It depends on whether this DLC did well. There's no reason not to do any more content if there's demand for it because the format lends itself to quite a lot of iteration. More races/units, a map expansion, at least one more wizard type, more events and enemy wizards, etc.
I've explored most of middle areas and a bit of down right, need to choose now to go up into frost or undead lands or down left into orc and demon lands. Still not at war with any lords, I remember from my 1st play that war is even more boring due to them spawning endless armies out of their ass making the game even slower and more boring.If you aren't doing anything with 4 armies for turns on end, you aren't being aggressive enough. It also depends on where you chose to start. The first 2 lands are purposefully relatively uneventful, the first one is marked easy for a reason.
I just like to get all the cool buildings if I'm being honest.The strengths of the magic schools depend on your opponents. Guardian is great if you are against Raith for example.
Hundreds of free Polar Bears beats any other option. This is how I beat the game on release when their balance was out of whack and AI would declare war on you early and then spawn crazy doom stacks. Many honorable Polar Bear stacks were sacrificed to soften enemy groups before my main hero group would go in to finish the jobI did a kennels playthrough where instead of free upkeep + bears I went for charge + direwolves
Direwolves come with pack tactics for free at level 1 and having level 1 charge puts heavy charge in the level up pool.
I'm not saying bears are weak, just that it's boring sending them to stand in people's face in defense mode and slap them for 22 damage again and again.
My direwolf setup was hitting 41 non charge and usually 65+41 on a short charge to get two hits. 8 tile 97 charges or 97+41 charges were possible on the lucky wolf to level up agile.
It was fun having this setup on a replaceable unit with no enchants or glyphs.
Correct.You have both alchemy and glyph smithing?
Aren't shaper sites at fixed spots and all spawned at the beginning? I've never payed much attention to their location between runs but it seemed that they were always at the same or at least similar positions.Correct.You have both alchemy and glyph smithing?
On the downside the game is bugged whereby you can only research shaper secret once and the other ones are duds, devs insist this is not intended but I don't actually know anyone who has reported multiple researchable secrets.
There are research options that are supposed to spawn new shaper ruins near the player tower, at least as far as I know. CoE tooltips/spell descriptions are hot garbage. But the first Shaper Secret you research definitely spawns out of nowhere.Aren't shaper sites at fixed spots and all spawned at the beginning? I've never payed much attention to their location between runs but it seemed that they were always at the same or at least similar positions.Correct.You have both alchemy and glyph smithing?
On the downside the game is bugged whereby you can only research shaper secret once and the other ones are duds, devs insist this is not intended but I don't actually know anyone who has reported multiple researchable secrets.
Just the very interesting and unique class system alone is fantastic for a game from a mainstream publisher.It is difficult to convey the excellent gameplay with screenshots and videos. They don't do the game justice. My first reaction was "meh" when I saw it, and I thought it would be another poor attempt at capturing the feeling of classics like HoMM/AoW/Disciples. The way that they have intertwined interactions with factions, exploration of the map, and your progress is ingenious.
New DLC on the way -