![]() The tomes are basically the class + the specializations schools mixed in. You also get to pick your racial and society traits, so there's some customization and while the bonuses don't seem that significant I'm sure you can min-max them to great effect (I remember one of the devs mentioning that you can get some of your basic units to start with 2 veterancy ranks from the traits for example, which is pretty big in the early game). I'd imagine every culture has some gameplay theme for its basic troops. ![]() They also have archers and mages that apply various debuffs to enemies and your units get bonuses from hitting targets with debuffs. The evil culture, on the other hand, has basic melee soldiers that function more like cavalry - they only attack once but have a charge attack. All of the units also had some stacking armor buff mechanic. For example, I remember in the dwarf video they chose the industrialists and their basic melee units were the shield troops that attacked up to 3 times and had a lot of defense and some defensive mode buffs so it was useful to park them next to enemies and just go into defensive stance instead of attacking. ![]() Differences between culture units seem more significant than between different racial units in AoW3 at a glance. There are also 6 cultures like there were 6 races in AoW3 at launch. It defines your core army units that you will be using a lot in the early game, your buildings and a small part of your researchable spells/upgrades. The whole faction creation mechanic is basically the AoW 3 race + class system with extra steps. I watched the entire video and also that dwarf one they did a while back and it made me realize something. ![]()
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