Age of wonders 3 dungeon difficulty8/25/2023 ![]() Spawns Weak strength stacks of up to 6 units which slowly grow in strength up to 7.3x starting power. The new spawns have varying behaviour based on the following profiles: ![]() Some spawn points have map abilities that may make them tougher to deal with. All spawn sites have increased defender strength so they are harder to demolish in the early game. These spawns each have a unique flavour, are based on existing unit lists, and will update with any mods that add new units to those lists. They’ll be guarded by thematic defenders whose strength will vary depending on the prize they guard.ġ7 new spawns have been created and distributed amongst the existing spawn sites. Be prepared to face the consequences if you don’t dedicate troops to defend your cities or actively root out and destroy these spawn points.Īs a final touch, I’ve added defenders to the resource pickups that are normally free for the player to collect. This mod should increase the chance of seeing large roaming armies earlier on, and decrease the chance of seeing stacks full of high tier units until later into the game.Įxpect spawned raiders to grow stronger over time and roam further from their bases. This mod aims to extend the player vs environment portion of the game by increasing the strength and variety of roaming army spawns, with some spawn types having the potential to become very powerful if left unchecked until the late game. The further the game progresses the less of these interactions you have, and the more it becomes about finding and wearing down your AI opponents. The process of clearing sites, growing levels, and building armies is addictive, especially when you add in events and raids by mobs spawned by treasure sites. ![]() I personally enjoy random maps (or scenarios) a lot more because they allow you much more freedom in how to play.I find the early game to be 10x more interesting than the late game. Some players are fine with that, others get frustrated. The tutorial and first Elven Court map are pretty decent introductions, but after that the difficulty ramps up sharply. So feel free to experiment.įinally: The campaigns in general are not the best way to learn the game. Note that you can adjust difficulty between campaign maps, and even if one turns out to be too hard you can reload the auto-save at the end of the previous map and change the difficulty for the next. If the difficulty level does anything more than the two points described above, it's not very noticeable. enemy starting strength or aggression in certain campaign maps, but I don't have any good info about that. In addition to the above there may be some other changes, i.e. See this page for exactly what the levels do: AI opponent level does numerous things, including setting how well they play, but mostly the highest levels give them huge economy boosts. (which is all of them.) In normal maps losing a hero hurts but does not cost you the game.ġ] means that an AI opponent might be Emperor level instead of Lord or something. The campaign difficulty level does at least 2 things that I know of:ġ] It increases the level of the AI playersĢ] Setting difficulty to "hard" disables the "resurgence" ability/cheat your heroes get, where they come back to life at the end of any battle you win.Ģ] in particular makes the campaigns quite a bit more frustrating for inexperienced players, as you lose the campaign if you lose a plot-critical hero. The AI always plays as well as it can and never cheats. There are no difficulty levels for tactical combat.
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