translation: "we want more money so we're taking our established fans for granted and changing a bunch of shit also u want archons that'll be $20 + tip lol""It is quite literally what we've done with AoW, 2, SM, 3 and Planetfall. Each title was it's own unique game that diverted from it's predecessor and allowed both to exist within in the same space."
Wait what? Assistant?a hentai fapping assistant.
Oh yea, AoW, 2, SM, 3 and Planetfall are completely unique, totally unrelated, they're literally ranging from an RTS to a shooter, a survival game, a football manager and a hentai fapping assistant.
What a load of bull, jesus.
Exclusive aficionados, to be precise.What fans?
People who pay money for theirs game, charming people: fanboys who have money.What fans?
So they even adopted the "completely replacing a mechanic with another one at random intervals long after game's release" from paradox now, huh? Not very subtle.I didn't want to copy the whole thread, so the quote that I gave sounds more unreasonable than it is within the context of the discussion.
There is a interesting answer to a question about the goals and audience AoW4 is aiming for. Also a tidbit about AoWIII requiring a private investor to be released. But anyone interested can read it on their own,
https://forum.paradoxplaza.com/forum/threads/aow-4-vs-aow-iii.1706930/post-29920668
The next dlc also comes with a free patch, and it seems that the hero skills got a large rework. There are now proper skill trees and hero classes, and tomes do no longer include hero skills. The governor stuff also got reworked and heroes can unlock larger economical boni by earning renown, which is obtained by full filling conditions. The skill tree stuff is shown in the dlc dev steam at ~35:30.
https://www.youtube.com/live/cWjtLmVqxs0?si=4H4VOmBywwjjl7MQ&t=2127
But is it that worse than custom factions in Master of Orion 2?Even ignoring the massive balance issues, this game is just bland and has no identity. Everything is just too free, so there's never creativity involved in making a faction, the best things are simply the best always.
Most of the old AoW games (AoW, AOW2, Shadow Magic) had flaws IN SPADES as well.The people who enjoyed the older AoW games surely can't be fans of this one, so the only people left are Reddit zoomers who don't know any better.
Yeah, too bad the scenery was just a portion of the art.shadow magic looks great
The next dlc also comes with a free patch, and it seems that the hero skills got a large rework. There are now proper skill trees and hero classes, and tomes do no longer include hero skills. The governor stuff also got reworked and heroes can unlock larger economical boni by earning renown, which is obtained by full filling conditions. The skill tree stuff is shown in the dlc dev steam at ~35:30.
And instead of iterating and fixing they just made a different game entirelyMost of the old AoW games (AoW, AOW2, Shadow Magic) had flaws IN SPADES as well.
Tomes seem still to matter somewhat by means of affinity points. Your empires affinity points apparently unlock affinity skill slots, which presumably contain skills that were formerly part of the tomes. It is shown shortly in the video around the 1:29:00 mark. But the information available right now is pretty sparse, I'd wait for the release with a proper change log to make up my mind about it.The next dlc also comes with a free patch, and it seems that the hero skills got a large rework. There are now proper skill trees and hero classes, and tomes do no longer include hero skills. The governor stuff also got reworked and heroes can unlock larger economical boni by earning renown, which is obtained by full filling conditions. The skill tree stuff is shown in the dlc dev steam at ~35:30.
Wow, so now every hero of the same class will have the same pool of skills? At least before the heroes of different players had different skills from the tomes, making them more thematic. The only difference that remains if true is the mayor buffs. And many of the hero skills contained in the tomes were minor enchantments buffs in skill form that the heroes were unable to get otherwise, like lightning blades.
Making the heroes more generic and samey and decoupling them from the rest of the faction seems like a terrible idea. Even if they slap a more bigger common skill tree to compensate. They are leaning towards what the game is most criticized for, being generic and lacking cohesion.
only flaw with shadow magic is that the ai is really dumbAnd instead of iterating and fixing they just made a different game entirelyMost of the old AoW games (AoW, AOW2, Shadow Magic) had flaws IN SPADES as well.
Tomes offer lots of flexibility and interesting decisions on what to take if the Tomes have affinity requirements. To get a fancy ice death ultimate tome you'd need to pick your way up the tree taking sufficient ice and death.The fuck makes just picking the tomes such a "great idea" versus affinity picks of classic AoW? It is way worse than PF's mods on the "great potential, meh execution" scale. At least mods were genuinely great and rich system on paper and you can come up with bazillion great and cool combinations. It's just that it didn't really matter in game.
You are set in stone at the beginning of the game with sphere picks. Tomes on the other hand can be picked as you play and are less coarse-grained, making it more flexible.The fuck makes just picking the tomes such a "great idea" versus affinity picks of classic AoW? It is way worse than PF's mods on the "great potential, meh execution" scale. At least mods were genuinely great and rich system on paper and you can come up with bazillion great and cool combinations. It's just that it didn't really matter in game.
The new enchantment system would be fine if not for the removal of per unit buffs. Why take one away? Let the n00bs do the simple thng and the elites use both.You are set in stone at the beginning of the game with sphere picks. Tomes on the other hand can be picked as you play and are less coarse-grained, making it more flexible.The fuck makes just picking the tomes such a "great idea" versus affinity picks of classic AoW? It is way worse than PF's mods on the "great potential, meh execution" scale. At least mods were genuinely great and rich system on paper and you can come up with bazillion great and cool combinations. It's just that it didn't really matter in game.
I'd compare mods rather to the change of the enchantment system from single unit enchantments to whole unit type enchantment system. This is still one of the sorest points of the game. They went way overboard with the streamlining. They really should have kept single unit enchantments in the game and put some limits on the whole unit type enchantment stuff. It boggles the mind how they came to the conclusion that current system is fine, when it immediately makes highest tier units worse by the simple fact that they can't benefit from enchantments due to being mythic units. Plus favoring the stacking of enchantments that apply to the same unit type, which leads to a horrible mish-mash of thematically incongruous tomes.