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
The mage-rulers of allied human kingdoms are not willing to ̶m̶a̶k̶e̶ ̶a̶n̶ ̶a̶l̶l̶i̶a̶n̶c̶e̶ help you because they are concerned that their units are disappearing in unexplained circumstances.
The player's task is to extend his army & kingdom to the level set in objectives and explain the mystery of disappearing units. To do this, examine the places marked on the map.
A list of current (and passed) goals is available in the upper right corner under the cup icon.
I've noticed that the list of goals doesn't update itself in an informative way. Eg in this mission it updates to "Investigate" which is really baffling for a player to work out, esp since the overall map view that shows the purple rings is something they have to zoom out and scroll around to see (since the map has you quite central). As a result they might well get confused - esp since some of the purple rings remain on the map for a long while.
I know I ignored them after meeting each race of humans as I assumed they were just area locations to meet them to trigger the "hello how are you" bit. It was only later than I went to them fully and activated the missions.
You're right. We would like the player to have a habit of finding out how to achieve certain goals. We want the player to learn how to achieve goals and give him clear tips on how to do it. We will work on it.
Returning to the purple circles in the third mission, they disappear at the moment when our units reach at least two of them and determine what happened there. At the same time, this goal is achieved.
Sometimes its hard to keep track of objectives because the specifics is actually in the chat dialogue which there is no log of, and whiich can easily be missed because of the tutorial messages like " a mine is now empty" or "you are under attack" which i greatly want to have there.... i just also would like to maybe see quest specific dialogue of the "story" because it usually clarifies or hints greatly at what i have to do much better than the actual objectives button for the mission.... at least in that one, i found that to be the case :) cheers!
I think its made worse by the fact that the game keeps running whilst the quest and mission dialogue is running and the quest dialogue appears right in the same place as standard tooltips. It's very easy to both ignore it, miss it and close it without realising how important it is.
Or to push on with playing the game and dealing with an issue on the map and suddenly end up jumping ahead of the quest info.
Whilst I do dislike things that interrupt the flow of the game I do think that it would add to the game to have a pause enabled when quest dialogue appears. They could even get fancy - such as when you contact the kingdoms the game instantly pans the view around the castle of the new faction you've met in the campaign whilst the quest dialogue runs