This patch unlocks original units for production as well as balancing stats, costs and spells. New features such as the spell timer, the cross-reference...
Warlords Battlecry III, a sequel to the award-winning Warlords Battlecry I & II, is a fantasy Real Time Strategy game for the PC. The first Battlecry game was released in 2000 and received high remarks from gaming enthusiast media and critics, while the sequel, in 2002, gathered Editor’s Choice awards from all the major computer magazines & websites. A strong community has generated due to Battlecry’s reputation for depth of game-play and sheer amount of replayability. This latest installment in the series will continue to add more races, spells and exciting new features to make a great game even better!
WARNING! Chapters modified. All chapters reset
WARNING! Heroes modified. All heroes and saved games lost
Fresh install! Uninstall all older versions and delete The Protectors folder in My Documents
Most of the original units have been unlocked in this version. Balancing the races' units was a top priority. Khazrimi Guards, Ogres, Doom Knights and more are now available for production, some even have new abilities. Costs, stats, recruiting time were all tweaked in an attempt to make the game fair for every side.
The AI heroes now wear more items, survive longer, are affected by perks and use spells more strategically. In very late games, the AI players (and lairs) still produce units and buildings. Higher difficulty AIs no longer pick their enemy with priority on the human player, but rather through a strategical algorithm (distance, race-alignment, defenses, threats, resources). Several bug fixes regarding the AI were also fixed, including the production of too many Ancient Wisps, Peasants and others or the refusal of upgrading the main keep.
The hero system also received a lot of attention from our dev team. Firstly, perks are now altered via sliders at a low AP cost, allowing more fine tuning to the user. Also, all newly created heroes start with neutral perks (no effects) rather than random ones like in prior versions. Secondly, new classes and skills (Monk, Diplomacy, Fire Missile...) were created, some replacing useless ones (Bullslayer, Deathslayer...). Stats now cost 2 AP instead of 1, while skills are now capped by the hero's current level. Spells have been reworked, nerfing the over-powered and buffing the useless ones.
A lot of effort was put in improving the sound effects heard while playing the game. Some sounds even got replaced (Heavy Rain, Dancing Sword...) and some new ones were added (Manticore, Towers, Dragon Deaths...). As requested by fans, special characters such as Robert, Gront, Kaari or Paridian now have up to 11 more speech files. A new feature that got implemented in version 0.8.4 is modular music. Songs will adapt to what is happening in the game: calming music will be playing while a dialogue is progressing, adventurous music will be heard when traveling around Etheria, epic battle music when fights are happening, sad, funeral music when your hero dies etc. Each race also has it's own playlist, each having up to 15 original pieces. The Protectors Soundtrack is also included in this release, being the first official modular music of the game. Of course, the original non-modular playlists are still there for the user's preference; this implementation is optional and fully customizable.
Graphical-wise, The Protectors 0.8.4 brings new terrain imports from Warlords Battlecry 2 and new loading screens, including the "items & weapons catalog" loading screens. Also, some animations and portraits were corrected and smoothed.
One of the other new features this version brings is the cross-reference system. Focused on single player, this feature allows the transfer of different variables between chapters and campaigns. What this means is that characters retain their items and levels that the player obtained in a respective chapter/campaign, and use them in another chapter/campaign, where the player might play alongside or against the same character - now controlled by the AI. A classic example is Esgaleth in chapter 2 affecting the Dragon's Maze campaign. Decisions and choices are also a factor in this: sending a character to certain death might affect future scenarios. Replayability is greatly increased because of this.
The spell timer is another new implementation. Every spell which has a timed effect will now have a countdown in minutes and seconds showing the spell's expiration to the owning player. Each timer will have a colored symbol to the left, representing the spell index and spell sphere of the respective cast spell. With this extra information, mage loving players will now be able to conduct more sophisticated combos and level up their spells with more regard towards effective time.
Chapter & Campaign scenarios were reworked and new ones were added. For Skirmish and Multiplayer modes, we present 9 new maps to the official collection (New Illuria, Battle of Serenthgur and Naval Battles to name a few).
Help text strings are now updated and externalized for translated versions. New users can now rely on them more and feel less overwhelmed by the variety this game has.
As always, these are only the highlights version 0.8.4 brings. We recommend reading the full list of changes in the changelog provided.
The Protectors Team