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Yes, from how the game destribes it, it should summon 2.
Maybe it only works on die rolls as you suggested.
I did a small test just now with a 1d2 dice and terrboost doesn't seem to actually do anything. After a year the difference between a commander summoning on the terrain was 3 units in total.
There is also terrscale50 which also seems to do nothing when used on set numbers.
Sucks that it seems not to be working at all then, tbh. I like the functional possibilities this modifier would have given.
It also weakens the already somewhat struggling (or is it just me, again?^^) barbarian class.
You haven't tested if terrscale works on die rolls, by any chance? For the sake of my barbarian ancestors, I hope it does.. ^^
I did a test with a 1d2 and it also doesn't seem to do anything. At least nothing that shows up after 12 summonings.
I could have gotten unlucky, but +1 for a 1d2 should have been quite visible.
As for Barbarians, I don't think they are that weak. They have a pretty strong start with their "get 7 superior units for the standard 50 gold".
Then the Amazons are great once you get them the tattoos going.
Finding the right point to switch can be a bit tricky.
The Ancestors seems more like a side-tech option used against specific enemies or for more resources once you don't need Herbs for Amazons anymore.
So to be clear, you did test terrboost as well as terrscale with a d2? And terrscale seemingly didn't work, either.
If so, I will definitely create a bug ticket. Since the modifieres are there, I strongly assume there are supposed to be working (at least in the original rituals).
Mhh, maybe I just applied a wrong strategy then. I always felt like it was the other way around (ancestor stuff first, zons and tatts later).
Their regular units are nice, that's for sure. But other than that, I always took me way longer with the barbs to get to their advanced stuff than with most other factions. No wonder, if their rituals are "bugged" (especially when they cost 1k..)^^
But then again, I'm by no means a good player in this game. So thanks for the tip, will try.
I did a full test of terrboost, and it didn't seem to work for anything.
I did half a test for terrscale and it doesn't work for set values.
Then I just now did another test for terrscale with a 1d2 as well and it also didn't seem to change much. The non-boosted terrain actually had more units than the boosted one.
So that should probably warrant a bug report.
BATTLEMODE has a nice youtube Barbarian let's play with some comment-tips for Barbarians in general. (Yes, a lot of those comments are from me. :P)
But yeah, for me it always looks as if the Ancestors aren't really the mainstay of the class.
Fully upgrading Amazons costs 2,8k Herbs. Then 10 Herbs for every upgraded Amazon.
You honestly do not get that many spirits for that.
If you factor in upgrading the Spirit Guid for 1,5k that leaves you with 1,3k Herbs.
Enough for 1 Army of Legends and 1 Summon Heroes of Old.
That's about 40 Ancestors?
In my opinion Barbarian is one of the more difficult classes to play.
It has a few "traps".
Like trying to go for the Amazons too fast.
Or focusing on Herb income to early.
Or switching away from Barbarian units too slow.
At the start you want to focus on getting anything not walled with your Barbarian troops. Barbarian Bowmen suck in general and in sieges in particular.
When you have a good enough gold income you want to start fishing for Amazon casters and start focusing a bit more on Herbs. Especially a Jade Sorceress for Regeneration and a Crystal Sorceress for Fast are things to look out for.
Amazons are worse out of the gate than Barbarians, but get far far better when fully upgraded.
But the specific point when to switch is a bit fickle and depends on the situation. Like I said, Barbarians are in my opinion one of the more difficult classes.
Thanks for the clarification, I'll create a ticket.
He does - and there he also struggles ;) But thanks again for the hints. After I gave the amazon-focus a few tries yesterday, I'm still very much under the impression, that the barbs are on the weaker side of factions. But fun, nonetheless.
They do lack a true lategame super unit, that is true.
But they get a high amount of recruitable level 1 and 2 spellcasters.
I think in regard to sheer numbers they are second only to the Kobold King in that regard.
Most of which regenerate and so are very hard to kill.
https://gtm.you1.cn/sharedfiles/filedetails/?id=3329778603
For example, this is basically a late game Amazon army.
Doesn't look too threatening at the first glance, until you realize that that are 14 level 2 casters and 6 level 1 casters.
With such fun spells as Agony, Blood Burst, Venomous Death, Lungs of Watery Death, Hydra's Blessing, Dance of Bones, Terror, Quickening, Winds and Fortune.
It's very mobile with 4 AP and you will often be suprised how few actual causalities you take against foes.
In the same game I have take over half of Hades with about 5 size 100 Ancestral Warriors to be able to afford all the Amazon offers I get each round.
But yeah, you really want at least Regeneration and Speed on your Amazons before using them. Though collecting casters before is ok if you can afford it army and gold wise.
Thanks again for the insights, always very interesting to learn how others go about it. I didnt miss the high amount of decent to superb specllasters available to the barb, dont worry. But a very impressive magic row you assembled there :)
I started working on a mod/a couple mods to make the barb more hades focused and hades more rewarding to go to. Like a Soothsayer who crafts hades-related equip and quests for the leader (one-time rituals) for specific places down there etc
Lets see, how much time is left on my quest to (re)explore every class xD