These guys make option #3 players obsolete, as they’re the same but better in every way. Note that as they’re well-established career players, they’re pretty pricey to recruit. If you get promoted back-to-back, you’ll need to recruit a few of these to hold the line since your option #3 players won’t be good enough yet. On the other hand, they won’t ever excel, and due to being fairly old, they’ll very quickly reach the point where training won’t improve their skills (and instead just slow their decline). These players come to you already solid – they’ve got the skills to compete in the top division and usually some pretty good experience on champions too. As a general rule, it seems to take 2-3 seasons of training before these guys can compete in the top league, and they’re unlikely ever to excel – but they will be effective for longer than option #4 players will. This gives them better stat increases from training and a longer period to train before they start to get old and slow. The players recruited through this method are about the same, skill-wise, like those recruited through option #2 – but they’re younger. Here’s where things get a little more interesting. If you’re good enough at drafting, you can probably avoid this one in favor of option #3. It’ll give you players with decent enough stats to compete in the Semi-Pro League but still get outclassed everywhere else. Still fast, cheap, and generally worthless, but better than Local Talent. Recruit a couple of these when you start your playthrough, then avoid like the plague. It’ll find low-grade players who can do well in the amateur league but are outclassed everywhere else. This option is fast, cheap, and generally worthless except right at the beginning of the game. If you choose to skip unlocking a new character for the shop at end of the round, you will now gain bonus gold for doing so.There are five tiers of recruitment, and each has a specific purpose having said that, three of them become obsolete pretty quickly. So if you want to avoid a difficult battle you’d have to have some gold saved. Skipping Boss or Swarm battle now costs much more. New Things:-Weather is now added to tournament mode and is changing in every next round you reach. Several units from quests are buffed so they are now more useful in tournament mode. Too hard? Too easy? Just right? How many rounds can you reach? Write comments on this post or tell us on our Discord Channnel. The aim is for the game not to be too hard at the start, but to get very hard as you reach later rounds. A looot of minor issues and bugs regarding Tournament Mode are fixed (Many of them were reported by you, so huge thanks for helping us out!) -Balancing both enemy difficulty and levels of gladiators in shops. So for example exchanging life for gold in round 6 is worth 1200g instead of only 300g. Now in each round things will get 50% inflation. So it was too easy to skip unwanted fights and it was not worth exchanging life for gold because it would always be 300g. Gold inflation was not working on some of the features like Skip Battle or Life For Gold. Blood and gladiator equipment over the Tournament arena are now removed at end of each round so the game doesn't start lagging from too many objects. But if you run into any that we didn’t notice ourselves while testing, please report on Steam Community or Discord. Be sure to check if Steam updated your game to v0.810 (You can see the version in Main Menu at the left bottom side)įixes and Improvements:-Game freezing bug fixed -Normal game enabled in beta - there were many bugs that would be caused by switching from the normal mode to the tournament mode.
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