

That's not been my experience of hex-based games, my enduring memory is of careful counter/token placement to optimise combat odds and the deliberate sacrifice of weak counters elsewhere to force the AI to waste its attacks. Does 35 accuracy make sense? lets try it. As opposed to continous open map style games where perhaps the game devs often cant calculate exactly whats happening. Careful number crunching is kind of annoying, but if the game dev is doing the number crunching himself, you can actually eliminate that as a threat. Having said that I much prefer turn base campaign movement, and hate games like Universalis and Age of Empires that have real time strategic movement. Lots of careful number crunching to get the optimum combat odds and expliots like leaving supply wagons in critical positions to break up enemy attacks. The story begins as Gorath, a moredhel (dark elf) renegade, who intended to warn the people of Krondor of the upcoming moredhel invasion, is attacked by an assassin. My general opinion is that they are open to expliots and abuse by players. Feist s Riftwar saga (and co-written by Feist himself), Betrayal at Krondor is a medieval fantasy-themed role-playing game set in the Riftwar universe. Originally posted by Didz:Used to play a lot of AH boardgames and Talonsoft online boardgames. Personally I had enough of this type after a while with The Operational Art of War. Also too time-consuming compared to active pause.īut don't worry about hex-based games, they are still being developed. It just looks natural and "one moves / other watches" model is just stupid simplification necessary in archaic, pre-computer and early-computer eras. Scalable time flow with active pause is so much better in terms of ergonomics, perception and logic that I simply cannot play turn-based games anymore.

It also goes to other genrees, such as RPG - last turn-based RPG that I've enjoyed was Betrayal at Krondor, later games such as Daggerfall or Baldurs Gate (and similar) proved that it can be done better.
#Betrayal at krondor hex series#
Turns are a no-go for me, even turn-based campaign in TW series is IMO biggest flaw of this series. I've played so many turn-based games that currently I hate turn-based games of any sort. Games such as Close Combat series, Paradox grand strategies starting with Europa Universalis, Total War series and many more proved that strategy or tactical game could be done better than with turns and hexes. But with increasing power there was no point in keeping to that style. Early computers couldn't move forward due too lack of computing power. Every time you repeat this process, both Owyn's and Gorath's strength increases by three.Honestly, turn-based hex-grid games were good as boardgames. But if you leave all but one dose in the bag in front of the well, use the well, then take another dose from the bag, you can use the well again. The trick is that when you use the well with the formula, it takes all of the formula you have with you so that you can only do the strengthen trick once. Just before the road dead-ends, you should find the well (use spyglass of Ishap). To find it, follow the main road to Elvandar. On your way to Elvandar in Chapter 6, there's a well which, when you add Fadamor's Formula to it, can increase your characters' strengths by three points - permanently. To strengthen yourself a bit, here's another trick. Just use the cheat trick, in conjunction with these level codes, and you can beat every chapter: Each chest contains the items needed to finish that chapter, and an option to heal all characters. Here are the chapter passwords, potions, and everything else you'll need to beat the game: On the overhead map, hold down the ALT-Right SHIFT and ~ (tilde) for about three seconds, and a chest will appear.
