[9.12] Assassin demons on turn 35? Really?

How is it that a you-can-see-them-turn-one "weak" creature can walk into a city (in the first 35 turns, no less) defended by a militia, two bandits (the sort you get for your starting ability), the sovereign at level 2 with spear and armor of 7, another champion at level 2 with hammer and armor of 4, and brutally kill all of them with quite literally no recourse (full heal for killing even one) if you do not have offensive spells? They even get upset with your cities from further out than your city can see upon founding, and will come attack you.

 

On top of that, when the "weak" creature will obliterate the city, leaving an unusable 3x3 patch of used-to-be-worth-my-time land.

 

That isn't enough time to research and create military that would matter against them. That isn't enough time to research or level up to spells that would matter against them unless you started out with fire magic (only real early game offense).

 

I call shenanigans. They need to be toned down, pulled back in aggro, or marked as a more difficult creature and NOT start within 10 tiles of your starting location. After 45 minutes and three restarts to get a not-cornered-in-by-two-opponents starting point, this is a pretty poor thing to have happen. Not fun in the least.

43,330 views 40 replies
Reply #1 Top

lol Assassin demons got nothing on Umbradoths.

Reply #2 Top

Quoting DsRaider, reply 1
lol Assassin demons got nothing on Umbradoths.

 

Something else which has no business being near your starting city.

Reply #3 Top

Well I don't find Assassins to be that big of a deal as long as you don't feed them. However some of the new wandering monsters are kinda tough and impossible to stop early game. That Umbradoth was wandering a good 12 tiles from his spawn and frankly was totally impossible to stop with early game units. A significant starting time before tough monsters like that start to spawn and wander around, say 100 turns would be nice.

Reply #4 Top

Would be best if the owner of the lair always stayed on the lair tile no matter what, and only additional spawns from that lair would wander about. Like barbarians in Civ V.

Reply #5 Top

Got the strolling assassin demon, too.  Lost my city to it.  Still plenty of time to tweak the placement of first cities.

 

 

Reply #6 Top

Quoting LNQ, reply 4
Would be best if the owner of the lair always stayed on the lair tile no matter what, and only additional spawns from that lair would wander about. Like barbarians in Civ V.

I think that is how it works now, in fact I don't think lair guards will even attack anything. However now the actual Lair is guarded by a deadly stack of 3 Umbradoths and they now spawn 1 Umbradoth that wanders.

Reply #7 Top

Gatherer spiders...

right of the start, 3 groups of 5

 

It would be nice if the spawn of these monsters was delayed till like turn 70 or something but thats as far as i'd take it.

Reply #8 Top

Quoting Stupidity10, reply 7
Gatherer spiders...

right of the start, 3 groups of 5

 

It would be nice if the spawn of these monsters was delayed till like turn 70 or something but thats as far as i'd take it.

 

Totally. ~16 tiles from any starting city and ~70 turns before they spawn any wanderers would be about right for the tougher stuff. That's room to pop one city in any available direction before meeting a empire-ending creature, and enough time to build a force to protect cities against the semi-tough stuff (if perhaps not go and fight it at home).

Reply #9 Top

Maybe I'm mistaken here (not the first time, as many may tell you!) but I think the direction is that you're suppose to struggle in the early game vs. enemies of that caliber. You have to make a decision on how to handle them which may mean not being able to expand to that second city.

 

You could argue that it's not fair or fun, certainly, but I would say it's far from impossible to hold off an invasion like that.

 

I was one of those unfortunate folks that had the close Umberdroths(sp) in a camp nearby and the only way I could manage to beat one(1!) of the buggers was in my city with the extra help in the early game.

Reply #10 Top

I call shenanigans. They need to be toned down, pulled back in aggro, or marked as a more difficult creature and NOT start within 10 tiles of your starting location. After 45 minutes and three restarts to get a not-cornered-in-by-two-opponents starting point, this is a pretty poor thing to have happen. Not fun in the least.

I think it's fun.

Reply #11 Top

I play on hard difficulty medium maps with dense monsters. The key to surviving early is to be maximally aggressive with leveling your heroes and sov.

