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Dungeons 2 - A Game Of Winter Cheat


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About This Content

Young Barthas Snow of the Northwatch goes forth to search for his lost uncle Banjo beyond the great wall. A difficult journey lies before him, on which he unwittingly awakens an unimaginable evil from a long dead era...
In the major extension A Game of Winter, hordes of undead overrun Dungeons 2 – and not only are they accompanied by the foul stench of blood and decay, they also come equipped with a completely new, fully scored and voice acted campaign with eight maggot-ridden missions! As the Commander of the brainless army, you control 13 gruesome new units, including brain-devouring zombies, bone-crunching skeletons and sorcerous vampires, and gain eight new rooms for your dungeon to do with as you please, such as the cemetery, the laboratory and the final resting place. You can now also take command of the undead in multiplayer games!

Features:

  • New faction: The brainless army brings a new, undead breath of air to the Dungeons 2 universe.
  • New tasks: A completely new and fully scored and voice acted campaign with 8 extensive missions awaits you.
  • New subjects: Command 13 new units, including zombies and vampires.
  • New rooms: Build 8 new rooms, like the cemetery and the laboratory.
  • New maps: 8 new brand new sandbox maps.
  • New in multiplayer: The undead can be relied upon to spread evil and wreak havoc in battle against your multiplayer adversaries!
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Title: Dungeons 2 - A Game of Winter
Genre: RPG, Simulation, Strategy
Developer:
Realmforge Studios
Publisher:
Kalypso Media Digital
Franchise:
Dungeons
Release Date: 15 Oct, 2015


Minimum:

  • OS: Windows Vista (SP2) 64bit
  • Processor: AMD or Intel, 3GHz Dual-Core or 2.6 GHz Quad-Core
  • Graphics: Intel HD4400, NVIDIA GeForce GT 440/GT 650M, AMD Radeon HD 7750/R5 255M
  • Storage: 6 GB available space
  • Sound Card: DirectX compatible

English,German,French,Italian,Russian



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Very good DLC adding a new race and a campaign comparable to the base game in length. The difficulty is up, which seems to put some people off, but then one could argue the base game was too easy.

You have to plan your moves now. All units in the undead roster have a reason, and now you also have to use spells and timing. E.g. If you want your units to heal, you have to plague the enemy first and give it a few seconds to spread, then every kill heals your units. When dealing with mages you have to use your mana troops to teleport and stab them in the back to remove them, otherwise they'll do tons of damage. When dealing with the bosses you have to move your troops around to minimise area of effect damage. Etc.

Is it more complex? Yes. But I think that adds to fun and satisfaction when beating the game.

The story is fun and the humour like in the original. If you liked it, you won't be disappointed.

Thumbs up and hoping for Dungeons 3.. Better,Harder than base game.

Good Humor , USE [Game of throne] Jokes a lots.

If you love base game JUST BUY IT. [On discount, of course.]

And you will find this DLC give you some challenge.. I've been seeing a lot of negative reviews on this DLC....

To be honest, I went ahead and bought it with the full expectation that it was going to be as bad as was stated.

However, it turned out quite different.
Yes, I lost my first attempt to play a simple skirmish match... but then realized it was the things I needed to do that was at fault.
There are some major differences from the other two factions.. but overall, it's still run the same, just some new twists.

These twists may have confused some players into thinking the faction is weak, but I attest, soon as the Undead get going... they can be a Tidal wave of poisonous, infectious, freezing cold to the touch, skeletal death to any enemy.

Using the poison cloud when your troops are in a cluster and then leaping at the enemy groups simply is a sight to behold.

From what I've read there may be some misunderstandings about the Bloodsucker units...
At the start (as a bat), they are pretty weak (easy to kill).. however, they run (or fly away) until your other units begin engaging... then they swoop in and deliver some nasty hits on the enemies.

They also have a task.. hanging around the cemetary helping revive your dead. So it DOES pay to have several of them ( ended up with 6 even from the start with no problem).

One more nice little tactic... is to cast the "Summon General" spell on the battlefield (or in the dungeon)... this summons a ghost with a sword and it is a similar spell to the Summon Evil spell that all factions have (including this one). However, this one in particular can be cast outside the dungeons also...
The warrior, comes with a few skeletons to fight... they are good at causing such a diversion you can then cast a 2nd spell nearby... "Summon the Undead" which summons ALL of your heroes (or rather, villains?) to that spot.
They will rise up out of the ground like a horror movie and lay waste to the enemy which is alread engaged in fighting the General.
Then cast that Toxin spell and enjoy!

The other units can be confusing but just know this, hire a couple of zombies first and go for about four. Because they are tougher to kill and hit well. They also run the Labratory which is like the forge.
It is similar to the forges of the Orcs and Demons but with a twist... at level two you get the ability to add a second type of structure to the room. It's not a replacement structure like the Orcs had when they upgrade to the master forge... but a leveling chamber (similar to the Orc's Fighting pit).
There is where you can UP your troops.

