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
But there's an extensive map editor in-game and mod.io integration, so people already made custom campaigns and stories, but i don't know, if there are any custom co-op campaigns yet.
The hexagon based battle maps, however are all fixed in size. There are many different possible layouts though, depending on where the battle is initiated on the adventure map. Like blocking certain hexes or elevate some, for "high ground" stat bonuses.
introducing larger battle maps would probably break the game's balance. It's kinda hard to explain without you having played the game. Enemies with high troop-movement values would dominate, so would any Wielder, who could use spells, like "Dimension Door" (a teleport spell) more than once per turn. More spell-focused Wielders would become even stronger in general vs. troop/melee focused builds, since if there where larger battlemaps, you could just bunker up and farm "Essence" by passing your turns, since it will then take even more turns, for enemy units to reach you.
Each time, it's one for your unit's turn, it will generate essence, which is used to cast spells.
This game could really benefit from a demo version, like a short, demo skirmish map.