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wait how come it costs 25 gold to buy a mage who knows the wonderful ways of the earth but simply moving a cabbage costs 50 gold.
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In case you were wondering, CONSECRATION provides an elemental bonus for when your unit has the same element as the enemies STRENGTH. Not weakness like normal. Stronger than the general weakness bones it is an advanced skill and requires planning. Like after losing a map and noticing the creatures all had a fire strength/ cold weakness and you still lost. Your Fire Patroler upgraded with Consecration might help you there
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Here is what each selection does when creating a character:
1) Background
Merchant = +1 merchantile
Squire = +1 leadership
Street Urchin = +1 looting
Bard = +1 charm
Student = +1 wisdom
Forest Dweller + 1 tactics
2) Personal Ideal
Sneaky get away = +5 theiving check
Protect innocent = +1 life
Revenge and Ill do it... = faster faction gains
Good Book = +5% quest XP
Me Strong... = +1 melee dmg
3) Combat Skill
Swordplay = +1 swordplay
Spell Slinger = +1 magic use
Archery = +1 ranged
4) Reason for Journey
Explore new Markets = +1 merchantile
Riches = +1 looting
Power = +1 tactics
Helping others = +1 leadership
Destroy Evil = +1 charm
Knowledge = +1 wisdom
5) Element
The choice gives +1 to corresponding element skill
Enjoy and hope this info helps everyone :)
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You know there is something to a game when, several years after the release of the first one, I find myself crawling back once again to best the mighty campaigns of Protector. This game is easily a 5/5 in my book.
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a simple suggestion of mine, is about the sparkles when your men can be upgraded. If they can be upgraded, they could flash gold, but when you can upgrade them and don't have enough money, could they flash another color, such as red or black? just my idea, don't know if it helps or not.
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Secret: You can permanently switch a hero's element by making him hold onto two different element switching items of the same kind.
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A more in-depth Protectopedia would be nice, like the ones in earlier versions of Protector. That way, you can see what each unit type can do, and not have to figure it out by trial.
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BUG:: Multiple "Element Switch" items added to a hero will permanently change that hero's element damage type!! Found this out the hard way, so be careful!!
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For those claiming that the easy badge is hard...just use footman and upgrade his crit line, you should get the badge done in 2 missions no problem
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Like the game but make it so I do not have to close every upgrade menu. I should be able to switch guys and see the upgrades and have an auto send timer for the monsters
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Just in case that anyone has been wondering, here is a quick explaination what every effect does:
-Bleed- Causes enemy to lose X damage/secound, also reducing his max life by X/secound
-Poison-Causes enemy to be poisoned, damaging X/secound, and i'm nearly sure that it stops regen
-Slow- This is obivious -,-
-Debuff- Inecrases damage done to the enemy by %
-Consecration- Decrases enemy's elemental strength by %, so enemy who is having poison strength will suffer 65% damage from poison units with consecration 15
+ it this have been helpfull
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I disagree, arch wizards and regular wizards that hit a large area are perfect when they can poison the enemy for large ammounts of damage 1 or two of them can pretty much take out whole waves when they reach max posion level. They also level up even faster then others since they do hit a larger area allowing them to do more damage then anything else.
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Each unit has an icon in the bottom right to symbolize what type of attack it has, but I'll look into adding a textual description on mouse overs.
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I wish melee units were worth it but there are so many levels with fliers that melee becomes something we must avoid at all cost :(
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"Ankle Shot: This unit aims for the ankles, slowing the target by 10%" This skill also works on flying enemies such as bats, and flying eyeballs that don't even have ankles. 0.o
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The talent (achievement) array is too disorganized to assess conveniently. You should order it so that talents given for some similar actions (completing story quests, for instance) are grouped together, and successive talents in a progression (increasing a particular stat, say) are ordered and next to one another. The current arrangement (random, as best I can tell) is not adequate.
