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
1: You can build a terrible century and centurion and not really know it until you are in battle phase.
2: The UI tells you everything you need to know, but it tells it to you all at once, and the interactions between elements are not obvious until you play 10+ battles.
It makes experimenting and feeling out the battles really tough, especially since the effects of fatigue, momentum, combativeness, etc. etc. all have cumulative effects that change, getting worse, or better, as they get more extreme. Just like in individual combat, it seems super random at first, but as you develop a strategy to fit, you can start to have really consistent overall results despite massive RNG swings within the combat.
Just my two cents. After I started the other thread, I changed my mind after playing through the demo more, and don't want the dev to change battles anymore. I think some battle UI tweaks and maybe a little more nudging in the beginning to encourage better century construction in the early game would help it be more enjoyable to new players.