even key quests that lock entire vital sections of the game's mechanics away (need adamantium but its only found in the far north and your in the far south, quests locked behind mountains/rivers/seas, etc.). Managing your economy is a real boring grind :(Ĥ) RNG placement of quests. Originally posted by Wade D:1) Managing your economy is painful, and often devolves into your 'gaming' the system (keep starting stacks alive cos they have 0 upkeep for some dumb reason, enslave units, use boring wisps as their upkeep to power ratio is so good, etc.) rather than playing with what would make a fun tactical arrangement of units. even key quests that lock entire vital sections of the game's mechanics away (need adamantium but its only found in the far north and your in the far south, quests locked behind mountains/rivers/seas, etc.).īut i will give a massive shout out to the key illustrator Dominik Mayer, his work is amazing!Īlso, slowly growing your spellbook out with spells and quest notes is quite flavourful.Īgain, so many great ideas held back by some really poor game design decisions that hamper it. but why don't they auto eat them at the end of the fight? You're going to waste hours and hours of time just to get them to a point where this mage is fun.Ĥ) RNG placement of quests. Game forces you to play boring manual fights just so you don't lose units.ģ) Necromancers (1/3 of the mage types) are a real pain to manage as their troops don't auto heal (lots of micro, even more manual fights, etc.). Managing your economy is a real boring grind :(Ģ) REALLY bad autocomplete fights. In pains me to give this game a down vote, as there are LOTs of great ideas in this game, and I'm going to keep playing it because I love to explore game mechanics.ġ) Managing your economy is painful, and often devolves into your 'gaming' the system (keep starting stacks alive cos they have 0 upkeep for some dumb reason, enslave units, use boring wisps as their upkeep to power ratio is so good, etc.) rather than playing with what would make a fun tactical arrangement of units.
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