![]() ![]() The current version comprises two campaigns and twelve maps (solo against the AI or multiplayer for up to six players), which is enough for one or two dozen pleasant evenings. No comparison to the challenging, often asymmetrical battlefields in King’s Bounty 2! Only in the city attack does it get a bit more varied because of the aforementioned towers. There are a few battlefield features like terrain elevations or towers, but the battles in the EA version are still mostly repetitive: Army A on the left, Army B on the right, in the middle it’s a slam dunk. On the other hand, they can use a skill to drive sharp stakes into the ground – this has often saved us from bitter melee losses. Some of them, in turn, have special characteristics: Crossbow sappers deal a lot of ranged damage, but then have to reload for a round. In addition, the hero’s current stats (such as melee, ranged, defence) influence the troops on the battlefield. Here, the respective hero remains nobly in the background and you only intervene with his spells. In the game and in motion it looks better than on our screenshots, but not as good as in the cleverly edited trailer:īut back to the fights. This is still quite nice on the world map, because it creates a vertical 3D effect when you zoom in – but you rarely zoom there, and the 3D look only comes into its own with tall objects. Whereby “classic” is a nice way of putting it, because here at the latest the exaggerated pixel graphics get on your nerves. When two armies clash, Songs of Conquest switches to a separate hex battlefield in a very genre-classic way. And did we mention that many buildings can be upgraded? For example, a watchtower with a ballista that can then shoot at attackers. In the hinterland you can build more resource and research buildings. (Level Up! There are three new skills tempting, but only one is allowed…)ĭue to the limitations you have to think carefully about where you put what: In frontline cities, at least one barracks and one assembly point are ideal, maybe towers for more defenders. Medium-sized plots are needed for barracks or a marketplace, for example, and the large ones for the academy or the summoning circle where you recruit the powerful legion melee fighters. For example, a small plot can accommodate a sawmill, a farmer’s hut for more gold income, or a tavern for troubadours. You build directly on the world map: depending on the size of the settlement, there are fixed building plots in small, medium and large. ![]() A great attraction of the game is the clever expansion of these cities, because their maximum size is often predetermined and the building space is limited. Speaking of cities: They come in several sizes in Song of Conquest, from settlements to metropolises. But we can set up a rally point building in a city and recruit troops from allied cities directly there. Unlike Heroes 3 or Disciples: Liberation, Songs of Conquest does not (yet) have teleport spells or portals. Only when the map is almost completely cleared is there occasionally a few rounds of idle time because, for example, we have to pull together several armies to kill the last enemy hero. Because there is almost always something to do, a strong artefact is waiting two hills away, an enemy army wants to be intercepted, the next level up beckons. Like its predecessor series, Songs of Conquest never lets us go. Or we can push the economic system to collect more resources. In addition, and this is something that Songs of Conquest has ahead of its role model, we can do research, for example, improve individual troop types several times over – crossbowmen then have a higher range, for example. We level up our heroes, equip them with items, recruit troops with (a few) special abilities. We chase foreign heroes across the 2.5D world map (more on graphics in a moment). We’re happy about every pile of gold (“Cool, recruit new troops! Or would you rather expand the neighbouring city into a metropolis? Or put something aside?”). (So much to do, and everywhere it glitters: Songs of Conquest beckons with artefacts, resources, cities, mines Help!)įrom the first click, there’s always something to pick up, fight, conquer. Because it’s almost one-to-one for Songs of Conquest: you’re in a fantasy world full of monsters, artefacts, fortified cities, resources lying around, mines, even more monsters – and in between, AI heroes march with their armies. If you’ve never played a Heroes before, please take a turn being ashamed of yourself, and we’ll briefly summarise the ingeniously-simple gameplay. Pathfinder: Wrath of the Righteous Tips. ![]()
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