Darth Canoli
Arcane
How could i miss this? Bought the bundle just now.
It's never too late to play a good game.
How could i miss this? Bought the bundle just now.
Second day in, just killed the orc chieftain and I'm... sort of bored. Tactically it's sublime and head and shoulders above of 90% of tacticools I've played, but the setting, aesthetics & art design, writing, rpg mechanics are all so bare-bones, generic and stale that I barely have any incentive to play on. That's why I spent more than one month on Battle Brothers, tactically a vastly inferior game to this - BB had style, bags of it, Warbanners is like that prodigious school kid who excels in math but has nothing else going for him. However, with a proper story, quests and rpg mechanics, and preferably a less generic setting this would be a terrific game for sure.
Warbanners, version 1.2.9
30 December - crasleen_games
Changes:
- Karranak and a pair of orcs received the "Tireless" feature (Unit regenerates 1 extra Stamina every turn);
- all dwarves received a new feature "Tireless 2" (Unit regenerates 2 extra Stamina every turn);
- Fixed a bug that could occur in two missions, if the army had only nominal heroes.
Thank you all for your support, patience and kind words! Good luck in the new year!
How does this compare to Battle Brothers? It's pretty discounted at the moment? Deeper? More shallow?
I think Vlad had decreased the chance of opponents having NPC potions a lot.I started the campaign over, by the way, i think i stopped around battle 20ish last time.
First things first, edit units, vampires potion slots = 0 (just in case)
Ready to go.
I think Vlad had decreased the chance of opponents having NPC potions a lot.
Anyway, once you get high Magic Res on everyone, AoE potions are not that bad (I raise MR whenever I don't have anything great to pick, and aim to have around 7 on everyone).
Warbanners version 1.3.2. Spanish and "to-hit chance"
Warbanners - crasleen_games
Today I have two important news at once.
1. Many players complained that units miss too often. Now it's over! In the options added the ability to change the "To-hit chance". Note that during the battle can not be changed.
2. Translation into Spanish is complete! It was launched even before the release of the game (almost 2 years ago!). Five people participated in the work on the translation (if I forgot someone, please write):
Gino Ariel Orsini, Javier García Martínez, Paula Sifredi, José Rodríguez Gil, Tegga21. Thank you very much!!!
Thanks to all players for their support!
these hand-made encounters are pure love, fuck procedurally generated ****.
The very early version had peasants instead of pikemen. I think the change made quite a big difference, because peasants were borderline useless.This is a very fun game, and has been my favourite from my last 14 game Steam sale haul. I actually bought this once years ago, refunded it and forgot about it. I can see why I did that, the early game certainly is a bit bland with very low unit choice. As this game goes on however it really starts kicking.
Warbanners does one thing very well, massive battles with 30-50 units on the board in which you slowly grind out the enemy by escalating small advantages in positioning and stamina management into massive leads. Particularily if you play on hard you will always be outnumbered, but the throngs of enemy orks, undead and soldiers will break upon your well positioned ranks.
In this version of the game I have also found every single unit to be worth using, with maybe the exception of the generic swordsman. Archers, knights, priests, mages, pikemen, even the dancer, if you know how to use a unit it can pull its weight. Ironically only the story witch who you are forced to use in your party is complete garbage, because she has only 4 AP.
I have not found the progression overly stale yet, between buying powerfull advisors who give you permanent advantages like starting the battle with a catapult or all enemies poisoned and relics which you can equip to your units for potent effects like regeneration.
The Battle Brothers comparison is quite obvious, but for me these games scratch different itches. Battle Brothers is for starting up a Warband on Ironman and seeing how far your merry band of cripple can go before they are wiped out. This is for experiencing a string of well made hand crafted encounters and then being done with it.
Overall the game feels closest to a slightly more low magic and more tactical Age of Fear. And as I like Age of Fear a lot that certainly is a compliment.
The very early version had peasants instead of pikemen. I think the change made quite a big difference, because peasants were borderline useless.
catapults, castle gates, and ladders. There are very few games that make use of these.
Yes, I had great fun with the DLC because orcs play totally differently. Humans were about finding a few chokepoints and holding the line. Orcs are about rushing in, because your ranged options are nowhere near as good as the humans (from what I recall, but maybe there were other reasons).The DLC is quite short but it's good and dirt cheap (even cheaper with 15% off right now on the complete edition, 1,24€ the DLC ...) and supporting the dev is worth it.