![]() The other half of the game is trying to keep your followers and fighters together as you journey across the map seeking sanctuary. You can zoom in by pinching the screen but it’s still cumbersome. Also, selecting individual characters, especially human ones, on individual squares is sometimes tricky especially when all bunched together. The lack of enemy variety is soon noticeable and makes battles repetitive but never overlong. Willpower is earned by felling enemies and the moral level of your caravan, so a happy camp makes battles a little bit easier. There is a bonus stat called willpower which can be used to increase damage to attacks or move longer distances. Do you keep the injured unit in, which may be you best party member, or swap for a healthy low level rookie? The repercussion of falling in combat is that you become injured, which reduces your effectiveness in future battles. I played on normal difficulty throughout but difficulty can be adjusted at any time. Keeping everybody alive, especially towards the end of the game is tough. So do you, leave multiple but low health enemies or concentrate on finishing one at a time? With the strength rating determining your health and ability to deal damage. The lower the armour you have the more damage you receive to your strength points when attacked. You can choose to attack either, which adds a nice tactical edge. Only when one enemy is left standing do you get multiple turns in a row.Īnother interesting concept is that all combatants have a strength and armour value. However, turns are one unit at a time, alternating between you and the enemy rather than being based on traditional speed or agility stats. Turns are shown by character portraits at the bottom of the screen. ![]() In battle you control up to six party members, humans only take one space on the grid, larger units like the Varl and some enemies take up four squares.
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