is fair.
- Flagellant doesn't compare to Barbarian in brute force. But as a neutral and as a means of fighting magic — it's all fine.
- Important thoughts from user NQ — we have to consider the difference between initial and upgraded units. It's a very thin ice: the whole system can be easily broken. Which is not perfect, but it works. Would it be interesting to upgrade units, if the new benefits are too weak?
In general, we think it's worth trying to change some things in the way you can get non-castle units. Perhaps, this will bring major differences. Also, please don't write off 'usual' players — there are non-vocal people who honestly think the game is too brutally difficult. So, for example, nerfing Engineer would turn their story campaign into nightmare.
Thanks again to everyone who shared their thoughts — we'll see what we can do.News Liste Eador. Imperium
So what are we planning to do after reading your comments:
- We'll change the Sentinel a bit — most likely take his 'Tireless' ability away.
- Do something about the archers — not sure what exactly yet, but we do agree: at the moment they are one of the least useful units.
- Buff crossbowmen — they are a bit too expensive and a bit too useless.
- Rework the Mercenary guild — so that the Fire Giant wouldn't be so easily accessible.
A few more comments on your comments:
- Lizardman Turtleback is supposed to be powerful — it can only be obtained by upgrading your unit, can't be simply hired, doesn't bring any bonuses for alliance with the lizardmen. So we think his strength is fair.
- Flagellant doesn't compare to Barbarian in brute force. But as a neutral and as a means of fighting magic — it's all fine.
- Important thoughts from user NQ — we have to consider the difference between initial and upgraded units. It's a very thin ice: the whole system can be easily broken. Which is not perfect, but it works. Would it be interesting to upgrade units, if the new benefits are too weak?
In general, we think it's worth trying to change some things in the way you can get non-castle units. Perhaps, this will bring major differences. Also, please don't write off 'usual' players — there are non-vocal people who honestly think the game is too brutally difficult. So, for example, nerfing Engineer would turn their story campaign into nightmare.
Thanks again to everyone who shared their thoughts — we'll see what we can do.
Release:27.01.2017
Genre:
Strategie-Rollenspiel
Entwickler:
Snowbird Game
Vertrieb:
Snowbird Game
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
