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Fordítási probléma jelentése
Energy limits the use of potions too, not just runes. The implication is that potions are much weaker for combat purposes. For instance, you usually won't have enough energy to use more than one revive potion per battle. I dislike this change but it does force you to plan ahead and use any buffing potions before entering battle.
In campaign, you get your veteran hero for free from the start. You no longer have to wait until you have enough gold to recruit him/her, by which point that hero is underleveled and useless. This actually means that you can "main" a hired hero and let the unique hero tag along.
In most battles where you're the attacker, you can "peek" at the enemy party after attacking and choose whether to proceed or disengage. This keeps you from accidentally attacking the mob or ruin that's too high a level for you. On the other hand, if you're defending or having a scripted battle, you can't retreat.
Ruins are a mix of the D2 and Ren/Res system. Most are easy and repeatable with crappy rewards, but some are very hard and drop unique loot on first victory. Still, as noted above, you can peek at units in a ruin before engaging, which removes the risk/reward flavor from them.
No flying heroes. Makes sense, since the heroes weren't changed from Ren/Res, and you can only embark on water at specific points.
You forgot to mention it when talking about the leveling system, but units now need to gain three levels before evolving. They gain levels faster, in return. What this means is that units don't receive as huge a spike in powers when evolving, but gain power more gradually.
A couple of questions.
"In campaign, you get your veteran hero for free from the start. You no longer have to wait until you have enough gold to recruit him/her, by which point that hero is underleveled and useless. This actually means that you can "main" a hired hero and let the unique hero tag along."
Is this the case for all hired Veteran units? The only reason I ask is because you used the singular "hero" instead of "heroes", which suggests that only 1 party leader can become a veteran.
"In most battles where you're the attacker, you can "peek" at the enemy party after attacking and choose whether to proceed or disengage. This keeps you from accidentally attacking the mob or ruin that's too high a level for you. On the other hand, if you're defending or having a scripted battle, you can't retreat."
Do you mean that this is a pre-battle choice, so let's say you walk up to an enemy party by accident, instead of instantly engaging in battle you are allowed to decline the battle?
"The story. As I mentioned I haven't played the game extensively yet so it's possible that a few side quests have been updated / removed / added but for the most part the main over arching story is the same as Renaissance / Resurrection. To that end you are still expected to use the faction hero (Lambert etc) throughout the campaigns."
I was currently replaying the campaigns, planned to just start straight with Harhus and the Legions but already noticed some very dramatic differences there compared to the original REN: much more polished dialogue and text (still some errors, but those are more quirky than anything else), lots and lots of side-missions, reworked landscape from what I can tell and more. Was true for Lambert as well, which I am currently playing. New narrator re-did the inter-mission narration as well.
Having said that, I hadn't much touched the original RES and got stuck with REN somewhere in the last couple missions of the Legions. RES didn't change the original campaign in any capacity, did it.
As was suggested, do start with D2 first. Was my starting-point to the series, too, and I still adore the game.
You can actually play the campaigns of the base-game with RotE, which alters the 4 original races here and there (e.g. a Fire-DoT for a couple Legion-units). Not certain whether the Steam version of Gallean's Return-missions run on the same set or not.
Also, about the power-up hexes,
"Round cement disks increase melee damage I'm guessing two fold.
The stone mounds are for ranged types.An archer standing on this can also double his damage and when you think an Archer has high initiative and could get 2 or 3 quick attacks in.Standing on this can cause alot of damage."
To add to that, "rogue"-class units actually benefit from both mounds and disks. Something to consider as well when choosing structure-forks.
До сих пор нет работающего редактора карт, от чего 13 карт
Нельзя поставить союз в сетевой игре
Нет "Горных кланов" - хотя это очень большая работа.
Думаю сообщество отплатило бы Вам сполна.
_______________________________________________________________________________
Dear Publisher. Russian division - did everything as needed, corrected almost all errors, but there were deficiencies. They has turned one of the best TBS after the 2nd part. Please continue to develop patches.
Still no working map editor, from which 13 maps
Impossible put a alliance in a multiplayer game
No "Highland clans" - although it is a very big job.
I think the community would be repaid to you in full.
Не работает.
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Dear publisher. Release the patch for Windows 8.1.
Does not work.
I have played for a good few hours and I thought I share some points. Psychos thanks for the details very informative indeed. I'm a big fan of D2 and also played D3 gold.
My notes are based on playing on normal difficulty not sure others will have any effect.
Few more notes:
- When heroes level up they don't get attribute points any more to distribute. Only two skill points to spend in the tree. In one way I like this as keeps the game balanced but in others your main hero becomes noticeably weaker in later maps as you progress through the campaign. You lack health and damage. Some special attacks slightly compensate but I find it still under powered. Maybe good equipment helps later, haven't played enough yet.
- unlike before some units now require two leadership points to assign it into your heroes army. large units like giants/daemons/dragons/etc... This means having less leadership points and some units taking two slots it becomes much more important what you decide to take with you.
- The equipment you find or purchase from merchants are no longer unique to one class, all classes can use all the equipments. This is a great change.
- node guardians are more balanced. Low level node guards can be easily defeated why higher level ones will just kill you. on the top of hitting very large area they now cause poison type damage over each turn. Having low level troops and receiving 100 damage plus 35 per turn means quick defeat. Plan carefully to attack such. The downside is sometimes they occupy important routes and you cannot go ahead without killing it first. May take lots of magic and two armies to take them out.
I think thats about it for now.
cheers
I honestly don't know, I never had more than one hired hero during the campaign. In theory, you could have any number of hired heroes at max level (since training camps provide infinite xp in exchange for gold) but I don't know if all of them would transfer to the next map.
"Veteran units" tab exist in the UI, but I've never seen any use for it. My leveled hired hero just transferred automatically and spawned near the campaign hero.
Yes, pretty much that, but you can only do this on your turn. On enemy turn, s/he gets the choice. Also, some scripted battles are unavoidable (the retreat button is greyed out).