By the turn 35 my heroes are usually level 6 or 7.

Few tips:

  • Focus on weaker mobs and collecting goodie huts before going for the tougher ones.
  • Remember that sov doesn't suffer any penalty for defeats, so he is a good choice to be monster fodder
  • Single heroes level much faster than when grouped.
  • Warriors with Double Strike and Crushing Blow are insanely powerful against monsters early, mid and late game  :grin:
  • Specialize one of your heroes to be a Warrior
  • Assassin demons are best fought with units that have lots of hit points like heroes

I find early game monsters extremely fun as it is now, and wouldn't want it toned down.

Did you guys tried lowering game difficulty or monster density to sparse?

Reply #12 Top

well sparse is not an option, its not fun

 

its just that there is a lot of luck in the starting position both as resources and monsters you are surrounded by

 

not a big deal anyway, usually you can manage

Reply #13 Top

Please keep the medium level monsters spawning early and potentially near the city.  The challenge of the first 50 turns is one of the things the game has right so far.  

It's a hostile world.  You SHOULD have to deal with a potentially badass (for the time in game) monster showing up.  If you don't, then how the hell are we supposed to feel like its a dangerous world.  

"Sure, it's a dangerous world full of monsters.  But magically none will ever threaten your starting city until you're strong enough to kill them!  See!!!  Dangerous!!!"

Reply #14 Top

Actully they don't need to tone it down. This is a step in the right direction. The AI needs to be tough without cheating. Unfortunatly this rarly happens to us. Most of the time even on challanging the AI is a cake walk. It is good that sometimes you need to watch out for that tough unit to kill your troops or raze the town.

However I would ask the devs to allow us to rebuild on a razed town square in the future.

Reply #15 Top

Quoting DsRaider, reply 3
Well I don't find Assassins to be that big of a deal as long as you don't feed them. However some of the new wandering monsters are kinda tough and impossible to stop early game. That Umbradoth was wandering a good 12 tiles from his spawn and frankly was totally impossible to stop with early game units. A significant starting time before tough monsters like that start to spawn and wander around, say 100 turns would be nice.

I love it when you have powerful creatures lurking around in the early game. You have to focus you statagy on defending against this creature. Can be quite a challange.  This happened a lot in AOW:SM after my friends and I added over 500 creatures in the game many of which were nasty. And they could appear anytime in the game. Our scouts spot a Hill Giant rampaging the land and we have to build up our infrastructure as fast as we can to build the units to stop him if he attacks and since I always have the AI as very aggressive he will eventully attack.

 

Reply #16 Top

Quoting LNQ, reply 4
Would be best if the owner of the lair always stayed on the lair tile no matter what, and only additional spawns from that lair would wander about. Like barbarians in Civ V.

Or at least have a spawn stay on the lair while the big guy hunts. This could be random.

Reply #17 Top

Quoting Bellack, reply 15
I love it when you have powerful creatures lurking around in the early game. You have to focus you statagy on defending against this creature. Can be quite a challange. This happened a lot in AOW:SM after my friends and I added over 500 creatures in the game many of which were nasty. And they could appear anytime in the game. Our scouts spot a Hill Giant rampaging the land and we have to build up our infrastructure as fast as we can to build the units to stop him if he attacks and since I always have the AI as very aggressive he will eventully attack.

 

Oh I agree. Umberdroth however have around 25 attack, 20 defense, 60 hitpoints and 4 movement with super high initiative. They also have charge, spell resistance, bash, dodge, and overpower. First turn they usually cross the map and rip apart one of your units.  They basically eat unlimited amounts of low level units and champions for breakfast. Super impossible to defend against early game. Spiders and Assassins you can beat, Umberdroths will destroy you.

Reply #18 Top

Quoting DsRaider, reply 17



Quoting Bellack,
reply 15
I love it when you have powerful creatures lurking around in the early game. You have to focus you statagy on defending against this creature. Can be quite a challange. This happened a lot in AOW:SM after my friends and I added over 500 creatures in the game many of which were nasty. And they could appear anytime in the game. Our scouts spot a Hill Giant rampaging the land and we have to build up our infrastructure as fast as we can to build the units to stop him if he attacks and since I always have the AI as very aggressive he will eventully attack.


