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* NintendoHard: The game requires you to plan your macro strategy far in advance, and can be very brutal if you don't know what you're doing. Lampshaded by the game itself when it averts EasyModeMockery - when you choose your initial difficulty level for the campaign, if you hover the cursor over the "Beginner" level (the easiest one), it will show you a tool-tip that says "A reasonable choice". On the other hand, the "Overlord" difficulty gives you "Don't even try!".
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Misplaced, moving to the correct tab

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* ObviousBeta: ''Broken Worlds'' at the time of release was borderline unplayable. It got better quickly, but even a full year after release it is far from perfect.
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* DemonicSpiders: Giant Slugs. They're taken out of the 1st Edition AD&D Monster Manual, then ramped up to 11. They spit poison, doing heavy damage and inflicting a stack of poison damage (the game's main DoT). They hit just as hard in melee (on attack and counterattack both) - and inflict another stack of poison damage. Oh, and they have the Poison Flesh skill, which means that every time THEY'RE struck in melee...yep, another stack of poison damage. Unless you run a pure ranged army, your healers will be working overtime to even have a chance of coming through intact.

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* DemonicSpiders: Giant Slugs. They're taken out of the 1st Edition AD&D Monster Manual, then ramped up to 11. They spit poison, doing heavy damage and inflicting a stack of poison damage (the game's main DoT).DamageOverTime effect). They hit just as hard in melee (on attack and counterattack both) - and inflict another stack of poison damage. Oh, and they have the Poison Flesh skill, which means that every time THEY'RE struck in melee...yep, another stack of poison damage. Unless you run a pure ranged army, your healers will be working overtime to even have a chance of coming through intact.
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Pacifist Run being YMMV was due to a mistake. This looks like a Self Imposed Challenge version, so it can stay in YMMV.


* PacifistRun: Technically possible. You can capture most provinces by bribing guards, making alliances with local population/thugs/barons. Even if you've started battle you don't have to kill your opposition: most units can be frightened (usually by magic) so they simply run away and the battle is won. If your empire becomes powerful enough other Lords may just give up and you've won the scenario.

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* PacifistRun: Technically SelfImposedChallenge: A PacifistRun is technically possible. You can capture most provinces by bribing guards, making alliances with local population/thugs/barons. Even if you've started battle you don't have to kill your opposition: most units can be frightened (usually by magic) so they simply run away and the battle is won. If your empire becomes powerful enough other Lords may just give up and you've won the scenario.
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* GoddamnBats: Imps. Weak and flimsy, but fast, flying, with a nasty lightning bolt and a tendency to target your weaker units like archers or healers, meaning that even though you can easily dispose of them, you will never end your encounter unscathed. And they always come in numbers.

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* GoddamnBats: Imps. Weak and flimsy, but fast, flying, with a nasty lightning bolt and a tendency to target your weaker units like archers or healers, meaning that even though you can easily dispose of them, you will never end your encounter unscathed. And they always come in numbers.numbers.
* PacifistRun: Technically possible. You can capture most provinces by bribing guards, making alliances with local population/thugs/barons. Even if you've started battle you don't have to kill your opposition: most units can be frightened (usually by magic) so they simply run away and the battle is won. If your empire becomes powerful enough other Lords may just give up and you've won the scenario.

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That's a trivia trope. Moving to the Trivia sub-page.


* GoddamnBats: Imps. Weak and flimsy, but fast, flying, with a nasty lightning bolt and a tendency to target your weaker units like archers or healers, meaning that even though you can easily dispose of them, you will never end your encounter unscathed. And they always come in numbers.
* WhatCouldHaveBeen: ''Genesis'' was originally intended to have desert and tundra-type terrain, but these were left out due to time limitations. Deserts were brought back in ''Masters Of the Broken World.''
** And don't get us started on an online mutliplayer...

to:

* GoddamnBats: Imps. Weak and flimsy, but fast, flying, with a nasty lightning bolt and a tendency to target your weaker units like archers or healers, meaning that even though you can easily dispose of them, you will never end your encounter unscathed. And they always come in numbers.
* WhatCouldHaveBeen: ''Genesis'' was originally intended to have desert and tundra-type terrain, but these were left out due to time limitations. Deserts were brought back in ''Masters Of the Broken World.''
** And don't get us started on an online mutliplayer...
numbers.
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* DemonicSpiders: Giant Slugs. They're taken out of the 1st Edition AD&D Monster Manual, then ramped up to 11. They spit poison, doing heavy damage and inflicting a stack of poison damage (the game's main DoT). They hit just as hard in melee (on attack and counterattack both) - and inflict another stack of poison damage. Oh, and they have the Poison Flesh skill, which means that every time THEY'RE struck in melee...yep, another stack of poison damage. Unless you run a pure ranged army, your healers will be working overtime to even have a chance of coming through intact.
Is there an issue? Send a MessageReason:
None


* WhatCouldHaveBeen: ''Genesis'' was originally intended to have desert and tundra-type terrain, but these were left out due to time limitations. Deserts were brought back in ''Masters OF the Broken World.''

to:

* WhatCouldHaveBeen: ''Genesis'' was originally intended to have desert and tundra-type terrain, but these were left out due to time limitations. Deserts were brought back in ''Masters OF Of the Broken World.''
Is there an issue? Send a MessageReason:
None


* GoddamnBats: Imps. Weak and flimsy, but fast, flying, with a nasty lightning bolt and a tendency to target your weaker units like archers or healers, meaning that even though you can easily dispose of them, you will never end your encounter unscathed. And they always come in numbers.

to:

* GoddamnBats: Imps. Weak and flimsy, but fast, flying, with a nasty lightning bolt and a tendency to target your weaker units like archers or healers, meaning that even though you can easily dispose of them, you will never end your encounter unscathed. And they always come in numbers.numbers.
* WhatCouldHaveBeen: ''Genesis'' was originally intended to have desert and tundra-type terrain, but these were left out due to time limitations. Deserts were brought back in ''Masters OF the Broken World.''
** And don't get us started on an online mutliplayer...
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None


* CultClassic: The game has managed to gather small, but very dedicated fan community around it.

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* CultClassic: The game has managed to gather small, but very dedicated fan community around it.it.
* GoddamnBats: Imps. Weak and flimsy, but fast, flying, with a nasty lightning bolt and a tendency to target your weaker units like archers or healers, meaning that even though you can easily dispose of them, you will never end your encounter unscathed. And they always come in numbers.
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* CultClassic: The game has managed to gather small, but very dedicated fan community around it.

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