I did this, and consistently dropped my units on the new fighting pit. For example, on one campaign map, you have a mission to build an arena and train a unit with it. It tells you what you need to do (often, and annoyingly, during the campaign) but rarely how you might go about doing it using the confusing interface. Obfuscation of important information, or poor explanation, is a consistent problem throughout Dungeons 2. There are hotkeys for the special skills, it turns out, but Dungeons 2 never makes this clear. A few units have skills, like upgraded orcs who can buff nearby units with a Battle Cry, But you’ll have to wrestle with the interface to get to them. Things like attack-while-moving, or formations? Not present. Nor is there’s a significant tactical component. There’s no major strategic element-you just find enemies and smash them. And it feels like playing Warcraft.the first one, from 1994. When you’ve got a decent little army, you send them above the ground, where it’s a conventional real-time strategy game in the Warcraft vein: direct control over troops, right-click to move and attack, and so on. As a personification of Ultimate Evil, you’re playing a Dungeon Keeper-like strategy game belowground - indirectly controlling your creatures to build rooms for efficiency, sending little imps out to find caves and gold, managing entertainment for bored creatures -all this stuff works. The central idea of Dungeons 2 is a good one. In theory, this is idea was clever! Moving into the endgame of a Dungeon Keeper-like management game has never been satisfying, so replacing it with an RTS battle might’ve been a good payoff-thematically appropriate too, as it connects the idea of an underground evil corrupting a totally different surface.
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