

Haste is emergency thing with serious consequence (-100 morale for 5 turns may be painfull even without additioanl gold spent). stopping production in several cities to enable one critical production in one city. One of the solutions could be to have more pages in Research book with much more spell available for research so the players wouldn't be bothered with the spells they doesn't think they need but have to research just to reach the usefull ones.Ĭan't Haste Production solve this problem? As for other production management, I find myself that I often neglect the potential of Build Housings, Research Mana, even Produce Merchandises, to tune this management more finely. As result sooner or later I don't see new good spells in the book and give even more priority to the left page. And I can't neither clean up low level spells fast because of 1 turn - 1 spell neither utilize them effictively in combat like casting multiple low level buffs per turn. In middle game many of starting spells becomes too weak but I didn't research them in the beginning because I had more important things to research. So if I've such a spell in my book I'm not likely to research it. Like I said before why cast Star Blades when you can do direct damage with a damage spell or shoot magic bolts or whatever your hero has to shoot. Many usefull spells suffer from other mechanics. Summoning a bird competes with class recon units and becomes useless with slower speed settings. The usabelity may depend on game speed settings. The problem that many spells or sometimes Empire upgrades are useless or cost too much to justify time investment. The problem not just in prioritizing Empire upgrades or class-units upgrades. If the choice is obvious there's no choice. Last but not least, we were told you can knock down trees and repair bridges with them, and set trees on fire.I interpret this as follow: if you feel like urged to max empire upgrades, class units or casting points, then those skills have to be important, for sure, and you are also certainly prioritizing them over tactical and strategic spells.

Multiplayer will have around 45 maps and include deathmatch, capture the flag, and king of the hill. You'll need to keep the hero units alive, though, because they drive the story. Speaking of factions, each one will get 12 single-player missions, for a total of 36, with units carrying over from mission to mission, their abilities improving as they gain combat experience. The hero units play a big part in the squad, with the human hero casting healing and buffing spells on his comrades, the Fallen hero casting destructive spells, and the Beast hero acting as a powerful melee warrior. Also, you can merge the squads of fifteen into "super groups" for streamlined tactical maneuvers. We're told that each side will be able to have up to 200 units on a map, with 15 of them controllable at once. The caverns also feature permanent structures that we didn't see before that give bonuses to your troops, although they're guarded by beasties, as are the pre-existing gates. Also, there will be pre-existing entrances and exits, in case you can't afford a miner or don't have one handy. They get in and out of the underground areas of each map by using dimensional portals, rather than using miners to dig in and out. For example, the third race, the Fallen, are creatures from another dimension, rather than originally being cavern dwellers, as previously assumed. At E3 today, we got to peel some more layers off of Armies of Exigo, the real-time strategy game from EA due to be released this fall, getting a further peek into its design philosophy and whatnot.
