![]() Mitigating this is most crucial in Westguard during Shadow Wars, as you need to enter and leave the map several times, and have to raise a huge army, which is needed to repel a similarly huge Realm attack. Like in 1, the game still resets your resource stores to zero if you leave a map for any reason, even if a cutscene forces you to leave, like in Demons of the Past. Searching for new sources (or being careful with managing what you have) is sometimes needed. Unlike in the first game, where your resources were technically infinite since they could "regenerate", they are finite in Spellforce 2 and it's actually possible to run out of them. They can now resurrect each other within a 180-second window, after which they'll have to be summoned at an Altar of Life for a Lenya cost. The Avatar and party heroes no longer respawn at teleport stones or monuments respectively.note This is when the enemy is not given a Headquarters and worker units. ![]() However, some missions still use the "spawn points which cease after surrounding buildings are destroyed" concept. Instead, they have to build and maintain bases just like the player. You no longer need to be within the range of a teleport stone to teleport, but you can no longer teleport while in combat, and you usually cannot leave a map unless you have completed the main story objectives which led you to the map.However, all units and structures which you build will be left intact, ready to be used upon your return should you have the need for them. The map no longer resets after you leave and then return.Damn You, Muscle Memory!: Several concepts work very different in 2, as compared to the first game and its expansions.Fortunately, it's been exorcised from the Steam and GOG versions. Copy Protection: The original retail version of the game came with the dreaded Starforce DRM that damaged your computer beyond repairs.Even on "easy" difficulty, the very first map is difficult enough to make players want to rip their hair out in frustration. The game developers have seemingly gone out of their way to make the game as frustrating as possible. It's even worse in Demons of the Past.In Shadow Wars, you can't teleport to another island until your main objective on a map is complete. You can't use teleport to get out of an unwinnable situation anymore either (since the map no longer resets)and you can't teleport while in battle at all.On a more positive note, mana using units no longer require buildings for their mana to regenerate. ![]() note Ultimately, both games reward you for thinking of ingenious ways to cripple the enemy's ability to create more units. However, on some maps, with a bit of Foe-Tossing Charge, it is possible to either secure the rich resource spots which are "conveniently" placed near the enemy for yourself, or to cripple enemy income by killing all workers and then their Headquarters. Apparently, the devs thought that the "destroy the enemy spawn points first, summon your army later" strategy was akin to cheating, so it's not possible to do so anymore as enemies become active as soon as a RTS phase starts, forcing you to fortify your camp and build an army of your own.
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