http://ageofwonders.com/category/news/
Age of wonders 3 can now be pre-ordered from Steam and GoG. The release date is march 31st!
Lots of previews are appearing (thanks goes to 'Tibbles' for collecting them):
OnRPG.com Preview
http://www.onrpg.com/articles/editorial/age-of-wonders-3-early-access-preview/
Gamespot Preview
http://www.gamespot.com/articles/age-of-wonders-iii-feels-like-a-highlight-reel-of-pc-gaming-s-best/1100-6418108/
IGN Preview
http://www.ign.com/articles/2014/02/17/age-of-wonders-3-blends-fantasy-and-sid-meieras-civilization
Rock Paper Shotgun Preview
http://www.rockpapershotgun.com/2014/02/12/hands-on-age-of-wonders-iii/
(German) 4Players Preview
http://www.4players.de/4players.php/spielinfonews/PC-CDROM/34262/2138730/Age_of_Wonders_3|Angespielt_Fantasievolle_4X-Rundestrategie.html
(Dutch) Gamer.nl Preview
http://www.gamer.nl/preview/452321/age-of-wonders-3-hands-on-wunderbar
(German) PCgames.de Preview
http://www.pcgames.de/Age-of-Wonders-3-PC-256884/Specials/Age-of-Wonder-3-in-der-Vorschau-Feine-Rundenstrategie-aus-Holland-1110365/
(Polish) GRY-online.pl Preview
http://www.gry-online.pl/S022.asp?ID=9543
(German) Gameswelt.de preview
http://www.gameswelt.de/age-of-wonders-iii/preview/seite-1,215419,1
Incgamers.com Preview
http://www.incgamers.com/2014/03/look-tactical-combat-age-of-wonders-iii
StrategyInformer.com Preview
http://www.strategyinformer.com/pc/ageofwondersiii/1103/preview.html
Eurogamer Preview
http://www.eurogamer.net/articles/2014-03-03-the-magical-mystery-tour-exploring-the-world-of-age-of-wonders-3
Spacesector Preview
http://www.spacesector.com/blog/2014/03/age-of-wonders-3-preview/
I have to agree with you Tatty. LH is alot better if you are like the two of us, prefering strategy over tactics.
That said, AoW3 is a good game and alot deeper then games like Heroes VI. I just get bored fast when it's almost all about the tactical battles.
yes i agree the only downside is that huge enphasys on tactical combats and the lack of a good old strategic feeling
but ... tactical combats are so good... i mean they are just awesome, interface is super, combat is fast and easy but also very deep, there are tons of units and with good traits, rpgs elements are huge and well fitting the whole, and ai seems pretty smart... they didnt really advertize it but seems good, and never dumb
its just perfect
the only thing i hate so far is that shit D&D randomness, dunno why developers still insist with this retarded randomness (hearthstone do you hear me? ), ppl dont like it... and its objectively bad
im talking of all that mind control/charme kinda stuff, its really old mechanics ( i lost a dominated fight (and the game actually) because the last turn an enemy mind controlled my hero... and game over... lol)
So.... after a lot of hours burned on AoW3.
Positives against FE/LH
1.) Hero's levelup is almost as bad as original Elemental's. Way too simple. Only thing that makes levelup meaningful is that unlike Elemental series, the game is well-balanced and still can make specialized heroes if you choose traits carefully. The hero's high initial hp also makes him/her not as utterly as useless as FE heroes in general. They also level up and grow fast enough to not make laborious unlike FE.
2.) Sieges are awesome.
3.) Massive battles, up to maxium 36 units (I believe). It's amazing. With siege battles, the game's tactical battles are quite memorable sometimes.
4.) Graphics are quite pretty.
5.) And multiplayer. But then, I never play multiplayer anyway.
6.) Unit movements are fast enough. Please, FE/LH's two tile movements is just atrocious.
