Dear friends. Not so long ago, we published the news that we close the project. This decision was due to many reasons: lack of interest in the community, a large amount of work, a small amount of free time. Frankly, they are all relevant today. BUT! We decided to give the project a final chance. It is your activity and interest in the project could save him from the final closing. If the community decides that our idea is not interesting and give an advantage to original bfme gameplay - we stop the development.
It should be noted that the word "interest" meant not the number of comments "Wow", not the number of likes and even not the number of downloads. The word "interest" , we mean just two simple things.
1) First main change (comparing with previous versions of BFME: Tactics) is the system of «tactics». That current system represents choice of one of three paths of fraction’s development (note that we’re not speaking of choosing «subfractions» but of style of playing suitable to a player). One can make a choice directly while playing in any opportune moment. At the beginning each fraction has a standard set of units, buildings, heroes and special abilities.
By the example of Gondor, a player can build
There is no possibility for a player to enhance units with blades, armour, banners and arrows in a “standard” choice of fraction, meaning unless certain “tactic” is chosen.
Each tactic in game has it’s profile units available only in that particular tactic. Also, depending on choice of a certain tactic, prices change for standard unis, heroes, buildings and efficiency of enhancements of blades and armours.
In attacking tactic Gondor is capable of
In defensing tactic Gondor is capable of
In heroic tactic Gondor is capable of
2) The second main change touches spellbook.
The first path is all-available special abilities which can be used anytime after building fortress. Three next paths are special tactical abilities which are available after choosing tactic – respectively for each tactic.
General (standard) branch:
3) Resource system.
Now mixed type of source gathering is available in game, easily as mine-worker-storehouse or as a special building (that kind of source gathering is foresight to mine emptying).
4) Unit upgrade system.
Efficiency of upgrading units by means of armour and blade enhancements now varies and depends on the tactic chosen. Also archers are upgraded in one of two directions: increasing damage dealt to units/heroes or damage dealt to buildings.
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