Campaign level difficulty spike?

Before the update that worked perfectly but I tried it after the patch an the first attack wave already focused down the right wall despite there not being a wall in the centre or left yet.

Ok I always went for the Eastern Temple first, maybe that was a mistake.

I did that effectively, u want to take out the tombs as fast as possible to claim some gold mine and age to make migdols, a cheap trick to clearing them is use chiron to bait the ancestors god power and then pull back and w8 for them to die, then use chiron to snipe the mummies and after that use the rest of ur units to knock down the tomb and then run again since the scarab will spawn. age with Sekhmet and do the same with the second tomb but u can use the scarab to destory the tomb after the bait, doesnt matter if it dies.

defending the base without walls requires a lot of migdols, which with Ra you can put a momument in the middle of the base and empower it so all the migdols train and fire more arrows, for comp i just went with mass priest and elephants, priest to turbo down the scarabs that comes with every wave.

another thing you can do which makes the mission a lot easier is that since you get a lot of gold from the tomb, make obelisks across the map and upgrade them meaning you can see them coming from a mile away and since it often include elephants and siege towers, they are really slow and you can move your units on time, they will destroy them from time to time but you can just make more.

I beat the mission with son of osiris abuse, you can get more than 1 and once at like 3, nothing can really stop you, they one shot a line of myth units.

Two very different strategies, both clearly work! Interesting to see how many other strategies arise from different missions and how different players look to overcome these challenges!

Yes, I think that in the New Atlantis campaign they will have balanced that as well… the first 4 missions would be easy to adapt to the Atlanteans and when you discover Kronos’ trick in #7 and the escape from the titans in #8, they become more difficult until practically the end of the campaign…

Finally, I have completed the main campaign #1 - #32 at Hard difficulty.

#27, #28, #29, #30, #31 and #32 was tricky as hell.

I managed to clear #27, #28 and #32 on the first try, but I had restarted at least once time for each on #29, #30 and #31.

I guess the dev intention in #27, #31 and #32 was trying to force players to find some way to destroy enemy buildings (unif spawning points) before we started to do frontal attack at enemy main force, but dude, I used almost all manpower to defend my base, therefore the attack force is very weak. I seriously do not wish to risk to split up my force in undernumbered situations even more, if something failed, I probably was going to waste 1 extra hour on a single campagin…

I think “isis hear my plea” has some subtle bugs. I tried it a few times and each time something random happens:

Sometimes god powers are blocked in my own base, especially eclipse for some reason. I have to scroll in the middle of the water to use it. I’m guessing this is some monument thing but this never happened in the original.

I once somehow managed to get 1000gold in the beginning but then i couldn’t do it a second time.

The caravans from abydos behave strangely and will sometimes randomly get in the middle of things during fights.

Sometimes the monuments do not convert when amanra is close by.

Sometimes the purple enemies will also attack in tandem with the red enemy.

The tamarisk tree level was always difficult, except you could cheese it via Isis monuments. disabling vision.

What they need to do is either add an early gold mine next to your base to get you started, or somehow disable the enemy from rushing your easiest available gold mine so you can build up a bit.

I haven’t read all the responses, but thanks for replying everyone! I ended up bumping down the difficulty to medium and I got through the level without much challenge. I’m glad to hear that it’s more of a balancing thing, as I thought while I’m only an average player and going though on hard difficulty, this level just felt so different. I’ve had one or two levels since that have felt a bit out of balance too, but hoping with time, that these things will be adjusted. One day I’ll go through the campaign on titan!

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A good part of the problem is that the campaign was originally built with a much dumber AI than Retold, which when combined with the fact that the AI is all seeing means they can target weak points that were never meant to be (like the starting area of watch that first step where you can get gold), and infinite resources turns merely hard levels into nigh unbeatable slogs when played normally.

This is made even worse when they add extras, like adding ancestors to the tombs in “A Long way from home”.

Furthermore, with the buffs to myth units, some sections that may have once been merely a bit difficult become treacherous like the Boulder section of “Good Advice” where you have unupgraded Egyptian troops going against fully upgraded monsters like the avenger, who proceeds to one hit kill your all your human units.

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I’m still stuck at mission 18 of FotT but I completed TNA on hard.
TNA is so much easier then the Egyptian section of FotT.

This option is gone now since you play as Ra.

I think the better solution would to give the player a better starting army and better starting base with more villagers and already a monument and a barracks.

Niordsir should also be made into a hero unit that way it’s easier to take out the Mummies and it would help fighting of the enemy waves too.
He could also appear in “Where They Belong” and “Union” as well as of course the new mission “Reginleif’s Rally”.
Maybe some other Norse missions like “All is Not Lost” could be made easier by having another Hero.

He could have an Aura ability like many of the heroes have now that boosts cavalry or something.

It seems to me that when you use the attack move (the command that the AI is most likely spam) at least some units tend to automatically prioritize to target what they counter.

