It also seems to me that the Darkling race offers much more possibilities, more ways to customize your army to suit the way you play the game. Their units and the champions have some spectacular abilities that I enjoy, like the Empath's Resurrection and the Disciple's Thundercall. They do not use workers for building or collecting resources. It seems to me that this is the most original and uncommon race in the game. Jonric: Of the three main races, which is your personal favorite, what makes it particularly fun or interesting, and why does it fit your personal play preferences or style? Alexander Savchovsky: I prefer the Darkling race. the Gallop skill allowed me to deal significant damage to both armies and even kill some of the weaker but key units, such as Monks and Archers. I'm glad I worked on them it was an enjoyable task. They are really different from each other and there are quite a lot. I'm particularly excited by the variety of units and skills in the game. Jonric: What is your function on the Rising Kingdoms team, and with respect to your personal contribution to the game, what stands out most? What are you most proud of?Īlexander Savchovsky: I'm a Programmer on the Rising Kingdoms team. We questioned one of the developers for his thoughts on various aspects. Adding an RPG-like flavor, these champions can develop their skills and equip powerful artifacts. The latter involves controlling heroes and a small squad of troops. In the former, the major Human, Forester and Darkling races can capture, enslave and develop the independent Shade, Nomad, Dragon, Troll, and Elf nations.
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The new project, which will ship later this month in parts of Europe, features strategy and adventure modes. It shifts to the fantasy realm from the team's previous historical focus.
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Rising Kingdoms is Haemimont Games' latest real-time strategy title. Through the power of shining steel and ancient magic, scores of small kingdoms vie for what each believes is its rightful place of dominance. The legacy of the past continues to cast a hateful, deadly pall. Now, generations later, little has changed.
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Predictably, skirmishes and border conflicts came next, then armed battles and ultimately savage wars that brought nearly total destruction. This escalated to petty bickering, which led to the raising of armies. The world of Equiada had prosperity for centuries when the gods who had guided the various residents went silent.