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SpellForce: Conquest of Eo - strategy RPG from Fantasy General 2 devs

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,560
Why the hell would you want that in the "Tactical games" and not "Strategy games"?
I guess it's here because every game with the RPG store tag lands in the rpg subforum, and there are elements that some might argue would categorize it as such.
Because the game is in equal measure a Strategy game and a game with tactical battles, so it's more or less a coin toss where you'd prefer to classify it?
It doesn't matter, anyway. The point was that BOTH would be more fitting options that keeping this under "RPG".
Well it is more like HoMM than Civilization so it should go wherever HoMM goes.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,877
Pathfinder: Wrath
It's a 4X where you send out your RPG parties on quests and get to fight their battles. All units are distinct enough to be a full-fledged character in an RPG and on top of that you have heroes and apprentices.
 

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,630
One thing this game needs to to push the limits on the crafting. Generate random undead recipies, add new stuff to undead based on the stuff you put in them, and so on. That would easily take it to the next level. Has some relatively unique stuff, just needs a little boost.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,877
Pathfinder: Wrath
I finished an artificer run a few days ago on hard, but I played very badly and didn't explore all my possibilities as an artificer, so I can squeeze out another playthrough from that. I'm playing an alchemist starting in Draycott now.
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,478
Game is fun but is more slower tedious version of lords of magic keeping units alive.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,877
Pathfinder: Wrath
Game is fun but is more slower tedious version of lords of magic keeping units alive.
Don't overly obsess over keeping lowly goblins alive and it will be fine. The melee goblins are an awful unit with very limited use even if kept alive until level 15.
 

Riddler

Arcane
Patron
Joined
Jan 5, 2009
Messages
2,395
Bubbles In Memoria
I was thinking of doing a run of this and will likely only do one. I dabbled around with alchemist a bit at release but then decided to wait a bit for patches.

Which class would you guys recommend?
Is there one class thats clearly the best experience most fun/fulfilling? Is any boring?
 

whocares

Savant
Joined
Nov 8, 2016
Messages
116
I was thinking of doing a run of this and will likely only do one. I dabbled around with alchemist a bit at release but then decided to wait a bit for patches.

Which class would you guys recommend?
Is there one class thats clearly the best experience most fun/fulfilling? Is any boring?
No experience with negro or the new demons, but artificer is a mindless roflstomp with super OP units if you're into that sort of thing, while alchemist has a very engaging playstyle - the most fun I've had with a game in years. Just be advised - if you suffer from that "too good to use syndrome," alchemical arts may very well drive you insane. Need to adopt a smoke em if you got em approach there.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,877
Pathfinder: Wrath
I was thinking of doing a run of this and will likely only do one. I dabbled around with alchemist a bit at release but then decided to wait a bit for patches.

Which class would you guys recommend?
Is there one class thats clearly the best experience most fun/fulfilling? Is any boring?
Artificer - most powerful recruitable units due to being able to add stats/abilities through glyphs.
Alchemist - heavy usage of consumables (so not recommended for hoarders who simply can't force themselves to use consumables).
Necromancer and Occultist - these have the same base idea, you create themed armies, whether undead or demons.

All of them are interesting in one way or another, but if you just want a straightforward experience of recruiting units on the map and building up your tower, Artificer is the way to go.
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
5,507
I think it's time to buy this and throw some support towards these developers. It sounds like they've done a good job, and that first DLC sounds meaty enough to provide a second playthrough when the time comes. Hopefully it's not another studio Embracer soullessly decides to disband. Thanks for the recommendation, guys!
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,877
Pathfinder: Wrath
The game has more than 2 playthroughs. Every class is worth playing at least once without even considering the different starting locations. Supporting them is a great choice because I think the game has the potential for at least one more DLC. I'd like to see the dark elves as units. I'm meh towards the "normal" elves, but an elf themed DLC that adds both would be pretty cool.
 

Reality

Savant
Joined
Dec 6, 2019
Messages
397
I feel like most used alchemist potion was giants drink and my favorite units were big melee with the free retaliate level up.
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,478
My favorite unit is brutes with frenzy and spell enchantments so they can do 50 melee damage. AI can't win with them in a stack seriously need a human to jump in for the computer cause their damage is already absurd and they kill everything unless focused down.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,560
I feel like most used alchemist potion was giants drink and my favorite units were big melee with the free retaliate level up.
I was doing my standard HoMM tactics with my Alch run which was put in many ranged units and just enough melee to tank for the ranged ones. Alch potions were used in all kinds and shapes depending on the situation.
But the real winner was tower upgrades that let me summon unlimited number of fire beetles and white bears. They would soften up enemy groups until whatever hero was around could beat what was left.
I need to try the latest version of the game, hopefully they patched out need for such stupid tactics..
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,877
Pathfinder: Wrath
Ranged units need to be nurtured to do any significant amount of dmg and the AI loooooves to rush them down or teleport right up in their face, so if you are at least attempting an Ironman run ranged units are a challenge to keep alive and do well with.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,161
Location
Platypus Planet
Enjoying the DLC. The new Demonologist has nice mechanics and flavor. The demon invasions throw a monkey wrench into the world which is nice. The new event where your apprentice gets mind zonked by a demon lord is perhaps a bit too punishing and hard to play around tho. I've read that many just choose to ignore it and eat the loss on the harder difficulties, which isn't what you want balance wise.
 

Blutwurstritter

Scholar
Joined
Sep 18, 2021
Messages
1,100
Location
Germany
Finished the game for the first time. I am curious how long did it take other people here to finish the map? I was done after 31 Weeks with the victory conditions of a lvl 15 hero, getting 5 apprentices, and owning 5 landmarks, on normal difficulty as artificer.
 

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