Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Can understand your confusion on this, it's one of the areas where WFTO differs from other Dungeon Management Games.
You cannot pick units up if they are not on your territory, there is also a limit on the amount of creatures you can hold in your hand at any time. You can however use the recall spell to try and recall a unit from anywhere on the map, you can cast this on whole war-bands.
Ultimately recall can be interrupted by damage but you'll likely see a lot more units return if you retreat in this manner.
Hope that helps,
Lee
I think it's a good change actually, means you have to be a bit smarter about when and where to engage.
Just wanted to make sure I wasn't missing anything.
just grabbed the game on sale yesterday and SOOOOOOOO having flashbacks to DK in the best way. love it! xP
Haven't found a solution for that yet other than hoping the minion decides to run away itself when it gets too low. Maybe a more experienced player/dev has a better answer.
If a recall is cancelled the unit should attempt to retreat on foot.
Ah ok, good to know, thanks