7.) The game is ultra-polished from top to bottom. There are some errors such as disappearing custom main hero and stuffs. But no game-breaking bugs found so far. Hell, even current LH has SEVERAL game breaking bugs such as Beast Lord and Auto-save bugs.
Negative against FE/LH
1.) Civilization option is non-existent Empire builders look elsewhere. All cities basically become non-stop unit factories. No specialization or any meaningful options can be found.
2.) Unit diversity by races are.... well, let's say FE beats it. Only meaningful differences are made by your main hero's profession, which do provides a lot of diversity in that way.
3.) Units are quite boring as hell. FE/LH's weapon system is far better.
4.) Monsters are boring as hell too. Sure elemental damages are included, but all units are too similar. There are no interesting unique, game-changing monsters such as Dark Wizard. Dragons in AoW3 are barely as strong as a mere slags.
5.) It's personal, but I think Initiative-based FE/LH turn-based battle is far superior than traditional turn-based AoW3. While AoW3 battles are massive in quantity scale, FE/LH battles are very dynamic.
6.) There are far more interesting magics in FE/LH than AoW3. I should play Sorcerer more, but this is my initial feeling.
7.) AI is... well... maybe tactical battles it is ok, but in strategic level, it is simply travesty. Too many nonsense movements and easily exploitable by any human player who figured out its tricks.
8.) No interesting event-related area as such as Wildland.
9.) Quests are far inferior to FE/LH.... Well, let's say there is no quest in AoW3. It's all "Plz kill these guys and then we join you!"
10.) Other than levelups, hero customization is very weak and shallow compared to EF/LH.
Same with FE/LH
1.) AI cheats in massive scale. Even the easiest option, AoW3's AI cheat level is as extreme as 'ridiculous' in FE/LH. Since I play between Expert~Ridiculous, my feelings toward cheating AI is about same in both games.
The maddening fact is that FE/LH is actually far superior game than AoW3. It's no contest. If someone plays FE/LH for a very long time suddenly plays AoW3 will find himself/herself being very annoyed by this shallow, lacking-in-depth 4X fantasy game. Well, AoW3 is certainly has more depth than Warlocks and Eador, but FE/LH beat those games no problem.
Yet, unfortunately, terrible balance decisions such as low movements, hero leveups, loots manage to make FE/LH far less interesting than AoW3. This is why I called it maddening because there is literally no way FE/LH can be worse than AoW3 other than massive battles. Yet with all of comical balance issues pulled the game down.
Not to mention we are still having game-breaking bugs still present even the most updated versions of the game. AoW3 has just released but the quality of polish is just astounding compared to FE/LH.
Now, this makes me consider a popular mode called Patchwork... From what I've read, it fixed a lot of balance issues.
Okay it's time to eat my Tattyhat. I have been playing since yesterday and have to admit I am really starting to like the game.
It's not as deep and fulfilling as LH, but still a lorra fun to be had.
There are circles that show up on the map to indicate your range when you have ranged attack selected. Hexes with the circles are in-range.
Very good analyzis! I agree to all of this, though I miss a FE:LE multiplayer option alot more then you do.
Your best bet is either to soften units up before you hit them with melee, or with multiple melee units at once. Counter attacks they make drain the actions they can take next turn, so you can overwhelm them.
As someone else also noted, flanking attacks help a lot, and most classes have some sort of spell, troop or ability to help take on melee troops. Rogues get backstab, Sorcerers have a spell that gives their units shocking attacks, and so on.
even though i still think melees are so much underpowered...
also champions are not that fun cause of that, basically you cant really play them, there is no chance to make them tank, while they do have abilities and cool skills, like the rogue has backstab, sprint and other cool tools,.. they are unplayable cause melees are so bad and so weak they cant do nothing apart staying back and cast some spell
The champions are good at finishing moves. I've used my champion in combat several times, but I have to set it up so that the enemy must pay a large price before they can attack the champion.
yep the problem is they are not much more good than any other troop, and since the game is over when you lose them (in campaign at least) the risk is not worth
I dont know ... my rogue does 35+ damage with no retaliation allowed (Assassine Strike), is (nearly) immune to range attacks and gives my all my units armor piercing, +1 blight damage and wall climbing.
