Hey everybody!
Its been a little while since I posted my last video discussing all that we knew about star kings back on October 19th, and we have had 2 streams and 3 dev diaries since then.
Sinsling, Oranglex44 and I discussed the dev diaries and the screenshots below in this video:
Here are the screenshots I took from the paradox interactive stream for the discussion:
Stream 10.26
Mini quests (spawn in empire mode every 10 or 15 turns or so)
Code support to put the secondary effect of mods on unit overview into the main game. Leader stacks now have bigger icons, so you can see heroes + commanders easier.
Precog Hero skill - great w/ precog doctrine. Note on precog: later in the stream, precog stops a hopper hound’s jump, leaving it in the position it jumped from (missing works the same way)
Mycelian - Fertilizer (Mycelains have lots of aoes!!! W/ very punishing status effects?)
Oathbound are extremely good against melee armies, and weak against arc damage.
Arc retaliation is not as good as tom thought. Stun lasts until the end of the current attacks. Updated description.
Enable or disable specific operations for auto combat (toggle)!!!!! (drained, desolate, primal override; can force it to be the only operation cast)
This operations
Oath of loyalty on summons gives extra armor!
Provid mod
Residential sectors
Colony district building (different for every race). Oath get happiness and research from that job. Upgrades need residential buildings. At t4, colony lord gets extra influ and energy, assembly get cosemite, amazon gets free animals.
Stream 11.2
Status effects resistance is now displayed -> heroes were getting extra status res (15, where as it should be 6)
Oathbound has more heavy units than other factions, so infantry commander is less good for them.
To target a specific aspirant unit for elevation, you need to separate it from the stack. Op could target the wrong aspirant, with bad mods for the new unit.
2nd level of colony lord bonuses
Units bonuses displayed on the colonies now, easier to see what is better for building units.
Is there a roll for atrophy? Yes. It is a 2 hex radius, not 1.
Watchers inspired by witches in dune. Not cannon that they are women, but possible.
20 arc single action attack, too high to be repeating archer
Doom combo = prov + last stand (auger) on leaders (like the warlord). Last stand on a protector can tank lots of damage. Last Stand leaves target ally at 1 health when they would otherwise die. After one turn, the effect expires and heals the ally for 20 health.
In longer combats, Seers l have to wait on cooldowns for abilities
Turrets give:
Another executioner buff; secondary attack is a single action now!
Fatalism was designed to help with hit chances against units like the piglets.
If you enjoyed looking at the screenshots, maybe consider watching a bit of the video discussion. Even just a couple minutes of watch time really helps the channel out
Its been a little while since I posted my last video discussing all that we knew about star kings back on October 19th, and we have had 2 streams and 3 dev diaries since then.
Sinsling, Oranglex44 and I discussed the dev diaries and the screenshots below in this video:
Here are the screenshots I took from the paradox interactive stream for the discussion:
Stream 10.26
Mini quests (spawn in empire mode every 10 or 15 turns or so)
Code support to put the secondary effect of mods on unit overview into the main game. Leader stacks now have bigger icons, so you can see heroes + commanders easier.
Precog Hero skill - great w/ precog doctrine. Note on precog: later in the stream, precog stops a hopper hound’s jump, leaving it in the position it jumped from (missing works the same way)
Mycelian - Fertilizer (Mycelains have lots of aoes!!! W/ very punishing status effects?)
Oathbound are extremely good against melee armies, and weak against arc damage.
Arc retaliation is not as good as tom thought. Stun lasts until the end of the current attacks. Updated description.
Enable or disable specific operations for auto combat (toggle)!!!!! (drained, desolate, primal override; can force it to be the only operation cast)
This operations
Oath of loyalty on summons gives extra armor!
Provid mod
Residential sectors
Colony district building (different for every race). Oath get happiness and research from that job. Upgrades need residential buildings. At t4, colony lord gets extra influ and energy, assembly get cosemite, amazon gets free animals.
Stream 11.2
Status effects resistance is now displayed -> heroes were getting extra status res (15, where as it should be 6)
Oathbound has more heavy units than other factions, so infantry commander is less good for them.
To target a specific aspirant unit for elevation, you need to separate it from the stack. Op could target the wrong aspirant, with bad mods for the new unit.
2nd level of colony lord bonuses
Units bonuses displayed on the colonies now, easier to see what is better for building units.
Is there a roll for atrophy? Yes. It is a 2 hex radius, not 1.
Watchers inspired by witches in dune. Not cannon that they are women, but possible.
20 arc single action attack, too high to be repeating archer
Doom combo = prov + last stand (auger) on leaders (like the warlord). Last stand on a protector can tank lots of damage. Last Stand leaves target ally at 1 health when they would otherwise die. After one turn, the effect expires and heals the ally for 20 health.
In longer combats, Seers l have to wait on cooldowns for abilities
Turrets give:
Another executioner buff; secondary attack is a single action now!
Fatalism was designed to help with hit chances against units like the piglets.
If you enjoyed looking at the screenshots, maybe consider watching a bit of the video discussion. Even just a couple minutes of watch time really helps the channel out
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