Are there oathbound related anomilies or does the oathbound can interact different with the normal ones?
Are there even new anomilies?
Are there even new anomilies?
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Good question. Anomalies are a part of a different DLC, and Triumph has a policy of not paywalling the content in a sense that each of the DLC's are "standalone".
But maybe there is something actually?
The issue is that someone can own invasions or oathbound and not revelations, meaning that they only have whatever handful of new ones are added to the game, unless theyI do not understand. They could have added anomalies at each DLCs after the first and they are available only if you own the first DLC.
To me it sounds like the lazy excuse from Paradox to justify DLCs are only very rarely revisited and integrated for the game to form a whole coherent system of mechanics.
Of course it's not that obvious here with 3 DLCs only but it is extremely visible on Paradox games that have dozens of those.
What? Your perception of the limitations is...way wrong. Invasions and Star Kings could easily have included new events that use the anomalies feature WITHOUT automatically enabling anomalies independently of Revelations. And it would not require revising ANY of the previous anomalies to do so. Many multi-DLC games do this. Hell, Paradox does this with other brands.The issue is that someone can own invasions or oathbound and not revelations, meaning that they only have whatever handful of new ones are added to the game, unless they
a) include new definitions of every anomaly in each following dlc
b) make each dlc dependent on owning the previous dlc
they wanted to avoid doing either of these so they instead minimize feature overflow between dlcs.
Ah, another who fails to grasp the distinction between Paradox the Dev and Paradox the Publisher. Paradox PUBLISHES this game, but Triumph Studios DEVELOPS it.Hell, Paradox does this with other brands.
Given that I'm fairly sure he's repeating what Triumph have said on the matter, nope.What? Your perception of the limitations is...way wrong. Invasions and Star Kings could easily have included new events that use the anomalies feature WITHOUT automatically enabling anomalies independently of Revelations. And it would not require revising ANY of the previous anomalies to do so.
And they TOTALLY didn't do this in the way Sinsling outlined in A. because? For that matter, those games are exactly like this one because?Many multi-DLC games do this.
The issue is that someone can own invasions or oathbound and not revelations, meaning that they only have whatever handful of new ones are added to the game, unless they
a) include new definitions of every anomaly in each following dlc
b) make each dlc dependent on owning the previous dlc
they wanted to avoid doing either of these so they instead minimize feature overflow between dlcs.
It actually is. I've modded with the AoW3 engine (this one's predecessor) and you would end up with some messed up dependency loops, or just missing dependencies which would upset things.It's hardly making anything dependent,
It's a non issue really. Definitely not a). Just have 2 or 3 anomalies in subsequent DLCs that indeed do not appear if you do not own revelations. It's hardly making anything dependent, come on. It's completing the anomalies so that we do not have none available for 2 races and 1 secret tech.
They actually do, cause a dev working on content for older DLC means there's a dev not working on the new DLC. You can see these issues already with Star Kings, players complain that Star Kings is (too) light in content because a large part of the time was spend on the Galactic Empires.In the scenario I propose, no one looses anything, players with the season pass however gain a bit more content.