Also he can cover the whole battlefield in smoke, making all units very resistent to ranged attacks. Even magic ones.
Any more power and he would be like a walking god and that would be a bit boring i think.
But he can't own the battlefield alone, like a LH Hero can. Which i think is completly OK. YMMV.
On map one you can loose the rogue. She will be back in the Throne City after 3 turns.
On map two its the draconian you can loose. Its always the main character of the map that gates reborn, because only he has a Throne City.
yes and die the next turn against any lvl 3+ troop...
yes they do have powerful spell and skill thats not the point
the point is they CANT FIGHT, ofc they can all stay back and throw spells, but since spells are much limited you most of the times end passing with champions which is boring (also it happened to me some champon got killed even when staying back just cause opponent had flying stuff or spells...)
this is a bad gameplay choice, like you said champions are still useful as buffers but thats a unfun mechanics
but i have yet to see a tank champion, dunno if there is a warrior class or any class focused on not dying maybe thats what i want...
In AOW2 you could make very powerful melee heroes by using items and enchantments. Without super high defense and double strike though, you couldnt be a one man army. I think the main issue in this new game is that attacks always do damage. If the chance to miss was still in, it would allow you to tank much better. I think lifesteal is probably going to be necessary or at least having healers on hand.
I guess one last difference is that it used to be easy to avoid being surrounded by forming a line. With fewer units per battle this becomes more difficult. The terrain also seems simplified as well.
Can't wait to get my hands on it!!!
Hopefully getting my grubby hands on this one before the month is a forgotten dream. Need to show 'em that 4X is alive and kicking!
surely this is one thing but in general i think its pretty unalanced in the melee side, melees in general should be the most tanky type (well maybe apart some roguish kind thing) while on the other hand they are all pretty much glass cannon
sure some of them have specific resistance that makes them tanky against few opponents (but you cant count on having all enemies the same attack...)
If the chance to miss was still in, it would allow you to tank much better. I think lifesteal is probably going to be necessary or at least having healers on hand.
well yeah maybe life steal could help but the whole gameplay forbid you to do it anwyay, i mean after physical dmg there are CC effects... and after that mind control ones... i had to load SO MANY TIMES because a randum succubus charmed my hero...
now i play moving all heros in the back and insntat passing them... its UNFUN
why fewer units? my battles are often 10+ vs 10+, even thogh the troops are much more spread and many enemies fly so its impossible to block them all
Hm. No, mostly they dont against a single unit, even if it is lvl 3. If the hero gets surrounded, flanked, backstabbed then yes. Sure. But i still think that is ok. I cant rush headlong into the enemy army and hope to melee them down, true. but if i use the hero like a normal unit, protecting its flank and all that, he is very powerful IMHO. And i think thats a better design then LH with its One-(Wo)Man-Army in late game. Make me care a lot more about 'em.
I am not sure why we have so different experiences. But i might have got lucky with items. My rogue had 13 defense and resistence and 65 HP at the end of campaign one. I have also 40% resist to fire and 20% to blight.
Edit:
All that said i have to agree that ranged units are far superior to melee units, short of some special units.
Elven Storm Sisters lvl2+ ... what were they thinking?! A ranged unit that can stun with.every.shot.?! Why should i build anything else? Ever?
yeah maybe cause im at campaign second map dunno
on first was ok
second map is absurd, nothing really matters but drakes and other lvl 4 summons, NOTHING
you get to fight all game long against super fast and flying units and lvl 3 4 orcs that literally kill your champions in 2 3 hits
all the champion gameplay is running back and try to be as far as possible from EVERYONE, its just unfun, i had to reload so many times for a mantycore 1shotting my heroes
not to talk about a single succubus reaching my back line and charming them
finishing second map was super frustrating
like i said rogue is cool as dmg but what im facing is EVERYONE having 80-100 hp and even if my rogue can do 40+ on 1 skill its not even enough...
i have a legendary dagger (+6 backstab and +2 dmg) and mount with teleport so basically the best combo possibile, i can open on everyone... and die the next turn
or i can just my let drakes with 20 +aoe dmg and aoe stun and 150 hp and immune to nearly every magic do the work...
