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+1 Many of the room extensions for this room feel too strong.
+2 speed and +2 vision for the other room extension is absurdly powerful for its cost.
I find Herb Garden to be, by far, the worst building. Torture room is bad even if you are a Necro, doubling up on some of the mana/money buildings are more generally useful.
War room, conversely, is by far the best. The passive is the best of all the upgrades and the rooms have choices that are helpful to any play style.
Quicksave is already in the game (F5).
The problem is that vampires were incredibly powerful against everything. They are still strong against mortal units and worth using in stacks that will mostly be in areas fighting them. Before the change the only T3 units that felt worth using were the Lich, Emissary (until you get zombie mastery) and Vampire. Now there is actually a reason to make the other units.
Undead units don't have natural regeneration, so +6 a day is a pretty big upgrade from 0. Once you start adding stuff like undead healer or mending flesh, undead units are able to recover from battle much more quickly. +2 speed is also a pretty big upgrade in itself.
Seems like a fair compromise to provide a weaker version of it.
I had thoughts about the +2 speed and vision maybe being too strong but just wasn't sure how strong it could be, I suppose it could also do with a increase in cost now that I think about it.
I like to think it could be good for an alchemist but then only providing 2 ingredients a week is a bit rubbish.
I think the prison collar room extensions for Torture chamber can be useful, I haven't tested it myself yet bit you should be able to just make a stack of units and then suicide them for souls, could be nice. I think the bigger problem for torture chamber is that you need death spell page to unlock it, and the death spell page seems kinda bad over all.
Hard agree on war room, it almost feels like I'm handicapping myself if I don't start next to Audelle to get war room quickly.
I actually almost never built vampires, I got more use out of giving other T3 necro units life leech than to build vampires themselves. but reading on these forums I often saw people talk about how giving their hero life leech and immunity etc is OP so I figured that was the problem and not vampires themselves, if vampires are the problem then nvm then.
The weakest undead unit has I think 55 health, so if they were to be near death that's almost 10 turns of waiting for them to be full health again, that's way too long, but maybe I'm wrong. the +2 speed is nice, though I should have mentioned it's only in your own domain but still.
It wasn't that Vampires were OP, it was just that Necromancers are able to start making them very early and that ability was broken. The advantage of Vampires is that they start with and don't have to waste a glyph or pure lost soul to get it. At the end of the day, prior to the nerf any unit with life leach could essentially be made immortal and was powerful against every enemy type, they had no counter. Fill your stack with them and throw tactics out the window.
As I stated before, Undead have no regeneration. Without this a unit near death will remain near death forever. And again, this stacks with other undead healing effects. Given that we are able to mass produce zombies, the area within our domain grows as we play, and the tower eventually puts out domain while flying and can stay with us, this has the potential to heal hundreds of damage per turn.
Heavily agree with this one. When you get free beasts (via nature), you start sending out small armies of bears to their doom. I really can't be bothered to level up 12+ bears every round. Having an auto levelup or ignore "level up available" message would really improve my life.