Etherlords Review
Etherlords v.1.07 Patch (English)
I have a very simple wish. I don't think I'm asking for all that much. I want Etherlords to be the vanguard for the death of energy systems in free-to-play RPGs. Etherlords 2 is a fairly basic adventure slash RPG-lite slash turn-based combat game. The game is set in the World of the Lords, a realm dominated by Ether, the substance from which all things are created.
This is the 1.07 version patch for your strategy Etherlords title. This patch includes the fixes from patches 1.02 - 1.04.
PROBLEMS FIXED BY UPDATE PATCH VERSION 1.07
Update patch version 1.07 offers the new ability to play a multiplayer game on strategic mission map, plus play a multiplayer game in duel mode on a single computer (duel hot seat).
Multiplayer game on strategic map allows playing via a LAN or the Internet using either a direct IP address, or GameSpy server.
Update patch version 1.07 includes 7 new multiplayer maps (these maps have
already been added if you installed v.1.06)
Duel hot seat mode allows two players play at the single computer
simultaneously, taking turns to make their moves. Players will be prompted to make a move. The player who is making a move will be automatically shown the sequence of events which took place during his opponent's previous move.
Update patch 1.07 fixes a number of issues that were found in 1.06 dealing with the strategic multiplayer mode, including multiple problems with connections and the loading of previously saved games.
Update patch version 1.07 also fixes the following problems discovered after the release of update patch version 1.04:
The game's strategic phase
--------------------------
- introduced diplomacy in multiplayer game on strategic map
- fixed incorrect messages appearing after destruction of Castles
- implemented all global spells and fixed several bugs with global spells
- the winner now gets all artefacts previously owned by the losing player
- fixed the bug causing 'hanging' if a message about capture of resources and a tutorial window were displayed simultaneously
- added message informing about ether attack on defenceless castle
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- fixed the bug causing crash after a hero on whom certain global spells have been cast died
The game's combat phase
------------------------
- fixed the bug with 'Change Of Command' enchantments: if control over a
4imprint. creature has changed several times, when one of 'Change Of Command' enchantments was dispelled the creature used to be returned to a wrong controller
- fixed the bug with casting 'Desintegrate' spell after installation of update patch version 1.04 causing the game to 'hang' during combat
- fixed the bug causing a game crash in both single- and multiplayer duel modes if 'Greater Unsummoning' spell has been used while having three or more 'Walking Horror' creatures present on the arena
- changed 'Vitality of Finguses' specialisation's probability of taking effect when fingus was sacrificed - now this probability amounts to about a 30% chance of the specialisation taking effect when a fingus dies of normal means
- fixed the bug with 'Barbed Souls' enchantment - now it only works on
creature's death, not on 'unsummon'
- fixed critical bug causing system crash due to 'Water Link' and 'Change of Command' enchantments. If 'Water Link' and 'Change of Command' were cast on a creature, the whole game 'hanged' after the creature's death
- fixed the bug causing 'hanging' at the end of duel consisting of several
rounds
- fixed a duel bug, when 'End of Phase' button was enabled at the beginning of combat during the opponent's turn
- fixed the bug causing display of inactive icons above creatures during combat immediately after loading the game
Everything is made of Ether. It is everywhere, knowing no barriers. All living things spring from it and return to it after death. Its flow is life itself - the life of the Ether Universe. The main flow of Ether originates in the center of the Universe. Called White Ether, it sparkles and even dazzles like freshly fallen snow. Those who are able to capture it can be granted great power, but very few do so since it exists for only the briefest and most elusive of moments.
At times however, it splits into four currents that are less powerful but endure far longer. The Ether of Chaos is scarlet, the color of newly spilled blood. The Ether of Motion is blue, as if mirroring the skies.
The Ether of Vitality is brilliant green, like a freshly unfolded leaf. And the Ether of Synthesis is the flat, deep black of scorched stones.Over the past few years, Moscow-based Nival Interactive has become a familiar name, having been responsible for such games as the Rage of Mages titles and their spiritual successor, Evil Islands, all of which blended elements of the RPG and strategy genres with an original fantasy-based setting containing enticing hints of the studio's Russian heritage. More recently, the company shifted its focus to a rather different type of hybrid with the release of, an intriguing combination of turn-based strategy and collectible card game-style combat set in the unusual Ether Universe and spiced with some RPG-like hero development for good measure.
In this Etherlords Review, we take a look at Nival's latest creation to help you assess if it's a game you're likely to enjoy. The four ethers control the basis of the Universe. Occasionally, they also re-combine to become the White Ether once again. The War of the Lords, which is a battle to gain control over all Ether, will begin when the four separate Ethers rejoin. They are the Chaots, the race of the Ether of Chaos; the Vitals: the race of Vitality; the Synthets, the race of the Ether of Synthesis; and the Kinets, the race of the Ether of Motion. One may recognize Chaots by the scarlet shine on their faces because it represents sheer determination for war and bloodshed. Their battle strength is their great physical power.
They may not be the most prolific magic users but they can make up for that by using the advantage of numbers. The Chaots are also known to have a temper, which is both a burden and a curse. They usually have good instincts, but will often let their tempers overcome the voice of reason. The Vitals represent Vitality in the Ether Universe. They are represented by the color green that is in nature. They are able to control life like no other.
They are also famous for their analyzing their opponents and planning ahead. Each Vital values all creatures' lives as if they were their own and this can lead to being taken advantage of. In contrast, one cannot mistake a Synthet by the lack of life that is visible in them. They replace that life with machinery. They are the complete opposites of Vitals; as such they have remarkable power with the non-living. The nature of the Synthesis Ether is to have chemical reactions that happen at a very high speed, making it intolerable for living creatures.
