SP Campaign: Through Veiled Eyes [1.19/1.20]
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- Lord-Knightmare
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SP Campaign: Through Veiled Eyes [1.19/1.20]
Feedback and updates-announcements thread.
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Re: SP Campaign: Through Veiled Eyes [1.19/1.20]
So I just gave this a try. I like the difference in the unit composition, but I also
have to say that the units are pretty crappy, to some extent. For instance, the
daze attack type unit deals like 2 damage per hit, for a max damage of ... 4.
At the least to some opponents.
Slow is much more effective than daze IMO so I wonder what the use case
of that unit is. With slow I can mitigate a lot of damage and also make it
easier for other units to surround or escape from that unit, so slow is great.
Daze I don't quite understand how it is very useful; for instance, rather than
a 2x2 or 3x2 daze, I'd much prefer elven archer 4x4 default (and then even
more as elven ranger and avenger).
Magic faerie fire or what's the name is quite nice but also seems underwhelming.
The big rider unit is quite ok but also not exceptional, at the least not on first
level. The same goes for pretty much all units here.
But by far the most annoying part is how squishy the units are. I have one unit
hero who just can be swarmed and taken down by two or three of those octopus
things with like 50 attacks per round or something.
Contrast this to the default elven units. Elven fighter, while not great, can deal
a bit of damage and are cheap. Elven archers are good, even more so once
they become elven archers. The healing units are squishy, but once level 2,
they make good support units; and have slow too. Elven scouts are weak but
fast and in that quite good.
I have no idea what to do with the new units here. I tried the first scenario
and could not beat it. I get that I can match the enemy units more closely,
but I feel as if right now the game is stacked against me early on. I seem
to barely have any unit that does damage. They all seem to have been
recruited from a hobo village. Isn't there any powerful unit? At the least
with regards to, say, dune units, some of them can deal quite a lot of damage.
I can get some damage in with the magic attack type, but the enemy units
then also have e. g. slow or many attacks per round, so since my units are
squishy, I can hold of one or two rounds, then I have to retreat as my units
are injured. And then on the next round they are picked off. There is barely
any way to avoid that.
I am not sure what to change about this; perhaps daze and faerie fire could
be revisited, hp too, or perhaps another unit could be added that could fill
in some niche. Not sure if steadfast, or just a more hp unit. There is this
strange concealment unit with like 4x5 or 4x4 or 5x4 melee attack type,
but that one gets swarmed by enemy ranged units just picking him off at
will. Something is a bit weird in this campaign. The weaker hero is also
like a liability; the other hero is more durable and I did not lose that hero
early on, but the weaker one is like zoning in enemy units who want to
kill her. Low hp here is quite a problem. I'd actually prefer to not have
that unit than have it, since it makes playing the scenario harder. I understand
that healer units should be surrounded, but once the front line is injured
and falls down, the healer units are also subject to death outcomes.
have to say that the units are pretty crappy, to some extent. For instance, the
daze attack type unit deals like 2 damage per hit, for a max damage of ... 4.
At the least to some opponents.
Slow is much more effective than daze IMO so I wonder what the use case
of that unit is. With slow I can mitigate a lot of damage and also make it
easier for other units to surround or escape from that unit, so slow is great.
Daze I don't quite understand how it is very useful; for instance, rather than
a 2x2 or 3x2 daze, I'd much prefer elven archer 4x4 default (and then even
more as elven ranger and avenger).
Magic faerie fire or what's the name is quite nice but also seems underwhelming.
The big rider unit is quite ok but also not exceptional, at the least not on first
level. The same goes for pretty much all units here.
But by far the most annoying part is how squishy the units are. I have one unit
hero who just can be swarmed and taken down by two or three of those octopus
things with like 50 attacks per round or something.
Contrast this to the default elven units. Elven fighter, while not great, can deal
a bit of damage and are cheap. Elven archers are good, even more so once
they become elven archers. The healing units are squishy, but once level 2,
they make good support units; and have slow too. Elven scouts are weak but
fast and in that quite good.
I have no idea what to do with the new units here. I tried the first scenario
and could not beat it. I get that I can match the enemy units more closely,
but I feel as if right now the game is stacked against me early on. I seem
to barely have any unit that does damage. They all seem to have been
recruited from a hobo village. Isn't there any powerful unit? At the least
with regards to, say, dune units, some of them can deal quite a lot of damage.
