Observations and impressions of Disciples 2

You know such a feeling when you went through some kind of game on a slight level of difficulty or even even honest method and did not return to it, leaving good impressions of it, but, accidentally remembering this game, decide to return to it and pass it as expected as it should be as it should be as it should be? That is how I decided to put myself Disciples 2 and. I plunged into it with my head, passing both additions and twice the main game. And some thoughts would like to share.

The problem is that it is difficult to tell something new about the game released more than 20 years ago. Stopgame blogs already have several very high -quality materials on Disciples that will give you all the basic information about it and its development. But I hope I can tell here about something new. In addition, this is not a full -fledged overview, but rather thoughts about those things that hooked me in Disciples 2 or vice versa picked me out.

Army construction and pumping system

This is the thing that hooked me in this game, in comparison with the heroes (I will immediately make a reservation that I love heroes 3, but I am frankly bad in them). In heroes, the army is a consumable. One way or another, during the game, your units will die, you will hire new from castles, external dwellings, and as a result, your army composition will constantly change quantitatively or qualitatively. In Disciples, the combat system is similar to Jrpg. Units here are not consumables, but in fact members of the party. That is:

1) Unlike heroes where the power of the detachment depends on the number of units, then in Disciples each detachment is one unit, and it is equally effective for any HP value.

2) Unit is pumped as heroes due to gaining experience, and not a simple improvement in gold lock.

3) Unit does not die irrevocably until at least one party member is alive. In this case, it can be resurrected in the city or with a special potion.

Due to this, the composition of the army during the mission will most likely not change, but you can choose ways of the development of your units. Another pleasant moment follows from this that in fact you build your build, pretending to be the composition of the detachment, which development branches will be better combined and in what ratio against the race of the enemy.

And everything would be fine, but there are unpleasant nuances:

1) Vesti development of units is not so much. In fact, this would not be a problem if some branches were not garbage or limitedly useful. To the garbage I would attribute the magical branch of the succubus at the legions of the damned. Why? Because the same magicians have an incubus branch that is just better. For example, the military branches of the undead of the undead are limited. The bottom line is that one branch is limited by 3 a dile of unit’s evolution, and the other 5 with a dile. It is clear that the unit pumped to 5 of the shooting of evolution will be stronger (see. 2 point). This can be partially justified by the fact that, firstly, there are small cards, where there are no such amount of experience for pumping, and secondly, in the plot campaign, high tires of pumping open gradually, so at the initial stages such branches will be quite viable. And here it was possible to wave a hand, but there are also short bumps in the game, which can quite compete with longer branches (for example, a military branch of people and gnomes), so the lag of other short branches already looks like a shortage.

2) Stop pumping. The game has https://casinobof.uk/login/ a function that allows one or another unit to stop the pumping. More precisely, how, it will be united, but it will not evolve into a more steep version. The same thing happens with units that reach their limit for evolution on a particular branch. So this function is almost completely useless. The fact is that for unit, raising a level without evolution only increases damage and health by 10% and accuracy by 1%, while evolution gives a much more significant boost to characteristics, and it can also give a special ability (exceptions are those cases when the evolution of unit somehow greatly changes its principle of action). This is why short branches are uncompetitive relatively long.

An example of why you can stop pumping. Paralysis in one target, but for sure.

Paralysis for all, but askance.

3) gaining experience. Here lies one small, but terribly annoying trifle, especially if you are Mancle. Suppose you have a unit who needs to get 1000 experience for pumping the level and 990 experience you have already received, that is, 990/1000. And so you enter the battle with the enemy, win and get 500 experience for each party member. So if you think that Unit will receive 10 experience before pumping Level, and the remaining 490 will go to the next one, you are brutally mistaken. These 490 will simply go nowhere. Live with this.

Another unpleasant moment. The total experience from defeated creatures is always divided equally for every living unit of the winner on the battlefield (even if the level of the hero "Max."And visually it seems that experience does not divide it). For example, your unit detachment defeated the enemy and received 1,000 experience, that is, 250 of the fee for each. The problem is that some units require more experience for the level than others, and some units do not want to download, because their pumping will not strengthen them significantly. And in the game there is no function to prohibit gaining experience. Here, troubles are already starting when you allow you to kill your unit or run away from the battlefield, so that the experience is divided not by 4, but to 3-. Moreover, it is important that the escaped unit will grab his share of experience for each opponent of the defeated before Unit managed to escape. Dreary.

Random

Oh, this is straight cornerstone of this game. Random here is just in bulk. The most popular example is the notorious accuracy in Disciples 2 and irritating misses with 80% accuracy. Yeah, it’s hard to argue with this. Actually, judging by my sensations and what I heard from playing people, the accuracy in this game is inadequately displayed. That is, 80% is actually nifig not 80%. I had a case when a shameful is a tanning to an accuracy of 100% I managed to smear. Yes, this is a rare phenomenon, but the fact itself! And here it is important to note that this is a unit beaten in 1 goal. This is important because the local magicians who attack all, with accuracy in general. That is, the accuracy of 100% for them means that it will definitely hit at least 1 enemy. Accordingly, the more opponents on the battlefield (up to 6), the less the chance that the magician will fall in all. As far as I understand, accuracy also depends on the chosen level of complexity, but in the game somehow this is not indicated in a numerical format. A separate pain, if you have a hero-mag and you decided to give him an artifact that adds the effect to his attacks (for example. poisoning). So if there are 6 opponents on the battlefield and even if you managed to get in all, then the effect will not work on anyone. The fewer opponents the higher the chance of the effect of the effect, respectively, one chance will be the highest (but not 100%).

