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Thanks we can hope so as it was nice briefly having centaurs as part of the campaign. The only thing really missing I find is having no options to upgrade the princess when you recruit her that would be fun.
Yeah I funnily noticed the transmuter skill tree first from examing them in one random campaign battle as noticed that they were sometimes using different skills. I agree for something built to be like a hero she doesn't really feel like one right now that feels a bit weird to me.
Capital: capturing any one castle in the optional quests will cause an empire reinforcement coming from NW. The river castle give 4 supplies, the old castle cause enemy -1 moral, the one where emperor stands cause enemy "exhausted" (forget the effect, should be less damage?).
Random loot that ranges from a useless potion to one super legendary that make the unit wielding it a powerhouse is bad game design imo and forces any normal thinking player to savescumming. Bad design! How about fixed rewards or treasure classes (e.g. having one out of x good items drop on specific chest/graves/encounters) and others just always drop say a potion. Problem solved. Many RPGs use fixed loot, As a designer this also saves you a lot of headache in terms of game balancing.
Random loot is only great for loot shooters and other games that rely on that mechanic alone for grind replayability. Not so great for campaign game with limited drops.
TL;DR: If every drop matters, don't make them that random. (And I say that as someone who loves random loot in other games..)
The gap choice have a much more settlements to raid,much bigger map,two camps to add units.
Malric's Vale has a dragon shrine(break charge abitily),one camp,and the most important +2 unit supply.
NO liqud mana in both ways,savecummed heavy