![]() ![]() Morale-wise, Humans now have a mono-species bonus, not just one sitting commented-out in the code! That right there makes them that little bit more appealing. ![]() seriously, I'm fine with Ice and Fire replacing it. (Bowmen and to a lesser extent Priests have always been notable exceptions, but still) Peasants, for example, get nearly no benefit out of Adaptable, while Knights can achieve kind of absurd levels of durability, when it's already always been the case that if you were going to use either for anything other than Sacrifice shenanigans you were going to be using Knights. ![]() really ignorable, even aside from how it's horribly unreliable.Īdaptable is also kind of annoying in that it goes off of unit base stats and so has a much more pronounced effect on more elite units with better base stats, when it's already been a recurring problem in the King's Bounty games that Human forces in particular have a marked trend toward their most worthwhile stuff being their high-Level, high-stat stuff. It's also content lifted from Red Sands, though I'm not sure why it was liked enough to be taken from Red Sands. This chance is modified by 1% for each step away from base Morale (eg +2 Morale is a 12% chance, -1 Morale is a 9% chance), and if the attack finishes off a stack it's another 3% higher. When performing an attack on the enemy, the unit has a base 10% chance to raise their Initiative by 1 for 2 turns. Secondly, they've picked up another factional Ability. When attacking its favorite enemy, this unit does 15% more damage The first unit this unit attacks becomes the favorite enemy of all units of this type. Humans second.įirst of all, their factional Ability is back, with a slightly different name and the in-game description actually being correct. Arguably it would make more sense to do Undead next, with how Warriors of the North organizes things, but eh. ![]()
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