Skip to content

Rock of Grimheim

User Avatar
#64
Auto-translated
AstralLein
Judging by the fact that, according to statistics, in experienced hands, 4 out of 5 waves can be cleared on the first attempt, and the only exception is related to a custom unit with a slightly increased initiative, the balance is actually quite good.

However, there is, of course, a formula for victory, but it is mainly based on the global map and the correct actions taken on it. Because if the global map is good, it suddenly turns out that the player has more stats, and also a lot of troops, with the option to replace losses, and the Hive is overpowered. In a sense, this map is about Summoning. It's no coincidence that the player is immediately given it with several hints. And the ability to boost magic to absurd levels on Corenek's side. You can, of course, try to do without it, but it will be more difficult and even more random. And randomness cannot be eliminated. It is present in many mechanics at the core level of Heroes 5. Without it, the game is elementary.

So, the only problem with the later waves is the not-quite-balanced angels. And there is no huge amount of troops and stats for the enemies: they only seem so big if you don't compare them to what the player has according to the author's idea. No, there are more troops on Hero and Veteran difficulty for the AI, but there is a simple formula for that based on the current week.
Now I have received an answer to my question, thank you! If the battles are relatively easily won by correctly using Summoning magic, then the balance is correct. I think that for many, the map is complicated by the fact that you need to figure out how to play correctly with the new faction. What to do with the angels... that's up to you, as the author.