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This is my desire. One thing that is holding me back from purchasing is the lack of faction/unit variety.
To be fair, I've played the game for nearly 100 hours now and I got to say the unit variety is amazing between the three factions. They work very differently from each other, even though each faction has access to a tank, DPS and support units, they go about those roles very differently. A big pet peeve of mine is faction and unit variety and I think IR: Vampire Wars does a great job there.
100 hours in this early beta state?! Wow, you are dedicated! ;)
I did buy it last night, but I think I will hold off actually playing until more units and possibly other features are implemented.
I'd say watching other people play it on youtube, though I would recommend giving the tutorial a play through as well. There are a lot of nuances to how the game plays that can be easily missed otherwise.
But yes, let's leave this discussion at that; thread is meant for faction suggestions so let's not go too far off topic
Got it. I got interested in buying after watching DasTactic praise it to the skies. Frankly, I wouldn't have bought it otherwise, because of the theme (I don't like "evil" or monstrous factions/characters) and the seeming lack of faction/unit variety.
If anyone (already playing the game and still being unsure) had not the chance watching his let's play videos, please have a look:
https://www.youtube.com/watch?v=NiFg0aISRGQ&list=PLGB6RkFB7ZmOB224DlQhGmDzXgvqZ0CaA
-cheers
Clan Karlstein
Theme: Mad Science and Constructs, akin to the experiments of Dr. Frankenstein and Dr. Jekyll.
Clan mechanics
-Mad Science: Clan Karlstein is a clan devoted to science and invention, twisting their own bodies and minds with concoctions and inventions and literally building their minions.
- Concoctions: Karlstein Vampire units drink a potion and mutate after taking 75% damage, instantly healing them up to half health and buffing them with higher defense and attack.
- Insane Genius: When picking a card from the library, has a 10% chance of getting an upgraded version.
- It’s Alive: Undead Flesh Construct Units are resilient. 25% of the time, a deathblow on them will result in reducing them to 1 HP, rather than killing them outright, giving them on more chance to fight.
- Conductivity: Karlstein Vampires are able to shock their own Undead Flesh Constructs, dealing 10% damage but buffing their attack and granting them shock attack (10% chance to cause units they attack to miss a turn).
Clan lord: Viktor Karlstein
Viktor Karlstein's Unique card: Karlstein’s Monster. Mana cost: 10. Range: 5. Summons a Karlstein’s Monster to the field of battle to protect Viktor for 3 turns.
Cards:
- Rebuild him! Mana cost: 5. Cooldown: 3. Range: 5. Heal target for 40 HP.
- An Eye for Two Eyes. Mana cost: 5. Cooldown 2. Range: 5. Target friendly unit takes 20 HP of damage, and target enemy unit takes 40 HP of damage.
- Fire Bad. Mana cost: 10. Cooldown 5. Range: 5. Deal 25 damage fire to target unit, causing burning for three turns. If used on an Undead Flesh Construct (yours our your enemy’s), enrages them, doubling their attack power for 1 attack and increasing their defenses by 3.
Clan Karlstein Units
Tier 1:
- Karlstein Homunculi. Recruited from Keep. Undead Flesh Construct. Cheap flying eyeball thing with great movement but weak attacks. Flanker.
- Karlstein Watchmen. Recruited from Keep. Human. Cheap ranged unit armed with bows.
Scarred Ones. Recruited from Cave. Human. Low hit points. Mark of Karlstein (Chance to cause Repulsion on enemies -2 to attack and -2 to defense)
- Karlstein’s Beasts. Recruited from Forest. Undead Flesh Construct – Bat-Dog. Moderate health, low damage magical melee attacks. Feral Attack. Fast.
- Failed Experiments. Recruited from Graveyard. Undead Flesh Construct with moderate damage. Cheap melee units.
Tier 2:
- Karlstein Engineers. Recruited from Keep. Vampire. Bombadiers and Second tier ranged unit. Able to toss concoctions at enemies, dealing minor splash damage to adjacent units.
- Karlstein Doctors: Recruited from keep. Can heal friendly units for 10% HP. Deals ranged shock damage with electrodes.
- Gillmen: Recruited from Forest. Monstrous. Fishy allies of the Karlsteins who rely on Melee attacks. Special Ability: Drown:
- Thunderback Aberration. Recruited from Graveyard. Undead Flesh Constructs. Tough and squat ranged monsters that shoot lightning from the machines on their back, has a small chance to shock units (Stun for one turn).
Tier 3:
- Karlstein’s Monster. Recruited from Graveyard. Undead Flesh Construct - Warrior. Excessive health and damage. Has a knockback Attack (Which avoids retaliation), but has a chance to skip a turn to ponder his existence and is deathly weak to fire.
- Perfected Specimen. Recruited from Keep. Vampire. High initiative. High damage. Low Health. Magical protection. High Agility. Parry. Blooddrinker. Flanker. Feral Attack. Vampire perfected through science.
- Karlstein Mastermind. Recruited from Keep. Vampire. Blooddrinker. Potioneer (Can buff other units with three different potions: rage (+2 attack), endurance (+2 defense), Regen (Regeneration potion). Stitch Together (66% chance to heal Undead Flesh construct units, 33% chance to harm them).
really much appreciated.
Even though, I cannot make any promises, really nice input and will definitely be forwarded.
@everybody
Please keep it up!
-cheers
Of course! I updated it for you too, adding a few more units I left out.
I know it's not, a certain thing, but it was fun to imagine a mad science variety of Vampires, since no Frankenstein or some of the other styles of monsters are in the game right now. Turns out the idea came out better than I thought. :)
have you tried the game already?
As "only" three clans is slightly an understatment and quite unfair, when not knowing the game and different playstyle of those clans, not to mention the three different campaigns, one for each clan.
-cheers
I felt this was something you guys needed to know in case you didnt.
Keep up the good work. I like how the game looks and plays.