And if you want something that hasn't already been put together, there's the Random Map Generator for those who just want to adjust the overall amounts of stuff in what they're making, and those who love spending hours perfecting it can either go from there, or start from the beginning, and alter all the small details. This comes with 38 fresh stand-alone scenarios, to provide challenge. Music in this remains a beautiful, orchestral score. The sound in general is mostly the same as before, and the added ones are as well-done. Voice acting is slightly inferior to it, at times. The difficulty almost invariably starts right where the last one left off. All the stories are well-thought out, and there are unexpected and nifty twists. The new things are well-animated and tend to be well-done. One asks you to utilize guerrilla tactics. The level design is nice, and there are specific, stand-out efforts. There may be a CGI cinematic, that all look good, if some are simple, per each bit you complete. It's long, as are some of the others, longer than the original that this is built upon, and it's jarring the way it, sometimes, switches back and forth, one level to the next, between both sides. Although it's not bad, it does suffer rather obviously under them trying to squeeze it all into one package. What's odd is that this entire thing is titled after one of them. One of them is the quirky tale of a continually unlucky well, he refers to himself as a "fragrance alchemist", something I can only presume is an early term for "perfume-maker". They vary in quality, and whether you prefer them like this or all connected, separate sides and portions of one overall conflict is of course up to the individual(it is notable, however, that there is a tendency towards this when they come out with something to tide you over until the next full game). The other five are also completely self-contained. I won't divulge further information on those, seeing as how you finding and, of course, slaying them, is the entire focus of one of the six new campaigns. Then there are several new types of dragons added, including the Fairie(!) one, that, apart from their supposedly "cute" exterior attack by no other means, at all, than offensive magic. Two of the new ones are upgrades for familiar ones, namely the Sharpshooters(which is officially the new way to spell "awesome") who suffer no penalties from distance or barriers when firing, and they are "made of" Elvish and/or human ones, and the Enchanters, that automatically cast beneficial stuff on their fellow warriors. Did I mention that one of those ten is the Phoenix? Sweet. 10 of them are Elementals, the ones that there were already one of per natural, well, yeah, Earth, Wind, Fire and Water, and they are given their own Castle, the so-called Conflux, and, to match what lives in it, it is different and pretty cool. There are 23 new beings, which *really* sounds like nothing when you take into account that there are 14 per each of the 8 fortresses that there already were. An addition is the Border Gates, that do not disappear, thus truly limiting the access they grant to certain players, another thing that really changes the possibilities, for the better. Choose between getting the upgraded or the regular creature, once you can gain the former. Post guards at mines, comparable to leaving them in a garrison, once you've flagged them, a marvelous new strategic possibility. You can reuse stuff you're already standing at by pressing the Space Bar, instead of moving out and then back into it. Not that there were actual bugs to fix, nor are there any in this, though the changes are very welcome. For example, it patches up stuff that were bothersome before. It does and is about what one would expect from such. This is one of the two expansion for The Restoration of Erathia, the third release in the series. I base this on the version that comes with the Complete release.
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