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 ζ Тема ζ: New Horizons release discussion
Fourth Inversion

Ответов: 93
Просмотров: 73783
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Вс Dec 22, 2013 6:53   Тeмa: New Horizons release discussion

Drakon писал(а):
Fourth Inversion писал(а):
Firstly, thanks very much to the creators, and all of the translators for translating this great mod into English. It's really really addictive, and I hope in the future that a later version of this mod will be translated too.

I have a question - have any healers been added for evil armies? In the original Eador, the increase in recovery between fights and healing during combat was so useful that there was no reason not to use them, regardless of karma.

Also, one suggestion - at the moment, the Tarrasque is too slow and can easily be defeated by a solo scout (if necessary, over the course of two turns). I'd suggest slightly toning down its strength/HP etc., and giving it one more point of movement to possibly avoid that situation.


Hello and welcome Fourth Inversion. Smile

Do you mean healers for AI controlled encounters or just a combination of + and - karma units in one army? I think no matter the karma Commander based units can and a lot of people use different units of various alignment type. One of our best player, who made numerous streams of Eador:Genesis and New Horizon, usually used undead units coupled with archers and 1 healer.

Thanks for the welcome Старший and Drakon. I meant that as there's no easily available healing option from a - karma unit without alliances or upgrades, it's kind of essential to use a + karma healing unit. I've generally avoided mixing + and - karma units in the past, but I'll try my next game with a commander start and a mixture of units and will see how that goes.

I'm not sure what the later versions of New Horizons are like, but if I can make another suggestion, would it be possible to change the requirements for the halfling alliance? At the moment, it's really difficult to find 15 bandits, while many other alliance quests have far easier requirements. To make it a bit easier to obtain, while still keeping the flavour of the original, maybe increase the number of units you have to kill to 25, but allow Bandits, Thieves, Assassins, Thugs and their upgrades to count as part of that total?
 ζ Тема ζ: New Horizons release discussion
Fourth Inversion

Ответов: 93
Просмотров: 73783
Сообщениеζ Фopум ζ: The Guild of Craftsmen The Guild of Craftsmen   Добавлено: Вс Dec 15, 2013 5:17   Тeмa: New Horizons release discussion

Firstly, thanks very much to the creators, and all of the translators for translating this great mod into English. It's really really addictive, and I hope in the future that a later version of this mod will be translated too.

I have a question - have any healers been added for evil armies? In the original Eador, the increase in recovery between fights and healing during combat was so useful that there was no reason not to use them, regardless of karma.

Also, one suggestion - at the moment, the Tarrasque is too slow and can easily be defeated by a solo scout (if necessary, over the course of two turns). I'd suggest slightly toning down its strength/HP etc., and giving it one more point of movement to possibly avoid that situation.
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