![]() Crossbows have been added and can penetrate through one target and hit another. Shields can bash a target back a square, which is great for positioning enemies or opening gaps. Maces can deliver a crushing blow for extra damage at the cost of your next move. Swords could already counterattack before, and remain largely unchanged. Spears can impale and hit a target and the one behind it. Axes now come in regular and duel wield variety and have a cleave that can hit 3 targets (and can still backswing as before for a second chance on a missed attack). Even though there is an overall decrease in starting distance, some maps still have plenty of distance between your ranged troops and your melee, as illustrated below.Įvery weapon type used by your standard troops as well as your champions now includes a special cooldown based ability. Unfortunately, it also exacerbates the issue of the game inappropriately placing weaker (or wounded) units in the front line, often getting them killed before they even have time to act. Thankfully, archers and mages are automatically placed pretty far from the front line using this new system. As you may recall, in my review of Fallen Enchantress, I mentioned how frustrating the game’s arbitrary unit placement in combat could be. Stardock felt like a lot of time was spent simply crossing the battlefield, so they decided to bring the frontlines closer together. It’s a good idea to understand how swarming works, especially since you’ll be getting many more opportunities to use it due to an overall decrease in distance between unit starting positions. The only change I’d like to see to the existing swarm mechanic is for the presence of other friendly defending troops nearby to reduce the effectiveness of a swarm, as one would thing it would in real life. While I would have liked to see some more advanced mechanics, for example something like flanking bonuses for having the enemy occupied from the front and behind, the existing swarm mechanic does still encourage good tactical placement. It’s a nice mechanic that is simple to understand, easy to use, rewards good unit placement, and one which increases the effectiveness of smaller troops and pack animals like wolves. In actuality, they aren’t all attacking, but instead the unit attacking is gaining an accuracy and damage boost. Whenever this occurs, you will visually see the unit attack, as well as any units from the same side that happen to be standing nearby. Swarming occurs whenever two or more units from one side are adjacent to an enemy unit and one of them decides to attack. Of all of the combat improvements, swarming is the biggest since it can occur in any battle involving at least 3 units. These changes are comprised primarily of four things, including the swarm mechanic, new tactical combat maps and placement, new weapon abilities, and new unit abilities. One of the biggest and most noticeable changes you’ll find in Legendary Heroes is in its tactical combat. I’ve done my best to pick what I feel are the two changes that essentially change the gameplay the most, and these are the new tactic and hero changes, to cover in depth in this review. Even some of the smaller changes, like the easy to use unit upgrade system, are great changes even if they don’t dramatically change gameplay itself. It is important to note that this expansion includes a lot of changes, so I’d highly encourage you to check out the full changelog they’ve posted if you’d like more details. Somewhere in this image is one of my armies. In addition, there is a huge map size now for those who want to get lost in a single game for many, many hours. ![]() There are more quests to do, more items to collect, new spells and abilities to use, new heroes, new monsters, a new scenario, and even the reintroduction of two factions from War of Magic, the Urxen and the Capitarians. Legendary Heroes has brought more of everything Fallen Enchantress had as well as quite a few larger changes. Looking at a changelog is one thing, but what I had to find out was what these changes really meant. The thing with Legendary Heroes though, at least for me, is that it took awhile to fully comprehend and truly appreciate the differences. When I first fired Legendary Heroes up, I was a bit underwhelmed to be frank. ![]() I questioned whether they justified the full asking price, or even the reduced upgrade price, especially when there have been opportunities to pick up Fallen Enchantress pretty inexpensively. The changes, on paper, seem relatively minor. It has taken me awhile to come to this conclusion, because frankly, I just wasn’t too sure about it at first. Legendary Heroes, the recently released standalone expansion for Fallen Enchantress, is the definitive way to experience the world of Elemental. ![]()
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