Interesting. Do you think that this is limited to the campaign because the enemies are too powerful? I would guess that in a normal scenario or random map skirmish things would be more balanced.
well dunno i find second campaing map to be quite hard
also i played in the usual strategy way so a slow advance toward the campaing goals... which was wrong since when you conquer the dragon city you have like a plasma cannon against stone age men...
maybe i didnt read carefully but the goal should be something like "conquer drake city at all costs, even losing your whole empire, then with the drakes youll get it back sooner or later"
also the subquest of elves town is misleading, sure you get 2 cities for free but you are surrounded there, the first time i tried to get them but was just a waste of time since they are surrounded by enemies, the real strategy should to just ignore them until YOU SURROUND THEM, and then you can conquer them easily
for your general question i cant tell for sure, its possible the ai cheats to throw out so many lvl 4 creatures in such a slow time but its hard to tell how the devs thought to balance the campaign , its possible i still missed something important, also i must say the druid class seems the weakest i saw until now... there are not really great nukes and not super buffs until the end (or maybe i was unlucky with the random picks...) so basically the only useful playstyle i had was spam summon the best creatures...
Grr, reading this has sucked me in, there goes the weekend.
The AI gets economic boosts even at the lowest difficulty levels.
+25% at the 2nd lowest level for example.
That's why you see so many high-lvl units. I really don't like that, because I feel like it forces twinking on my end, and when you start to twink, there's no right amount of twinking. It's easier to play honest against an AI that is playing by mostly the same rules you are (like Stardock games)
The AI is very basic... but the more I play, the more I think the game is basic as well. They've spent a HUGE effort on making an interesting set of rules for the units in the game - even a basic unit can have 20+ different traits. How does the AI handle all this?
1) every city I capture is underdeveloped
2) The AI units are just a mix, they don't build/spawn units to counter mine, they just mix
3) few spells are cast - maybe the AI isn't researching extra spell points?
4) in tactical combat, it's classical "go for the kill" behaviour. Meaning, the AI targets anything that is damaged. This is exploitable - attack with your hero then heal it up and the AI will leave it alone. The only exception to this rule is that the AI always tries to attack something in range first.
5) the AI doesn't understand tactical spells. It uses strange spells on my units, and it buffs its own units in strange manners (make a unit devout slayer against all my evil army?). A few units can truly mess it up. My favourite example is the arch druid spell that summons a tier 1 animal to your side in battle every round. Use it in a siege and watch the whole AI army abandon the battlements as it rushes back into its city to kill a boar that spawned in the core of the city.
6) The only unit trait I've seen the AI play well with is Polearm (extra damage vs mounted and flying).
What does it do well?
1) It seems to be aggressive in strategic mode, if it has the upper hand. No waiting around. If you capture a city with 6 units remaining, and the AI has 18 nearby, it's coming for you.
So far, I'm totally ok with the AI cheating at every turn. If it didn't, with this AI, a medium map would be over in 30 minutes.
Cheating AI, here we go again. Can no one program AI anymore? It seemed to be so much better in old games that run with only 48/64k.
its just impossible to make ai with the level of actual players
when we played with 64k we were 8 years old with no background
now i play videogames for 30 years, ofc no ai can match me and never will
thats why i say since years even strategy games should go deep into multiplayer, there is no other choice but devs are scary to make the step and keep walking the safe and known route
one day someone will make a strategy game thought for multi and will be the next wow, lol, civ
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