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At one point item management gets really time consuming and uncomfortable. If there was perhaps a sort button by item stats it would help a lot.
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After three games where melees have had to sit at the back of the bus, it's high time to give them some love, don't you think? Give Spearmen a range of two, they have spears after all. Let Paladins sacrifice themselves to keep a monster from putting you below one life. Let a sneaky type pair up with one across a path and catch/hit flying enemies that get right between them. Have Barbarians cleave multiple enemies within reach. Be creative but please do something so they aren't so underpowered compared to ranged types.
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I would prefer they keep these lengthy Badges of the Day later in the week instead of on Monday, so those with less time on their hands can spend the week working on it, instead of giving us a single day.
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After completing 9 different quest i realized you can get the badge by just repeating the first one again and again and again. Vote up so people dont waste their time
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If your game is not saving, make sure your not clearing the cookies and history from your computer as game files save, make sure your browser also does not clear history upon exit. It can be a security feature check your settings and stop complaining.
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Everyone who has the main menu bug report it using the "report bug" feature in the section just below achievements under the game window. Don't just talk about it here and expect the devs to see what your saying.
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-"Alright crossbowmen! We need to stop that flying dragon."
-"No problem sir, I'll shoot its ankle. it'll slow its flying down for good."
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No, you cannot sell units. The game gained lots of things with the campaign mode, but also lost the simplicity of before. Also it's too complicated to achieve a good strategy for some levels and you have to wait until you find the ideal general.
Pretty enjoyable as all the protectors
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Consecration increases damage against enemies that have a strength against your Heroes element. After three consecration boosts (which can be reduced by the Elemental stat on your Hero), your heroes effectively have an elemental advanage over two elements. (please + to keep it up, so many people ask this.)
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I was wondering if you could include a description of the effects of the inflictions that units inflict on their enemies, as all of us are not avid players of the series.
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There are 26 Storyline Quests (takes a while). Do not use melee units. Max your hero's Ranged or Magic Use accordingly. Save heroes with good unit pairings regardless of element -- there are items that change elements later in the game.
With 38 Magic Use, 22 Elemental, and 14 Base attack power, I cleared most maps with only 4 units placed.
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I really think that Melee units get passed over because they are useless against flying, maybe make them only able to hit flying units. I suggest instead of being unable to attack flying units, give Melee units a penalty while attacking Flying units. ( -50% attack rate, +15% dodge rate etc.) I would love to use Melee more but honestly they just aren't worth it right now. I feel like I'm missing some of the game. Anyone else feel that way?
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This protector's really good, just a few things that I'd like to see: 1) Selling units in battle. I don't know how many times I've placed the wrong unit or just wanted to change it, but I couldn't. I've actually lost because of this before. 2) Customizing unit's AI. Like say always attack first or last, or attack weakest or strongest or ones without the status effects that you give, or attack every other one. 3) More info on stuff. Preferably in the protectopedia like before, but as long as you can see more stats on your units and enemy units, it'd be good. 4) Make melee soldiers worth a darn after the first two missions. Either make them stronger, bigger range or some that can hit flying. Anyway, this is still a great game, and I hope you make some of these changes in Protector V at least. 5/5
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the looks of it is like candy for the eyes and is just so far above and beyond what has come before. the music, just so much better. drew me in when I was letting it load up. About to start playing a game in a series that has shown me that some developers, well a developer, that I've followed can not just stedily improve, but improve drastically with each step. Even venturing out to try new styles and do them well. Thank you kind sir, for putting your talents on display for all of us and not taking over the world... but it would be an awesome world if you took it over....
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A wonderful game, and the best Protector to date in my opinion. If there's anything I could suggest to make this better, it would be to expand the Protectopedia to include more details on gameplay mechanics: such as descriptions of special abilities, and even the basic stats of units. I still don't even know exactly what most of the abilities do, just what I can guess using common sense. Overall, though, a great game, and deserves my 5-star rating and favorite. Keep up the great games!