Also, similar to the Orcs, is a "Place of Rest" area... Not to be confused with the cemetary. My first mistake was thinking that was the place my troops would heal up... and they do... but not when they are dead (lol)!

The cemetary revives them... the Place of Rest is kinda like a healing bed AND... the Beer room in one.
So not only does it restore their hitpoints (like the admiration platform of the Demons) but it satisfies the units (like beer).

The other room is where the pots are made for using in research (and traps)... it (like the Orcs' Tinker room) has a structure that can be upgraded with a better one. Just think of the Goblin room when you make one of these, however, do note that the Skeletons that run it --- are ranged (archers).. unlike the Goblins from the Orcs.

As for the traps...

There is a skeletal hand that slaps enemies around as they walk past (like those swinging blades of the Orcs -- or the tentacle of the Demons).
There are some floor traps... one that freezes enemies briefly (for the hand to slap around)... and another that releases a toxin.
And another "center of the room trap" ... is a freezing blast thingy that works wonders on troops.

The best trap... imho....
Is the rolling snowball trap.

Like the Orc's Rolling ball or rolling explosive ball... this one rolls alright.. but it does not push the enemy back... but rather makes them stick to it as it rolls.

The laughs I had from those (sometimes my own troops would get caught in it).. was well worth the DLC price I paid.

Overall... I think this DLC is good.. it's great to have a 3rd faction to break the boredom of the other two.
Might be tougher to some... but really it is a learning curve probably more than anything.

10\/10 would Roll the snowball over my guys and the enemy again. i love this it was more harder then the original game and it was fun still they cant get pas my first awsome trap layout anyway i love the story teller i wish ther were more game like this. I've been seeing a lot of negative reviews on this DLC....

To be honest, I went ahead and bought it with the full expectation that it was going to be as bad as was stated.

However, it turned out quite different.
Yes, I lost my first attempt to play a simple skirmish match... but then realized it was the things I needed to do that was at fault.
There are some major differences from the other two factions.. but overall, it's still run the same, just some new twists.

These twists may have confused some players into thinking the faction is weak, but I attest, soon as the Undead get going... they can be a Tidal wave of poisonous, infectious, freezing cold to the touch, skeletal death to any enemy.

Using the poison cloud when your troops are in a cluster and then leaping at the enemy groups simply is a sight to behold.

From what I've read there may be some misunderstandings about the Bloodsucker units...
At the start (as a bat), they are pretty weak (easy to kill).. however, they run (or fly away) until your other units begin engaging... then they swoop in and deliver some nasty hits on the enemies.

They also have a task.. hanging around the cemetary helping revive your dead. So it DOES pay to have several of them ( ended up with 6 even from the start with no problem).

One more nice little tactic... is to cast the "Summon General" spell on the battlefield (or in the dungeon)... this summons a ghost with a sword and it is a similar spell to the Summon Evil spell that all factions have (including this one). However, this one in particular can be cast outside the dungeons also...
The warrior, comes with a few skeletons to fight... they are good at causing such a diversion you can then cast a 2nd spell nearby... "Summon the Undead" which summons ALL of your heroes (or rather, villains?) to that spot.
They will rise up out of the ground like a horror movie and lay waste to the enemy which is alread engaged in fighting the General.
Then cast that Toxin spell and enjoy!

The other units can be confusing but just know this, hire a couple of zombies first and go for about four. Because they are tougher to kill and hit well. They also run the Labratory which is like the forge.
It is similar to the forges of the Orcs and Demons but with a twist... at level two you get the ability to add a second type of structure to the room. It's not a replacement structure like the Orcs had when they upgrade to the master forge... but a leveling chamber (similar to the Orc's Fighting pit).
There is where you can UP your troops.

Also, similar to the Orcs, is a "Place of Rest" area... Not to be confused with the cemetary. My first mistake was thinking that was the place my troops would heal up... and they do... but not when they are dead (lol)!

The cemetary revives them... the Place of Rest is kinda like a healing bed AND... the Beer room in one.
So not only does it restore their hitpoints (like the admiration platform of the Demons) but it satisfies the units (like beer).

The other room is where the pots are made for using in research (and traps)... it (like the Orcs' Tinker room) has a structure that can be upgraded with a better one. Just think of the Goblin room when you make one of these, however, do note that the Skeletons that run it --- are ranged (archers).. unlike the Goblins from the Orcs.

As for the traps...

There is a skeletal hand that slaps enemies around as they walk past (like those swinging blades of the Orcs -- or the tentacle of the Demons).
There are some floor traps... one that freezes enemies briefly (for the hand to slap around)... and another that releases a toxin.
And another "center of the room trap" ... is a freezing blast thingy that works wonders on troops.

The best trap... imho....
Is the rolling snowball trap.

Like the Orc's Rolling ball or rolling explosive ball... this one rolls alright.. but it does not push the enemy back... but rather makes them stick to it as it rolls.

The laughs I had from those (sometimes my own troops would get caught in it).. was well worth the DLC price I paid.

Overall... I think this DLC is good.. it's great to have a 3rd faction to break the boredom of the other two.
Might be tougher to some... but really it is a learning curve probably more than anything.