The Synthets are extremely rational and plan every action. Lastly, the Kinets are blue like the sky they came from, and delicate of build.
They are as close to immortal as one can be. Their first commandment says that knowledge is power; they value it more than any other race, which is reflected on the field of battle. Like the Chaots are known for their temper, the Kinets thirst for understanding can be so strong that it will overcome their common sense. Etherlords offers up four game play variants, Duel, Campaign, Single Mission, and Multiplayer Duel. Each gameplay mode except Multiplayer Duel provides the option for five difficulty levels that range from easy to impossible.
Nival also incorporated a tutorial, which does a good job of explaining the game to new players. The tutorial explains each game play features as it shows up in the game. This is extremely helpful for a game that features a relatively complex combat engine. The magic system in Etherlords resembles that in certain trading card games.
For readers familiar with Magic: The Gathering, the combat system will be easily recognizable. Each of the players' heroes has a deck that the player can customize based on the hero's level, and the amount of Ether the player controls. Players will be able to purchase spells using Ether they collect, and gain more cards through combat. Each race specializes in certain types of combat cards, the four races offer up a great mix for players and a lot of replay value. Picking the right mix of cards is very important as the campaign progresses because players will challenge others during the Multiplayer Duel game. Experimenting with various deck types early on can be very helpful with respect to success in the later stages of the campaign, and especially if players wish to compete with the multiplayer game.
The campaign features seven missions that will take an average gamer around thirty-five hours to complete. Players start the campaign by choosing between two starting races, the Chaots and the Vitals; the other races become involved as the campaign unfolds. You start with a castle and a hero. Resource management is important but no so much so that it becomes a burden; players need to collect the four types of Ether if they wish to upgrade their spells and castle, and for artifacts.
Combat is the real core of Etherlords. At the start of each battle, heroes have their spell cards shuffled and are dealt seven. This process is completely random, so it's desirable to have a good mix between the different card types. These types are summoning monsters, buffs, debuffs and direct damage. A combat is won when the player's hero beats the opposing one. Pay close attention to the opponents level. If it is more than a few levels higher than that of the player's hero, the battle can be extremely difficult.
This can become a problem later in the campaign, as high-level monsters will come looking for trouble. Players can control up to eight heroes. It is important to maintain a good balance between having enough and too few. Without enough, a player's castle will become vulnerable to attack. But, with too many, they will all be at levels too low to compete effectively in later combats. Players will need more heroes as the campaign mission progress.
The basic gameplay of the Duel format is the same in both multiplayer and single-player modes. The benefit of multiplayer, of course, is that you're facing another human, which can be more challenging. When players elect to Duel, they can choose any of the races, set the amount of resources they can use to build their decks, and the levels of their characters. This is challenging in itself because for each spell, skill, artifact or level a player selects, the amount of resources they have left is reduced. The game becomes more fun as players progress through the game.
Trading card gamers will especially like this feature because it can be a very similar experience. The Duel game does tend to have a high learning curve, so before seeking to play online, most players will probably benefit from experimenting with the races at various levels and with different spells. It also comes in handy to know what all the races' strategies are, and what each race will do at most levels.
Players can also choose a single mission game that plays very similarly to the campaign missions, with the main difference being that all four races are available at the start. It should be noted that the campaign can have a high learning curve and can become rather difficult quite quickly.
Within about fifteen minutes of entering the second mission, high-level monsters come into the player's homeland, seeking the castle. If players experiment with different spell decks, and stick around to learn the game, it is worth it; but some players may be put off by the way the difficulty ramps up quite steeply. The real shining point of Etherlords is the Duel Game. Both seasoned trading card gamers and people new to that experience are likely to enjoy this mode.
While the number of people playing multiplayer is often quite low, Nival has set up a message board where players can challenge each other. If players want to pursue multiplayer they need to make sure they fully patch the game, some of the patches help with the randomization of players' decks. Nival did a commendable job on the Etherlords user interface.
It is visually appealing, not taking up much of the game screen, and is easy to navigate. It does a good job showing off how many in-game days players have progressed in the campaign, the heroes under control and the map of which areas have been explored. Etherlords also features some of the best graphics of any turn-based strategy game to date, using a variant of the Evil Islands engine. The models show great detail in close-ups, and when the players' heroes cast spells, the yellow spell effect is nice eye candy. The graphic engine does seem to stall at some times when heroes summon new monsters, which is noticeable, but not extremely long.
The combat backgrounds vary from extremely colorful and visually interesting to quite simple depending on the race the player chooses. The world graphics are pleasing as well; although they don't break any barriers, they get the job done very nicely. To help push the story forward, the game also features a number if cinematic movies with good production values. The in-game ambient music is pleasant to the ears. Each race features its own distinct sounds from the drum beating Chaots too the peaceful and calming Vitals. The voice acting before each campaign seems cheesy at first, but actually works by adding its own unique touch. The Last Word I really enjoyed playing Etherlords' Duel game, and I especially liked the multiplayer option.
Nival did a fantastic job of taking familiar elements from the turn-based strategy genre and building in a strong card game-style combat system. In fact, it makes me wonder why no one has done this before. The diversity between the races and the innumerable variations made possible by the randomization factor in combat will encourage gamers to play through the campaign multiple times. And to top it off, the multiplayer and Duel mode will help keep retain players' interest for a very long time.