Chronicles of the Green Island
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Chronicles of the Green Island
I wasn't able to find another thread "Chronicles of the Green Island" but perhaps I used the
wrong name; or it may not yet exist. In the former case this thread here could be deleted and/or
perhaps merged; if not then this may be the new thread.
I liked the initial idea and setup for this campaign. Unfortunately I struggled with the first scenario
right away.
Normally clerics have a fairly strong holy attack type e. g. 7x3. Here this is changed to a
blinding flash - and just 1 damage. I liked the idea of a blinding attack, but I disliked that
the damage was reduced to 1, which basically meant "don't damage the enemy unit at
all", but this is normally the main attack of a cleric, so basically the cleric was nerfed
to almost 0 damage, just with a special attack type that does not seem to be that useful
(I'd much prefer no blindness but able to do 21 damage potentially, thus killing an enemy,
thus preventing more return damage in the long run). IMO it would have been better to
reduce the damaget only a bit while having the blinding effect in addition, say increase it to
3 or 4 or something like that rather than 1.
What is also a bit troubling is that my units are level 1 or so, but the enemy has various
rogues/bandits with level 2. For a first scenario I think this is not great as I needed to level up
my units which is not easy to do, as the enemies are also hard to hit (rogue) or strong (shadow
mage).
I was able to resist for the first 12 turns or so fine but then the compounded damage just
keeps on adding and now on turn 13 I can't do much - I lose too many units, thus being
unable to win, even when trying to fight defensively. I guess I could have won, but when
the initial scenario is already very difficult, I usually keep on having problems lateron in
the campaign, so I decided to quit there. Which is a bit unfortunate as the idea is quite
decent. Perhaps it may also help to have a few more loyal units, such as archers or so.
Map could be a bit larger as well. Or my units could run away, reform, then kill the
invaders at a later scenario.
wrong name; or it may not yet exist. In the former case this thread here could be deleted and/or
perhaps merged; if not then this may be the new thread.
I liked the initial idea and setup for this campaign. Unfortunately I struggled with the first scenario
right away.
Normally clerics have a fairly strong holy attack type e. g. 7x3. Here this is changed to a
blinding flash - and just 1 damage. I liked the idea of a blinding attack, but I disliked that
the damage was reduced to 1, which basically meant "don't damage the enemy unit at
all", but this is normally the main attack of a cleric, so basically the cleric was nerfed
to almost 0 damage, just with a special attack type that does not seem to be that useful
(I'd much prefer no blindness but able to do 21 damage potentially, thus killing an enemy,
thus preventing more return damage in the long run). IMO it would have been better to
reduce the damaget only a bit while having the blinding effect in addition, say increase it to
3 or 4 or something like that rather than 1.
What is also a bit troubling is that my units are level 1 or so, but the enemy has various
rogues/bandits with level 2. For a first scenario I think this is not great as I needed to level up
my units which is not easy to do, as the enemies are also hard to hit (rogue) or strong (shadow
mage).
I was able to resist for the first 12 turns or so fine but then the compounded damage just
keeps on adding and now on turn 13 I can't do much - I lose too many units, thus being
unable to win, even when trying to fight defensively. I guess I could have won, but when
the initial scenario is already very difficult, I usually keep on having problems lateron in
the campaign, so I decided to quit there. Which is a bit unfortunate as the idea is quite
decent. Perhaps it may also help to have a few more loyal units, such as archers or so.
Map could be a bit larger as well. Or my units could run away, reform, then kill the
invaders at a later scenario.