Heritor secret techs might remind you of existing ones from the Synthesis, Celestian, or Xenophage branches. There are also new hazards such as the Essence Gash which can be detrimental for non-Heritor units, but these can also be exploited by Heritor-types by “devouring” them for bonuses. Certain skills amplify your resistance the more essences you have, or you can unleash collected charges to deal massive damage. These charges are used to bolster your offensive and defensive capabilities. Your Heritor or Entropy-based attacks and some defensive skills drain essence from opponents. Essences, in this case, are the life force of combatants. The Heritor secret tech uses dual mechanics of Entropy, a new damage type that’s also deadly versus machine units, and Essence Charges. There are also a few moments which allow you to find different means of completing objectives whether diplomatically, with force, or through additional exploration. You might even spot some well-known characters (from the base game’s campaign) popping up to either help or hinder Tenor’s journey. Though only a couple of lengthy missions exist, they’re expected to last you around 10 hours. The campaign this time around is more intricately woven. Although Tenor and Es’ran start with premade abilities (Syndicate/Kir’ko and Voidtech), they’ll soon gain newfound attributes as they encounter remnants of the Es’teq. The Es’teq Dynasty, which ruled planets well before the rise of the Star Union, keep untold treasures. Tenor is aided by a Kir’ko companion, Hatyl Es’ran, who convinces him that there’s an ancient race that can grant them unlimited power. You play as Marlok Tenor, last of a dying Syndicate house who’s also on the run. The Revelations expansion follows this narrative, although there’s a slight twist.
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