I can get some damage in with the magic attack type, but the enemy units
then also have e. g. slow or many attacks per round, so since my units are
squishy, I can hold of one or two rounds, then I have to retreat as my units
are injured. And then on the next round they are picked off. There is barely
any way to avoid that.
I am not sure what to change about this; perhaps daze and faerie fire could
be revisited, hp too, or perhaps another unit could be added that could fill
in some niche. Not sure if steadfast, or just a more hp unit. There is this
strange concealment unit with like 4x5 or 4x4 or 5x4 melee attack type,
but that one gets swarmed by enemy ranged units just picking him off at
will. Something is a bit weird in this campaign. The weaker hero is also
like a liability; the other hero is more durable and I did not lose that hero
early on, but the weaker one is like zoning in enemy units who want to
kill her. Low hp here is quite a problem. I'd actually prefer to not have
that unit than have it, since it makes playing the scenario harder. I understand
that healer units should be surrounded, but once the front line is injured
and falls down, the healer units are also subject to death outcomes.
- Lord-Knightmare
- Discord Moderator
- Posts: 2524
- Joined: May 24th, 2010, 5:26 pm
- Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.
- Contact:
Re: SP Campaign: Through Veiled Eyes [1.19/1.20]
I am having a difficult time taking your feedback into consideration since most of it seems to be going into a campaign ill prepared, lacking tactical knowledge and being ignorant of unit weapon special descriptions.
The faction HP levels are more or higher than that of the wood elves so I believe your shortcomings are in placement in poor terrain or terrain where opponent units have a higher advantage. Also, the first scenario can be easily won by using just Tauroch Riders and Quenoth Mystics and Acolytes. You have to be a defensive first rather than a reckless attack which seems to be your case.
Also, I have had 3 or more player feedbacks on discord who managed to finish the first scenario and the campaign without complaining about the units being weak. Thus, I think this is just rant on skill shortcomings.
Daze, like slow, is a debuff status ailment. The dazed unit loses 10% dodge and 10% CTH. This means the dazed is easier to hit and their retaliation attack on both ranged/melee has more likely chance to be a miss rather than a hit. The mystic unit itself has role healer and you are comparing it to a elven archer which is a ranged damage unit. Comparing aIMO so I wonder what the use case
of that unit is.
usage=healer with a usage=archer sounds absurd.The faction HP levels are more or higher than that of the wood elves so I believe your shortcomings are in placement in poor terrain or terrain where opponent units have a higher advantage. Also, the first scenario can be easily won by using just Tauroch Riders and Quenoth Mystics and Acolytes. You have to be a defensive first rather than a reckless attack which seems to be your case.
Also, I have had 3 or more player feedbacks on discord who managed to finish the first scenario and the campaign without complaining about the units being weak. Thus, I think this is just rant on skill shortcomings.
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Re: SP Campaign: Through Veiled Eyes [1.19/1.20]
I recently played this campaign again and managed to progress further. Still, I think
some of the enemy units are too strong. The biggest complaint I have is about the
monster that can drain - it does a lot of damage and heals due to drain.
The skirmisher unit from the enemy is quite strong too, but not as powerful due
to lack of drain.
If I would fix one thing, I'd look at the unit that does drain damage. Perhaps
lessen its hp; or sligthly reduce the drain damage.
some of the enemy units are too strong. The biggest complaint I have is about the
monster that can drain - it does a lot of damage and heals due to drain.
The skirmisher unit from the enemy is quite strong too, but not as powerful due
to lack of drain.
If I would fix one thing, I'd look at the unit that does drain damage. Perhaps
lessen its hp; or sligthly reduce the drain damage.
- Lord-Knightmare
- Discord Moderator
- Posts: 2524
- Joined: May 24th, 2010, 5:26 pm
- Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.
- Contact:
Re: SP Campaign: Through Veiled Eyes [1.19/1.20]
v1.0.6
--> Achievements: 5 new Achievements
--> Not Telling what exactly
--> S5: gold from chests increased
--> S5: critter side leader is now not-reachable
--> (unless you have flying types)
--> S6: AI behavior adjustment
--> S6: hidden condition criteria adjustment
--> S7: more gold from loot chests
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium