Fourth game completion 10-14-14

Just finished a game on normal, now that I have a hang of the game mechanics and strategy.

 

The Good:

-Now that paladins work, I appreciate the roles of each unit more than ever.

-Casting sovereign spells really is fun - even dinky soldiers can take on a stack of grouped stalkers if my sovereign has the mana to support the doughboys. I used to mind losing a turn to cast, but now it almost seems right.

-So many quests!

-Ships!

 

Needs work:

-Sorcerer king is WAAAAAAAY too easy to kill. Just to get to him, I waded through an entire army, and had a full stack with a level 15 or so Tandis. One blizzard cast wiped out most of SK's support units, then my horsemen flanking and Tandis mauling immediately whittled down his HP. SK got off a cast of coalstones, which hurt, but he really needs some more battlefield control spells (he has stinking mud, did not use). His initiative must be super high, too.

-The new abilities given to archers sound like a good idea, but seem like some other unit's abilities. How about a leg shot ability, or snipe? Having an archer shock units seems incongruent.

-Battling SK's armies can get a bit repetitive. Can he group his units into bigger stacks, rather than sending in waves of hopeless cannon fodder?

-Killed the Sorcerer king and the game didn't end!

-On the mountain pass map, there is a shard on an island of swamp terrain. I could not settle an outpost with a pioneer because of the terrain. Are terraforming spells forthcoming?

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Reply #1 Top

I wonder if the developers added a "dampening effect" to the entire SK battle it would help. For example, since the fight is at the SK home location, all damage is reduced by 1/3 or 1/2. The boss fight needs to feel more "bossy." What if he had a trait that would sometimes cause random things to occur like spells fizzling, etc. Just some ideas to throw out there.

Reply #2 Top

Quoting AlLanMandragoran, reply 1

I wonder if the developers added a "dampening effect" to the entire SK battle it would help. For example, since the fight is at the SK home location, all damage is reduced by 1/3 or 1/2. The boss fight needs to feel more "bossy." What if he had a trait that would sometimes cause random things to occur like spells fizzling, etc. Just some ideas to throw out there.
End of AlLanMandragoran's quote

I think his initiative should be doubled. His spell resistance should be 50+. He should also cast spells that heal him if he kills your units. He should summon his dead Lieutenants back to fight for him.

I am totally fine with a 'Stone bitch' boss fight at the end of a game like this. Make him CRAZY hard, but pepper the world with quests that hint at his origins, and thus his weaknesses. A guy like the SK, who has gotten that powerful, should be IMPOSSIBLE to kill on the first try.

(Am I the only one who played Contra III for SNES? There's nothing as satisfying as killing a boss on the 20th try.)