![]() As such, the second and third levels should be ignored in favor of Skills that provide a concrete benefit, unless you really value your real-life time so much you can't stand the idea of wasting a good ten or twenty seconds on save-load shenanigans. Scouting also doesn't help with Keeper fights and won't provide any forewarning on Plot Ambushes, which unfortunately The Legend does occasionally employ. The benefits of Scouting 2 and 3 are handily replicated by the process of saving, charging recklessly into battle, looking at the enemy group, maybe playing a few turns if you're not sure how realistic it is for you to fight the group, and then reloading if it's not worth fighting. Unfortunately, in general Scouting is really more about player convenience than it is about actual gameplay benefit. You're going to have to purchase the first rank just to unlock more useful Skills down the line anyway, and a single Mind Rune probably isn't particularly hurting you to use up early on. You should get Scouting 1 fairly quickly, if only to reduce how much time you spend in front of loading screens because you had no idea that one battlegroup was ten times as large as the rest of the units in the area. Now the player gets an exact unit count when right clicking on enemies or occupied buildings. The player can right click units in the field to get a list of the unit types and an overall estimate of the threat level of the battle group, and can also click on castles and 'shelters' for the same effect on any battlegroup within. The player can right click units in the field to get a list of the unit types and an overall estimate of the threat level of the battle group. Here's the Paladin's symbol to start us off: You solve quests almost randomly, because you don't have an area map and you explore until you solve your quest.Same format as for Might, but now we're covering the Mind tree. Story probably isn't the strongest from what I've seen, but they do add humour in there. And also not to get your ass kicked like I did. So get your scout skill to avoid weak enemies. You can't seem to autoresolve battles, some are boring. I could only have 5 army slots, they get filled far too quickly. While I sense a vague "affiliation" among creatures I don't think there is a set "race" like the Tower, or the Fortress. You can recruit a lot of different creatures. There are more moving parts, it's more fluid, it's more fun.īears! Who doesn't love them. Everything is detailed, it never feels cheap and just a perfect representation from the graphical perspective.Ĭombat is actually better than HoMM5. Graphics are great! The art direction is not somber or too bright, but it works really well. Here hours of sacrificing and of smart battles can net you your old desired reward, or your perfect hero. ![]() One weakness of HoMM was how every new map every sacrifice you made was forgotten. The game is balanced, always a next challenge or item you wish to buy. Leadership determines how big your army can be, since you presubably use your same hero for the whole game, you can only field small armies at first. Your heroe havs items, levelups, pretty much the same as HoMM, except you also have a leadership skill. There are spells like HoMM but also this thing called rage where you can summon elements. You can choose 1 of 3 classes, warrior, paladin and mage. Enemies also move so you can avoid them, but most guard something. So you play the game in real time on a map pretty much identical to HoMM5. ![]() I think in the small area just around the demo you have close to 10 quests. The game is more of an RPG played on a HoMM style map, at least from the demo. The game has a very HoMM feel yet it's also NOT a HoMM clone at all, it's very refreshing and good at the same time. I recommend the demo to every strategy fan and if they like it to get the game. So here is quick rundown for this excellent game. Since I originally didn't know there was a demo, I only tried it today. I don't know if mods frown on double posts, anyway: ![]()
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