Instead, they control just the hexes immediately adjoining the colony, but can “paint” their influence across the map by physically moving the entire colony. Setting out on my life aquatic, I found that seaborne cities don’t gain territory the same way land-based cities do. However, in this game I played aggressively toward the Purity side, which meant taking on alien sea monsters at every opportunity. At last, there’s a way to harness them as a resource instead of simply eradicating them as soon as possible. Plus, the Harmony Affinity now allows you to unlock the ability to “leash” an alien unit (first the small ones, but eventually the large ones like Siege Worms or Krakens) and turn them against your enemies - though at a cost to your Explorer unit’s health. ![]() You’ll also find that you can no longer hide behind the Ultrasonic Fence forever - get aliens angry enough, and they’ll walk right though your protected territory. While they’re still largely obstructions to your colonization of your new home, the variations in their actions gives them a little more variety in how you’ll want to approach them. ![]() We’ll see the aliens behave differently on each biome now - for instance, they might be prone to mood swings, making them quick to anger and quick to forgive. Play This game was on a planet generated using the new Frigid biome, where the aliens spawn slowly, but spawn with more hitpoints.
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