![]() ![]() When Legendary or Mythic Heroes are sent into battle, fielded allies with the matching blessing will get stat boosts if either of these conditions are met: Overall, however, this is a more stable, better balanced game than it's predecessor.Blessings are a single-use item that are earned through summoning Legendary Heroes, Quests, Tempest Trials, and the Blessed Garden. It still seems like winning by quest is not a viable choice – by the time you can visit each quest location and defeat their guardians you could simply conquer the world. There are still some AI glitches – I had a unit on auto-move get captured in an enemy city's zone of control somehow, and the game got confused, resulting in my having to take over control of the unit for a while. The auto-fight option is still definitely inferior to manually fighting it out (and sometimes oddly better). The changes have not fixed everything that's wrong with the game. This game is made out of replayability on the RPG side. Between spells, traits, weapons, and items it would be possible to play this game for years without ever having to repeat a hero's loadout. A bunch of new summoning spells have been added, making being a Summoner a more realistic career path.Īlong with new spells come new traits. Some of them are old standards that one wonders how they got left out (lightning bolt, raise skeleton), while others seem unique (tectonic shift). It's nice just to see some variety, but many new monsters have special abilities (immunity to weapons, spell-casting) that make for a change from the “get lots of guys and go whack at it” combat mode.Īlso nice are the new spells. Not as immediately obvious, but still welcome, are the new monsters. It's such a simple, sensible mechanic one wonders why it isn't more widely used. It doesn't sound like a lot but this is a huge deal to groups of weaker units (and an even bigger one when you go against the solitary super-monsters on quests). If your unit is adjacent to an enemy it gets a bonus to accuracy and damage for each other unit you have adjacent to the same enemy unit. “Adjacent” range means just that, but now weapons and spells can be tailored to work only against adjacent enemies (like the Wraith special ability).Īn important new tactical combat mechanic is the “Swarm”. “Line” range means an attack can hit all units in a line (a lightning bolt can hit three units in a row). The other important change was the addition of two new range types. ![]() Most of the basic weapon types can now have special abilities: axes can cleave, shields can bash, daggers allow for a counterattack, and so on. The first important change was to the special abilities of weapons. ![]() Some important changes were made to tactical combat, also. This is, admittedly, not a new mechanic for a 4X game, but the dev teams willingness to incorporate it shows a willingness to learn from mistakes which bodes well for the future of the franchise. In order to combat too-rapid early expansion (an unbalanced tactic in FE) founding a new city now causes unrest across your empire. For example, Wraith units were always kind of ghost-vampire-like, and now they can drain hit points from opposing units as their special ability. These abilities don't have a major impact on play, but do emphasize traits that the factions already had. Now each faction has a special ability that only its troops can use. There is a ton of changes in this expansion, but most of them work that way – you don't notice them as such, but the game seems to work better because they're there.įactions showed greater differentiation in FE than the original game, but were still pretty similar. One can gain fame by going on quests, clearing monster lairs, or building certain buildings. Heroes are now almost mini-yous.įame is a new mechanic, but works more-or-less behind the scenes. You also get to choose what trait you want a hero to get upon leveling up from an all-new hero-trait-tree. You can only keep one and the other never shows up again, so you can shape your “hero stable” to favor the type of hero (magic, melee, ranged, stealthy, etc.) you want. In LH, one gains heroes by amassing enough fame, at which point you get a choice of two heroes to recruit. Heroes could lead groups of units and would random traits as they leveled up. If you had the requisite tech and enough money, you could recruit whomever you could find. Previously you recruited heroes by wandering around the map. The goal of LH is to improve these mini-games in their own rights, and make them fit together more smoothly. FE attempts to make each of the X's into a mini-game in its own right, and to weave these distinct games into one overarching, big game. Your tools are standard 4X tools: The spin of FE is the way they work. ![]()
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