But this is only the top of the iceberg. The random is also prone to unit damage. Suppose unit in characteristics of UNIT, but in fact it is 25 + (0. 5) that in fact a bonus up to 25%. At least +5 is the maximum increase that I saw. Of course, for high levels where there are more than 100 damage, these units will not make particular weather, but at the beginning of the game such a scatter can be critical.

But a big ass along with accuracy is the initiative. In Disciples 2, the initiative is usually broken by dozens. Most often, units have an initiative 40 (for magicians), 50 (for warriors), 60 (for archers). And here everything is simple: the first to go 60, then 50, then 40. But here the first question will arise: and if the units are the same initiative, who walks first? Answer: Random. But as if okay, the heroes have the same situation with speed. But here the second question arises: and if Unit has a middle initiative of type 45? And here it is already interesting. Here I will make a reservation that these are my assumptions based on the game. The first thing that came to mind is that units with an initiative of 45 will go between 50 and 40, so? So nifiga. Unit with the initiative of 45 enters the group to the 40th, but the figure that goes after 40 (in our case 5) means the chance of getting into the group by the 50s. Accordingly, the higher the figure after a dozen up to 9, the higher the chance to get the next dozen on the initiative. In total, it turns out that the "Middles" first undergo a check for getting into one or another ten on the initiative, and after that they are tested for the sequence of the course among their dozen. Fun, isn’t it?

And this is only a combat component. A thief has been built on the very great influence of the random. A thief is a special type of a hero who cannot pump or hold the army, but has a special arsenal of skills (send a spy, call the leader of the group to a duel, take a 20% HP of the entire detachment and much more) and each skill has a chance of success. And if you send a spy and duel, they have almost 100% chance, then the rest of the operations are much lower than 20%. With a failure, the thief dies. It is essentially possible to achieve the operation of low-step operations in only 2 ways: Sayvskaming (only for the single) and rash thieves. The first incredibly tiring thing, while you get off success, get tired. The second, in my opinion, is very costly, since each thief costs 200 gold, and at least for one successful action they will need quite a lot, unless you are an incredibly lucky person. I’m even interested in how people in PVP turn it or they just do not use low -step operations?

Chances on the example of the enemy capital

Visual style

Perhaps one of the main trousers Disciples as games looks. What does the world of Neendar look like, the design of creatures, capitals, cities and other buildings is incredibly cool. This is especially true for hellish creatures and undead, which turned out both vile and sinister and most importantly rather non -standard. Again, on this occasion, everything told me better than me.

Still, I personally have small complaints. In one of the materials on the blogs, a comparison of the global card was carried out in heroes and disks, where it was noted how much the card was not visual and uninformative in the latter, albeit aesthetically beautiful. And it’s hard to argue with it. In my opinion, this applies not only to the map, but also the type of capitals, and this stands out strongly on the example of the legions of the damned. Here for comparison:

Now tell me which of the pictures is more than points of interest? In inferno, each building attracts attention and you can approximately guess about its purpose. In the capital of the legions is simply confused. Again, the design is cool in general, unusual, but nothing is clear what is here and why. So that you understand the dwelling for the last 5th shooting range of the creature, the huge creature Tiamat, the legions are Vuoon those 4 hibars in the background.

Boar

Here I would like to talk about unrealized potential. The game has a special view of the hero – the nodder who captures the mines, but rather weak and with a slot only for one unit. But unlike the thief, the noddler can pump as a full -fledged heroes and receive perks, and therefore increase the number of slots under the army and strengthen himself. The interest is that almost all the nodes do not cause damage, but are support characters. And on the one hand, this allows you to diversify the gameplay and make a little additional chapel, but on the other hand, all heroic perks are the same. This means that all the perks on the application of damage simply will not work, and there are simply no special options for the nodes. And it’s a pity, because the nodes are poorly sharpened under the main detachment. Also, the nodel-healer of people becomes ineffective because it cannot provide mass thil. Demon’s nursery is thrown by fear, forcing the units of the enemy to retreat from the battlefield, which is good to avoid fighting, but it is bad for an attacking detachment (except for the siege of enemy cities, then fear works like paralysis). Perhaps the most useful is the nodel of the undead, which overlaps the paralysis.

Versions of Disciples 2

This is one of the first things that can puzzle when installing some kind of Disciples 2 type of gold edition. In fact, two versions are established: original game + addition to Gallean Return and original game + elves uprising. The Return of Gallean is an additional high -level campaigns for each of the 4 original races, designed to pass the already pumped and exported hero from the original game. Elves uprising – an addition adding a new campaign for a new race, as it is easy to guess, elves. But there is one more point. The uprising of the elves is a later version of the game, in which there are balanced edits, including some units. Not that the changes are some kind of cardinal, but quite tangible, therefore, passing on different versions can affect the construction of your builds for passing. And since it came to additions.

Elves uprising

Very ambiguous sensations from this addon. The only association that arose from this addition is the fifth wheel cart. Despite the fact that the elves were one way or another in the game before that in the form of neutrals, the game was clearly sharpened for 4 races: 2 races of light (gnomes and people) and 2 races of darkness (demons and undead). And does not mean light = good and darkness = bad, but rather chaos and order. Even the game mechanics are built so that on any maps it cannot be more than 4 races at the same time (in Disciples you can’t choose one race with two players). And what is strange with the addition of elves, the restriction on 4 races remains.

From the point of view of design, everything is also boring and uninteresting. Actually, another artist worked on the elves, although some models of neutral elves migrated from the basic version of the game. Most disappointed the capital. In the basic game, the elves had a rather interesting fairy -tale architecture and even a certain building with a large green crystal, similar to a potential capital. In addition, the capital was a tree with attached hibars. How disappointing is it boring. I don’t even want to talk about the schizophrenic plot of the campaign.

In fairness, in the context of gameplay, the elves are quite pleasant units and the possibility of pumping.

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