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Okay game all i can say after finishing it 100%. Some suggestions and critics: Need more slots for hero like 2 or 3 slots to give the hero a solid boost. Like 1 more epic skill to level up in every unit after beating main story, 1 more epic skill unlocked after beating the extras and then a last one after beating trials. ( Gives a reason to keep playing) Exp should be an overall current, and a description of units. Critics: You released it to early and did'nt polished it, so that the small but counting things got in.
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from stage 3 and up... keep hero at start and only use units... sent all units to end then go afk until you won... works all stages except trails... for them just get some mega units and use heal on them and go semi afk for half an hour... fun game.. not... this is by far the worst in the series... leveing system is a hassle and unbalanced... art style is worse, the quality of art is low, the main map is annoying because you dont know which areas you completed or not unless you memorise it... if you like this game, go play the prequels... they are better in every way
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It would be good, if defenders of the castle always move to THAT castle, that is closest to the enemy. It doesn't help to have them in the back...
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As many people have said about exp I think that it should act as an overall currency for upgrading at least also tell people what type of unit it is like range mele support ect
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Wow, the Wandering Swordsman was by far the easiest Stage.... Just use Goblins with Flaming Chariot to keep her more or less in place and use all ranged (Elf Hunter, Elderly Wizard, Witch, Centaurion and Succubus) with Platinum Sword or Hercules' Grip to kill her quickly (Rage Spell helps killing her even more quickly...). Not really a challenge after the stages before that. :)
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The only time i find use for my hero(Skull knight) in the last stages. Is when i finished the game and have the accesories that give him "Skills" . Nice but i would suggest that you could give your hero 2 or 3 slots for accesories so that i can also have a use of him early on. It would boost him so effectively with more slots. It might give him a chance to fight when i got the omega seal and somme hp boost for him.
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Seriously, the hero needs a major upgrade to last the extra and trial stages. Maybe unlock 9 more upgrades at the extra stages and then 9 more at the trial stages? That or they need to not randomly go forward. It's hard to keep track of them and when that happens, they last seconds. It's a little frustrating when you've been fighting for however long and then you lost because your hero commited suicide.
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There has been a call for more useful upgrades, I suggest rearranging the whole page so that all the health upgrades are on one slot, all the attack upgrades are on one slot, etc. etc. You could still have it where you need to do a certain number of upgrades to 'unlock' the next one, but this layout would enable you to add/subtract upgrades without messing up the layout of the page.
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for the experience for the units, best pick a zone and set up a bunch of range units like cent and archers and the rest are those that need exp, place a healing alter, and then let the game idle for 6 hours on x3 speed, and all exp needed per unit is recieved.
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Great game... can we list all of the effects of the Artlogic's badge though? I see more health/damage, better resistance to everything, and it seems like more damage to buildings, but that could be just the increase to damage in general. Anyone find any others?
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This is less epic than Epic war 5. Little chance to cast offensive spells, underpowered ranged units, underpowered buildings, underpowered heroes, too much reliance on titans for the harder stages.
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This "Iron Fortress" reminds me of Alexander summon from Final Fantasy series sooo much ;P A slow-moving, steam powered, tower-like machine, shooting multiple, curving light beams at once... Sounds similar? ;)
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Way less epic than epic war 4. Too little options in gameplay, unlike in epic war 4 where we can use a lot of combination of spells, instead in epic war 5, we only click forward and retreat, and also some of the magic spells.
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Besides what has already been said in the highest rated comments, "The End of Hope" was a tad anti-climatic...thought there would be a bit more of an additional ending after busting my ass getting to it. Also, most of the spells don't seem very helpful once you get to some of the later campaigns. Actually, almost the only spells I used through most of the game was rage and defense, and am not sure if they significantly helped or not. On a better note, the artwork and music were great. The foundation is already laid for a fantastic game if it was a bit more fleshed out...but I'll play the next one regardless.
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Unit: Sir theres a part of a wall in our way and hostile units are going around it what shall we do?
General:Don't go around it break the wall down.
Unit:Why sir? It would take less time just to go round it.
General:Because im the boss and I can make you do anything I want. Now go make me a waffle.
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if you need to save you have to zoom in, click on the zoom in button at the bottom right where it says 100% and click it once or twice and when you are at the map screen then it says "Save" in an orange rectangle the top right of the game.
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There are five main changes:
1) The times 3 speed still makes the titan battles kind of slow. A 5X speed would almost double the speed which would be nice. fast battles means fast xp in the bank for new units.
2) excess XP to be converted to something. Transfer 4K experience from the hero to a normal unit for 400xp or something or trade 4K xp for 400 health or something.
3) Buildings ought to have a way to be deleted. It would also be cool if destroying a building effected mana amounts. either more or less, then strategy would be involved too.
4) Instead of just being able to tell units to go to a specified place if a unit could be targeted for units to attack. Like clicking on a titan would tell units to constantly attack the titan instead of just running to a place on the map.
5) I agree with XXXXZ in that different campaigns ought to have different rewards and what not. However, I don’t actually expect people to play all three....
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There are five main changes that ought to be made like to this game:
1) The times 3 speed still makes the titan battles kind of slow. A 5X speed would almost double the speed which would be nice. fast battles means fast xp in the bank for new units.
2) excess XP to be converted to something. Transfer 4K experience from the hero to a normal unit for 400xp or something or trade 4K xp for 400 health or something.
3) Buildings ought to have a way to be deleted. It would also be cool if destroying a building effected mana amounts. either more or less, then strategy would be involved too.
4) Instead of just being able to tell units to go to a specified place if a unit could be targeted for units to attack. Like clicking on a titan would tell units to constantly attack the titan instead of just running to a place on the map.
5) I agree with XXXXZ in that different campaigns ought to have different rewards and what not. However, I don’t actually expect people to play all three....
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I feel like too many of the original EW1 elements are being lost. 1st the All mighty crossbow of awesomeness, now the defining castle that marks your soil against the enemy. In replace, a single hero who once before could die, now cant.
Why is what's making the game great slowly eroding?
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PROTIP FOR ALL: Key to winning the Extra stages: Forward all units but hero, go idle, SUCCESS.
I've gone idle for every single extra stage and won.
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Have anyone noticed the bug on Bombers? Those little kamikazes dont respawn if they dont make a kill when explode... so they become practically useless if they miss a shot... and thats basically what happens most of the time when you have a lot of units fighting on the front... other than that, really cool game, loved all the previous epic games,I think even more than this one... 4.5/5
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I beat the whole game (all the trials) and got a 19k hp unit with strong defense and yet I STILL CAN'T tank the Colossus in trial 1.