|
Site Navigation Main News Forums
Games Games Database Top 100 Release List Support Files
Features Reviews Previews Interviews Editorials Diaries Misc
Download Gallery Music Screenshots Videos
Miscellaneous Staff Members Privacy Statement
|
|
CRPG.ru has an interview with Pro Sotos about Disciples 2 - Dark Prophecy. Not too long, but some interesting questions like this one:
CRPG.RU: Were any alternatives discussed for the combat system of "Disciples II", e.g. allowing the creatures to move or spell casting in combat? Is it planned for a future release?
Pro Sotos: There have been a few changes to the combat system in Disciples II, but nothing has changed to the extent that those who played the first game wouldn’t understand how to play Disciples II. For instance, in the first Disciples game, once a combat begins units can’t change position and that’s still the same. One of the basic rules in Disciples is that you have to make sure that all the units are in a proper position before combat. What’s different in Disciples II is that leaders now have the ability to use items in combat, such as potions, orbs and talismans. Any leader can use a potion in combat, but you need a special ability to use orbs and talismans. The two are basically the same but an orb can only be used once and a talisman has five charges, which means it can be used in five battles. In all there are about 70 different orbs and talismans and their abilities range from simple healing orbs to summoning units in battle. Also, leaders can now equip themselves with 5 items, which means that they’ll have a harder time choosing upgrade abilities. We’ve also added the wait defend and auto-battle options in combat. |
|
|