10\/10 would Roll the snowball over my guys and the enemy again. TL;DR frustratingly difficult. horrendously long missions, lacks the flair and polish of the original game.

skeletons have no healing units and rely on healing rooms whgich they do NOT prioritize. units will walk around doin anything else in the dungeon at one hit from death you have to babysit every single unit.

traps are still useless because gnomes can destroy 10 of them before running out of mana and they are too expensive pot-wise to keep 10 repaired. unless there is a cheap trap to waste the gnomes powers or lessening his ability to 3 or less, traps are useless.

not NEARLY as many unit buff books or health potions that kept units competitive in the first game. and the first game had far too little anyways

the mana unit is garbage completely.

autosaves are too far apart to matter. more than an hour apart.

incredibly unfair creep waves. absolutely no thought put into them. you will be overrun playing on easy mode and have to go back to an autosave from an hour prior and redo EVERYTHING.

horrible micromanagement. you will spend more time managing research and healing units and more that you wont even be able to truly enjoy the game.

NOT RELAXING TO PLAY LIKE DK. this is a clicky micromanagement\u2665\u2665\u2665\u2665\u2665\u2665\u2665\u2665\u2665\u2665

dont buy it unless its under 5 bucks.

all of this would be fixable and the game would be great if there was steam workshop support. the devs have chosen to keep the game proprietary and limit it to their narrow ideas. what a shame. could have been fantastic.

5\/10. This add on is very difficult and not like the origional game at all. You are forced to have multiple saves and follow a specific style to be able to complete the missions. Unless you want to do hundreds of restarts until you know exactly what is going to happen this DLC is not for you. You could open a room that has a spider spawner in it that will kill all your creatures no to mention the constant incursions into your dungeons. Not fun anymore!. I'm rather ambivalent towards this DLC although in the end I have to say that "A Game of Winter" was quite a frustrating gaming experience.

TL;DR at the bottom

I upvoted this review: http:\/\/steamcommunity.com\/id\/nanobyteghost\/recommended\/382400\/<\/a>


The levels aren't set up well, too often you will find yourself overrun by the Alliance or other factions early on. The Undead take a really, really long time until they can properly defend attacks. The levels lack balance - you need to slave away for ages and be careful at the same time. The missions take too long, it's just lenghty.

Cons:
Undead faction:
> it takes ages to produce pots, i.e. tool boxes
> the units are weak both in defense and offense
> you cannot heal them quickly and the resurrection process takes insanely long, when your army is dead, you can literally restart the game - not upgraded graveyard: ~2 minutes, later on ~1 minute
=> follow up point: the units do not prioritise the healing room, so they will walk around with 1HP
=> lots of baby sitting necessary
> the defensive upgrades for most units are laughable - what's +20 hp good for on the skelly?
> the tank unit, "the thing", is tremendously overshadowed by the pit lord\/juggernaut
> traps are almost useless since they are very costly and (in this campaign) always disabled by the bards, thus you always have to rely on your units, which will slow down your production painfully

To put it in a nutshell:
1. Units weak
2. traps expensive\/ineffective
3. slow production
=> Haul *all* units at the enemy => even slower production
- no automatic healing\/slow healing\/very slow resurrection => baby sit

==> expect multiple restarts each mission, considerable amount of patience required


About the Campaign: Although I love the game and the narrator, it's just not thought through well enough.
Don't. Ever. "Accidently". Unearth. Any. Nest. The dragons and spiders in this DLC will literally destroy you, without incredible preparations, like traps and a good lot of upgrades. The problem is that these powerful nests are very often very close to your throne room. While you dig for more gold, which you require urgently in order to expand, you *will* discover these nests. I had to restart every single level, since I often was stomped by spiders\/dragons.
One might argue it's just difficult, yet you cannot escape this situation - you must dig for gold and when 2\/4 options are lethal it's just a guessing game. Also it seems a bit laggy\/buggy at times.

Some upsides: It's still fun to play the Undead faction, though they really do develop incredibly, exhaustingly, slam the keyboard to the wall slowly. The Campaign is kind of fun, yet more of the same, in a way - same Alliance troops, similar maps. The Alliance's units and constructions are identical and there are no new techniques. You rival with the other two evils, which is a bit of fun.
Humour: good. Setup: meh. GoT-references: good idea ;-)

TL;DR: Early units and early-\/midgame are by far too weak. Unbalanced.

Recommendation: Buy it, when it's on sale.. This DLC adds the undead as a playable faction.

The undead faction do everything very slowly, its actually quite dull waiting for them most of the time. Also the amount of research and building needed to get your dungeon defendable leaves you an easy target in the campaign which throws assaults at you almost immediately before you stand any real chance of putting up any defence at all.

So you end up scraping through in an less than exciting set of campaign missions.

Unfortunately the missions are difficult because they require prior knowledge in order to win, knowledge you can only get by losing a few times. This to me says the missions where not very well designed or heavily play tested and i think it shows in the campaign which is not as good as the main games campaign.

Is it worth getting for the undead faction, honestly, no, they are ...



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