 

Oh I agree. Umberdroth however have around 25 attack, 20 defense, 60 hitpoints and 4 movement with super high initiative. They also have charge, spell resistance, bash, dodge, and overpower. First turn they usually cross the map and rip apart one of your units.  They basically eat unlimited amounts of low level units and champions for breakfast. Super impossible to defend against early game. Spiders and Assassins you can beat, Umberdroths will destroy you.

Never had the pleasure of encountering Umberdroths in the early game.

Reply #19 Top

I like it the way it is. Sometimes you get into situations where monsters whip you early game. Thats fun in my book. I try to defend/avoid and restart if I am eradicated.

Reply #20 Top

Quoting joasoze, reply 19
I like it the way it is. Sometimes you get into situations where monsters whip you early game. Thats fun in my book. I try to defend/avoid and restart if I am eradicated.

 

Agreed. That was one of the greatest things when playing Fall from Heaven. It took ALOT of restarts before I lerned to handle the ruthless barbarians in the early game. And when I finally got that sorted out all these wonderful random events tied to the mechanic I can't remember the name of made me lose again. A whole lot of fun! The satisfaction of finally being able to win a game becomes so much greater if you lose alot at first.

All you have to do if that doesn't suit you is turn down the difficulty right? I suppose the aggresivness of wandering monsters will be a tweakable option in finished game.

Reply #21 Top

I find the fact that once I have leather armor and weaponry 95% of monsters are no threat much more annoying than dying to the occasional Umberdoth.

Reply #22 Top

Quoting Stupidity10, reply 21
I find the fact that once I have leather armor and weaponry 95% of monsters are no threat much more annoying than dying to the occasional Umberdoth.

100% agree.

Reply #23 Top

Quoting DsRaider, reply 17
Quoting Bellack, reply 15I love it when you have powerful creatures lurking around in the early game. You have to focus you statagy on defending against this creature. Can be quite a challange. This happened a lot in AOW:SM after my friends and I added over 500 creatures in the game many of which were nasty. And they could appear anytime in the game. Our scouts spot a Hill Giant rampaging the land and we have to build up our infrastructure as fast as we can to build the units to stop him if he attacks and since I always have the AI as very aggressive he will eventully attack.

 

Oh I agree. Umberdroth however have around 25 attack, 20 defense, 60 hitpoints and 4 movement with super high initiative. They also have charge, spell resistance, bash, dodge, and overpower. First turn they usually cross the map and rip apart one of your units.  They basically eat unlimited amounts of low level units and champions for breakfast. Super impossible to defend against early game. Spiders and Assassins you can beat, Umberdroths will destroy you.

 

The trick is, though, once you beat them once, you pretty much can beat them everytime from the massive experience from it. In the game I played where he attacked the city, I had to forfeit basically whatever unit he attacked first and then get a stable unit to defend with it. Can't recall if I used militia or defenders, but whatever the unit was, I was able to live the initial attack and cast heal until the unit had finally died.

 

Had I not had heal? Well, I would have had tried to debuff him. Maybe a high-dodge character. Maybe regeneration. Maybe lots of other things, but the point is you try to make the best decision with all available options.

 

It may seem counter-productive, but if you can't beat him defensively, you can opt to beat him offensively (Lots of spearmen!).

Reply #24 Top


I've been killed a few times by monsters but I found I could lure them away on reload a few turns prior to the attack with a pioneer or champion unit that runs off into the hinterland, usually ends badly for that unit though... :(

I also find it odd that the majority of the struggle I've found in this game in the first 100 turns or so to get established.  Once established the game is not too challenging.  Fun, but repetitive...  More random events that drop monsters on your base cities or lay siege to them would be nice later in the game to give you a reason to build defensive units.

Reply #25 Top

I like it the way it is.  It made my choose my first city more carefully, and easy mode was not so difficult I had to give up.