Stream link: https://www.twitch.tv/videos/327257301?collection=cOr2a6Q_UhWBow
1. 03:25 - It's really cool there's race specific visual customization, being able to select horns, mandibles and tails for Kir'Ko instead of just generic face and body type. Lots of modding potential.
2. 04:30 - Once the initial city lands it immediately spawns a road, not just in its own sector but also the neighboring one stretching into the shroud. Is this intended? Seems like you can use the road to easily find an npc town.
3. 06:00 - The Paragon, an npc faction, have a naval unit apparently. I wonder if they all do. Can you encounter aquatic Growth?
4. 07:45 - So rivers slow down movement, earlier tooltip showed 16mp needed for a river hex, but do roads eliminate that penalty?
5. 08:35 - The tooltip for Cleansing Surge says "The target non-mechanical (unit) has all Status Effects dispelled". I know it's minor but please consider changing "dispelled" to something like purged, cleansed or removed. The word (di)spell directly references magic/fantasy and clashes with the sci-fi theme.
6. 09:40 - Mantra of Clarity tooltip says "Psionic buffs from this unit now make friendly units 25% harder to hit". I wonder if this applies to Swarm Shield because that could be a strong combo. Yes, SS just kinda passively activates, it doesn't come from one specific unit but the wording could be misleading.
7. 14:18 - Some kind of static artillery structure or anti-space gun? Looks cool.
8. 17:35 - So the garrison can basically act like an 8th army, you could have up to 48 units in a single battle? That's not a bad advantage for the defender.
9. 18:24 - Tall grass (wheat?) provides a cover bonus but it also has health? So it can be "destroyed", maybe set fire to the field and the fire spreads?
10. 20:02 - The Celestian unit's hands look a bit claw-like. I wonder if that's an adaptation to the Kir'Ko body type or just coincidence. It's still not clear if secret tech units will change appearance based on race.
11. 23:37 - The Paragon Soldier weapon effects make me wanna dance.
Their attacks can also stun. Mechanical units only?
Anyway, interesting battle. I liked how resilient most units were as long as they were somewhat protected. It allowed dmg over time effects to have more of an impact, I've always found things like bleed to not be very useful in AoW3. The Kir'Ko shield buff was really powerful, there was a stark contrast in the survivability of units under Swarm Shield and those not benefiting from it. The Aegis Tank looked imposing but didn't perform well from what I saw, I guess it's more of a support unit. Ironically it's the low tier units that seemed to do the most damage with the exception of the Tormented, that thing is nasty.
One interesting thing about the Kir'Ko is that they actually have access to 3 dmg types rather than 2 because of all the kinetic melee dmg even if it isn't a separate tech group for them.
1. 03:25 - It's really cool there's race specific visual customization, being able to select horns, mandibles and tails for Kir'Ko instead of just generic face and body type. Lots of modding potential.
2. 04:30 - Once the initial city lands it immediately spawns a road, not just in its own sector but also the neighboring one stretching into the shroud. Is this intended? Seems like you can use the road to easily find an npc town.
3. 06:00 - The Paragon, an npc faction, have a naval unit apparently. I wonder if they all do. Can you encounter aquatic Growth?
4. 07:45 - So rivers slow down movement, earlier tooltip showed 16mp needed for a river hex, but do roads eliminate that penalty?
5. 08:35 - The tooltip for Cleansing Surge says "The target non-mechanical (unit) has all Status Effects dispelled". I know it's minor but please consider changing "dispelled" to something like purged, cleansed or removed. The word (di)spell directly references magic/fantasy and clashes with the sci-fi theme.
6. 09:40 - Mantra of Clarity tooltip says "Psionic buffs from this unit now make friendly units 25% harder to hit". I wonder if this applies to Swarm Shield because that could be a strong combo. Yes, SS just kinda passively activates, it doesn't come from one specific unit but the wording could be misleading.
7. 14:18 - Some kind of static artillery structure or anti-space gun? Looks cool.
8. 17:35 - So the garrison can basically act like an 8th army, you could have up to 48 units in a single battle? That's not a bad advantage for the defender.
9. 18:24 - Tall grass (wheat?) provides a cover bonus but it also has health? So it can be "destroyed", maybe set fire to the field and the fire spreads?
10. 20:02 - The Celestian unit's hands look a bit claw-like. I wonder if that's an adaptation to the Kir'Ko body type or just coincidence. It's still not clear if secret tech units will change appearance based on race.
11. 23:37 - The Paragon Soldier weapon effects make me wanna dance.
Anyway, interesting battle. I liked how resilient most units were as long as they were somewhat protected. It allowed dmg over time effects to have more of an impact, I've always found things like bleed to not be very useful in AoW3. The Kir'Ko shield buff was really powerful, there was a stark contrast in the survivability of units under Swarm Shield and those not benefiting from it. The Aegis Tank looked imposing but didn't perform well from what I saw, I guess it's more of a support unit. Ironically it's the low tier units that seemed to do the most damage with the exception of the Tormented, that thing is nasty.
One interesting thing about the Kir'Ko is that they actually have access to 3 dmg types rather than 2 because of all the kinetic melee dmg even if it isn't a separate tech group for them.
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