Definitely enjoy the changes to enemies and forming new strategies in the game. Kudos on that. Not AT ALL a fan of the role the RNG plays in crucial mana drops. It's problematic when the best strategy for a stage involves restarting it until enough early mana pops.
Decent game marred by the glaring UI failure with the App Store Box (if you were trying to annoy people playing you succeeded!)
Refilling your stock of clubs is far too tedious; coupling this with the sheer random factor detracts from the appeal of badge-hunting here, though I can't really hold that against the game designer, I suppose.
More fun killing green shirts! Minor complaint -- in game difficult seems to be based solely on the # of guards (ex: Easy levels always have 2 or 3). This is poor design in a few cases because some levels are far more difficult due to layout and lack of cover (ex: Easy 7 or Normal 12).
For people lacking reflexes (like me), you can make the last badge a fair bit easier by maxing out your kill counts on level 11 by sitting back with homing + weapon of choice. It has a huge number of enemies, and goes by relatively quickly. Doing 10% more damage or so to Atropos never hurts.
Also, to reiterate what others have already said, once you kill Atropos you're pretty much finished -- hitting survival 25 is easier than killing Hyperion.
"We will reduce the difficulty on the last few, ill be doing an update to the walkthrough tomorrow." Wow. If you already reduced the difficulty on the Final Lair, I'd hate to see what it was like before. -.-
High quality games find ways to challenge players with new content and balanced gameplay.
This game offers neither, and is instead a simple cash gimmick. Units and spells that were once available for the in-game currency now require RL currency. The amount of actual new content that has been introduced in the months this game has been available is virtually nil.
As wonderful as it may be to have four manly men develop camaraderie with each other on a long journey, I can't help but think throwing in a couple of female characters would have been feasible.
Still, 5/5 for the best of the series yet.
Extremely fun game. Getting the hard badge for me ended up being a crapshoot (right ramps at the right time), and I swear there were a few runs when my jumps were dead on and I passed through a ramp and hit the ground.
It's been said before but bears repeating again -- unless you vary your stunts during a jump chain you won't hit a multiplier large enough to hit the 400k mark.
Also, unless you are extremely skilled and have good reflexes, I recommend avoiding the pilot ramps as much as possible, as you will probably lose your multiplier shortly thereafter -- using a rail is a good bypass. I hit 550k without touching a single pilot ramp, so it is definitely feasible.
One other comment on naysayers touting Risk as superior -- as much as I love Risk, it has glaring flaws when it comes to strategy. Specifically, large-scale battles heavily (and counter-intuitively, I might add) favor the attacker to such a degree that in the end game there is virtually zero point in defending territory. This game is significantly better in that regard.
4 Random tips for the European Challenge in under 24 turns:
1) If you don't mind being cheap, reload until you conquer both Northern France and NW France on the first turn. This is a game where the results of your battles on the first two turns determine how quickly you can propagate.
2) Every turn you should be sending small detachments (2 or 3 units per country attacked) in a relatively Eastern direction to conquer new countries. It is as important to disrupt your opponent's bonus reinforcements as to generate your own.
3) Try to cut into your opponent's underbelly at several locations (he is very poor at reinforcing multiple territories at once), then air-lift your reinforcements into a poorly defended country you occupy next to a large detachment of your opponent's forces.
4) Don't bother trying to hunt down every little detachment your opponent has early on in the South and/or West -- you will waste time and troops you need heading Eastward.