![]() Grouping Troops: Select a group of troops and press CTRL & 0 to 9 and then press 0 to 9 to locate them. In Stronghold Legends the hotkey opens the building panel, press twice to return to the building. In Stronghold 2 the hotkey opens the building panel but does not return to the building. Serves more of an aesthetic purpose than functional. This lets you see from the unit's point of view. Unit Camera Angle: QWER (At the same time). Game into smaller window: SHIFT & TAB (This minimizes the screen, but you can still play it.) Screen Shot: ALT & Q (PRT SCR in Legends) Top Down View: Space Bar or ALT+Space Bar ![]() Rotate Buildings: With building selected, spin mouse wheel forward or backward, or use 1 and 2 key. Rotate map: Hold down the middle mouse button and move the mouse or use Q & E. Zoom in & out of map: Spin mouse wheel forward or backward or use R & F. Since that's the priority the game has set for itself, there's really no point complaining that there's no sandbox mode.Scrolling around the map: S, W, A, D and Cursor keys. Now every mission is solely focused on fighting with the enemy. ![]() To further emphasize this, the developers have done away with resource collection missions. In Legends, almost everything you can build is only there to support the production of military units. True, we've seen less and less of this in recent versions, but Legends finally makes a clean break. What's really depressing though is that the game has completely divested itself of any indication that it comes from a line of more building-oriented games. You can easily change the facing of a unit or its basic formation but complex formations of different types of units or specific shapes are beyond your control. Also, your ranged units are going to pick their own targets so you'll wind up moving them back and forth to find the right position to do what you want. The units have no concept of collision so melees usually degenerate into huge clumps of different colored tunics mixing around. The combat still carries some echoes of the early days of the series when it wasn't such a focus. While we're sure it makes it easier to balance, it seems like the developers missed out a bit by not giving each faction a slightly different flavor for their basic units. Still, the addition of fantasy units that are unique to each faction is a real bonus for the game, especially when you consider that the rank and file human units are pretty much identical for all three sides. We don't expect a dragon to take out a whole castle, of course, but it would be nice if they could at least fry a few archers before being shot to death. Our only other real complaint against these fantasy creatures is that they're usually more expensive than they're worth. Instead, you'll have to have them positioned all along your walls to ensure that you're protected. To continue using the creepers as an example, the unit that counters them is far too slow to actually respond to their attacks. There are lots of interesting strategies like this but it doesn't seem that they're all that well balanced. Not only can creepers scale walls in the blink of an eye, but they can also corrupt enemy archers and force to fight against their allies. Vlad's creepers, for instance, are a perfect counter for archers mounted in a high tower. ![]() Apart from the visual variety, the units also mix up the tactics quite a bit. It certainly adds a lot more excitement to the game to see giants wrecking castle walls with mighty clubs and wizards flinging sparkly spells at each other. You'll still have to rely on the pikemen and archers, of course, for the bulk of your army, but there's nothing to stop you now from supplementing them with giants, dragons, dwarves and a vast array of other beasties. By selecting Arthur, Sigfried and Vlad as the main characters of the campaign, the designers have allowed themselves plenty of room to invent unique fantasy units.
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