Besiege Great Khans, Imperial warlords and Shōgun commanders in Stronghold: Warlords, the latest in Firefly's classic 'castle sim' series. Command AI warlords across the battlefield as you build a castle economy and new gunpowder-fuelled siege engines!
For the first time ever Stronghold: Warlords allows you to recruit, upgrade and command AI lords across the battlefield in the form of in-game ‘Warlords’. Each warlord under your command boosts your strategic prowess with unique perks, characteristics and upgradeable abilities. Put them to work for your industry, fortifying borders, forging weapons or team up for a pincer attack! Each campaign mission, skirmish game and multiplayer battle means a fresh set of warlords to command and new strategic depth to discover.
The next chapter in Firefly Studios' real-time strategy series, Stronghold: Warlords is Firefly's first game to recreate the castle economies of the Far East. In Warlords you take command of Mongol hordes, imperial warriors and samurai clansmen as you lay siege to Japanese castles and fortified Chinese cities. Besiege historical warlords using new gunpowder-fuelled siege weapons, classic units and a completely new way to play Stronghold.
I'm a big fan of Stronghold, but limited to Crusader...
In terms of features Stronghold: Warlords is being designed in many ways as a 'greatest hits' compilation. That said just because we're bringing back plenty of fan favourite units and options doesn't mean certain core Stronghold elements can't be improved upon. Today we delve into fan requested troop and wall changes that have been on our radar for some time now.
Returning to the classic 2D-style wall placement has been a goal of our 3D games for years now and with Warlords we feel closer than ever. Taking advantage of 3D to introduce proper unit displacement and collision has also been a goal for some time. Each of these improvements are coming in Stronghold: Warlords, along with a whole host of changes requested by the community.
Man, Nick looks more and more depressed with each passing game they develop. I remember how enthusiastic he was 6-7 years ago when he started doing these videos. Now he looks like he just wants to die.
Looks like trash. It's beyond me how this studio has managed to stay afloat for so long without any good games since Stronghold and Stronghold Crusaders. Are they getting gibs from the state or something?
They are a small developer who do their own publishing. A decade ago they had a skeleton team and were close to shutting their doors. I guess their games, although average at best for the last decade, still sell enough to keep them afloat. The original Stronghold sold something like 3 million copies alone.
Looks like trash. It's beyond me how this studio has managed to stay afloat for so long without any good games since Stronghold and Stronghold Crusaders. Are they getting gibs from the state or something?
They still have their online game and I think an online mobile one too.
I honestly don't know, how they can keep making these games. Either they made so much money with the first ones, I doubt it, or they're really so cheap to make, that well, I guess that's it...
They are a very small company. Stronghold 1+2 still generate sales for them. On top of that they sell enough copies of their newer games in Asia to keep them afloat. I think that's the main reason they went with the far east concept for the latest entry in the series.
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