I especially noticed it with siege (both AI and mine) and if there are some buildings on range, it’ll attack those even if there are closer units. This means that when they attack move into my base, most of my troops will be blocked by their troops, and then the siege simply demolish my fortress or production buildings.

This makes defending against the hordes more difficult, as for you it’s harder and slower to micro, and it’s way harder to take cost effective battles, as for them it’s much easier replenish troops.

Although it’s not fun to play only against spamfest, I have to say that I like the fact that you cannot cheese the enemy anymore, and they actually use their units quite well, I would just wish that my fortresses last longer…

Oh yes they do auto target their counters now, that is an officially confirmed feature. I guess that makes the AI harder too and rewards micro less.

Isis hear my play it’s actually not that difficult one you realize that with all those monuments, you can cast eclipse and ancestors multiple time back to back.

Mass crocodiles and spinx with some priests for healing, and try to rush all temples on the north for extra scarabs. Then attack and call the ancestor to have a meatshield for your MU, and keep spamming them. You literally have to just wait for them to recharge, and you should also be able to cast them 2 times per eclipse.

What is frustrating, is how many ships and leviathans they have guarding the prison. That’s just annoying, as you must rely on just 3 docks to mass age 3 ships multiple time before breaking through. Luckily at that point you main base is left alone, so you can develop your eco easily.

Right now, I’m stuck at the #16, good advice, even escaping the underworld is incredible difficult.

By trying to take Atlantis seems nearly impossible, as they are in the mythic age and all their MU have double stats. Besides, their attacks are really one after the other, and even with myth units I cannot replenish troop fast enough.

Although, I didn’t try it more than a couple of time as I was tired, so maybe I just need a new approach, get the second and safer TC with docks for fish boom as soon as possible, and use the first one just to fend off the attacks.

shaft of plague + mass archers with a chimera frontline in a defensive position will win most battles, defend till you mass enough and then just push to kill

if you want to “chese” it, its arguable easier to destroy the enemy land base completely, then unlock the naval areas after which you can build a dock at the back of their land base which is connected directly to the prison

there is something weird going on with the atlantean campaign, I am doing until the relic mission and for some reason all the missions so far feels trivial, on titan.

they are aguably fairer then the unit spam that was in EE, but the fact that they are fairer, actually getting myth units early in the campaign and some changes here and there makes them strangely easy

like the relic mission, I was stuck on it till i noticed they are all age 1, u can rush the earthquake relic with a a single behemoth, then use the earthquake to destroy the red base and destroy their production, then rush the tornado relic with arcus heroes and then just tornado the final base

That part is just stupid and boring.
You spam ships until all enemies are dead. Not much to it.

Yeah the human units are practically useless against the myth units you fight.
You should at least get some upgrades for them as they currently just have Archaic Age stats.

You can sneakily do it by not landing at the dedicated spot and instead going North and land next to the Vault of Plenty and then just destroy the wonder using Siege Ships.

Yeah, I’ve gone with the Gastraphetoros at first but then realized that at the beginning at least is best to use toxotes, as they are more easily massed.

I also prefer usually the nemean lion for the stun ability, but chimera are probably better…

Yeah but I don’t like to cheese it that much… also the second part should be more narrative then an actual challenge for how the mission is designed, but it is what it is…

Yeah… I saw it :rofl: but my pride prevents me to cheese it this way.

Yeah I just have some archers for some DPR and for sniping their heroes, but still even if their human units aren’t FU, they are still an effective meatshield for their mythic age centaurs, which are incredibly effective in chockepoints.

Probably I’m too greedy by going immediately for the second TC, but anyway I tried it just a couple of times, there are some that I had to restart about 10 times…

No, please no nerfs. It’s really nice to have a challenging campaign. That’s why the lower difficulties exist. For this mission (18) on Titan, I guess you need a bit of experience playing at higher intensity, possibly in multiplayer.

You need to take out (rush) the two temples at the south of the map to get gold, and spam fortresses + elephants in front of your base. Run away when the Ancestors God Power is called, the minions will disappear after the timer.

Slowly build up your defenses and elephant numbers, go to Mythical Age and get all upgrades. Set up a market and trade with the left corner of the map. Then, make a push with towers towards the middle, and/or take out temples in the map. The AI is bad at rebuilding after attacks, so any progress you make is kind of permanent. (Also, put a cheap monument near your fortresses and TC, so they don’t get flattened by the Tornado god power) (Walls without gates are rarely attacked, it’s a useful trick too.)

It’s not an easy mission, but it can be done consistently without any save files. It’s nice to have challenging missions, I missed that in Age 2 for example. It’s boring when the hardest difficulty is nerfed for people who want to effortlessly get the best medals…

Prometheus can be trivially killed with a mass of priest and a son of osiris lol, his pathing AI is shit and the regen isnt enough