(players extra gold is multiplied by 2,4 for 2,1 players mods) (enemy power is used as factor for enemy extra gold to starting 300 amount, and also for number of recalls at maps 3,4,5) Players start with 1 bonus random training Addtion of new generators try to rebalance campaign in a soft way, trying to soft chances of extreme starting positions for players, and redefining how terraing profit each faction. I have also increased minimun keep separation to some of them (usually joined to caves at higher altitude). However other new maps try to offer a similar balance to classic one with different configurations for some chunks of terrain.
Some new maps are just classic generator tweaked with some post generation filters. Reduced clusters of cave wall to cave terrains.Įxpanded snow to higher altitudes (very little gameplay effect).Ĭhanged a few hills and impassible mountains to mushrooms.Ĭhances of a few random castles on maps Desert-3, Island-4 and last one.Īdded bridges over swamp surronding castles in map 3 Savannah (old Desert), to soft isolation (not perfect solution). Campaign has now 5 scenarios with 1,2,3,4,6 enemies.Īdded a 5 new maps as variation to map2 (Lakes, Glaciers, Provinces, Paradise, Clayey)Īdded a 4 new maps as variation to map3 (Delta, Sulfurous, Coral, Wetland)Īdded a 5 new maps as variation to map4 (Volcanic, Mines, Podzol, Wicked, Wild)Īdded a 3 new maps as variation to final one (Maritime, Industrial, Feudal) Units with cost 17 or higher are still recalled for 20 gold. Modified recall cost to "cost +3 gold" for player´s cheap units. Map village amount (for bonus calculation) has been fixed for each scenario to not be affected for generator variances. All players gold added is taken into acount, become 0 if negative, is added to early finish bonus and spread in equal amount among players after carryover percentage is applied. Redefined gold carryover to be comunitary. Redefined "Rise Founds" to "Stock up supplies": +70 gold and 1 village (the keep).Ĭreated 8 image variations for supply-villages (5 for users without add on installed). Winged staff (changed bonus to +5 defense for flying creatures and corrected behavior on bats and guilder) Rune hammer (change image and name to Runic sword) Zephyr cloak and Ring of stealth fusioned (now all effects in Zephyr cloak and removed Ring of stealth) Phase Orb (change image and name to "The Key") Tome of screts (change to just halves xp requirements, changed image) Holy symbol of life (changed image and name to "Herald Armor", illuminates/heals/firstrike/lawful) Stormbringer (changed to bersek 3 instead 30. Melange (+1 damage and +1 moves and -20% XP to advance for living creatures) Ring of power (+20% damage and disengage) Terrific disguise (darkness + corruption + chaotic + distract) Sylph bow (+60% strikes and +1 damage to ranged physical attacks)įorcefield (Adjacent enemies do 13% less damage)īezoar (undead + fearless + healthy + tenacity) Hammer of the wose (+1 strike and +2 damage to impact attacks) It is more user-friendly consulte that info there and, as is autogenerated, save me editing work and is always updated and correct. All of them are available using the right-click help option "WoCopedia". WoCopedia: I have removed "heavy data" info from this post like trainings or factions recruit. It is a very difficult challenge for players with high skill and lot of experience in World Conquest II. Nightmare is not difficulty for average players. It is a difficult challenge for players with average skill and a few years of experience in multiplayer server. Liutenant is not a difficulty for noobs. This difficulty is a very difficult challenge for players that have just barely reach to that status. WC II is a multiplayer campaign aimed to players with knowledge of BfW mechanics and Default units stats. I really want remark this issue to avoid players unnecessary frustation: I scaled carefully difficulty levels to be challenging to all kind of players. If a player earns skill and imoproves throught practice, I also think is cool game offers a new level of challenge, instead become boring because he already beated the hardest one. I know it is cool beat a level called "Nightmare", but from my point of view is more cool beat a "real nightmare" despite how is called.
I very recommend start at medium difficulty levels like Liutenant to average players, get experience in the new mechanics, and advance to next difficulty level once they really beat last map. Nightmare level is now dessigned to offer a very difficult challenge to the most skilled players with lot of experience in World Conquest campaign. Difficulty has increased dramatically compared to classic World Conqest.