00:00www.citadels.com
00:30One of the features of Citadels is the ability to equip walls with defensive mechanisms.
00:37I can throw heavy rocks down from the top of the walls, should the enemy manage to make it through
00:43to a wall, and can deal damage in this way.
00:47Hello, my name is Michael Haas, and I'm the producer of Citadels.
00:51In Citadels, we use the Havoc Vision Engine to give the player as realistic an experience as possible.
00:57The physics engine allows us to give the player control of various strategic options.
01:02If the player's in an elevated position, obviously, they have a longer range with bowmen, and can start attacking the
01:08enemy from a distance.
01:09The same is true of ballistas and catapults.
01:12Placing these in elevated positions increases their range, and allows you to start bombarding the enemy much earlier.
01:18If a catapult fires a boulder, and this rebounds off a building, this not only damages the building, but it
01:24may also roll away over units, of course dealing damage to them too in the process.
01:34The physics engine also comes into play when defending with wall attachments.
01:39If a soldier attacks a wall and places a ladder there, the defender might then knock the ladder down again.
01:45When a ladder is knocked down, it might also cause damage.
01:48Last but not least, the physics engine also affects the movement of units, and whether or not projectiles can even
01:55hit them.
01:55If a bowman shoots an arrow, for example, it's not necessarily guaranteed that this arrow will actually reach its target.
02:02The enemy unit might just carry on running, for example, or move in a way that you weren't expecting.
02:07What happens then? The arrow misses its target.
02:11With the way we use the physics engine, we want to offer as realistic a gaming experience as possible, and
02:17give the player something that they can play around and experiment with.
02:20It allows us to create a kind of game experience that's completely unique.
02:28What's left to say about the campaign mode is that I have the opportunity to select so-called hero cards
02:34at the beginning of each new mission.
02:37Heroes give me a bonus during my mission.
02:41I can choose a financial bonus to give my economy a boost at the beginning, or I can select a
02:48strong warrior to fight alongside my troops, a real hero character.
02:55The heroes need to be unlocked. In each mission there is the main quest and various side quests, and every
03:02time I manage to complete all of the side quests in a mission, a new hero card is unlocked, which
03:08I can deploy in the next mission.
03:10These heroes are, to the greatest extent, characters from Arthurian legend, and you'll find figures like Ser Balin, for example,
03:18who will become an extremely powerful warrior in the game, or Merlin, who everybody knows.
03:24There is one hero character per mission to be unlocked by completing quests and side quests, who I can use
03:30in later missions.
03:32I can then select the knights of the round table as my three cards for a mission, for example, and
03:38then these knights will be available to me in battle.
03:43Needless to say, they're a bit stronger than regular units, and can give and take more damage.
03:50They're generally available as special units, but they can die during a mission. However, they will be available to you
03:57again once the next mission starts.
03:59This feature creates a greater depth to the gameplay, and a higher replay value as I am able to play
04:06various missions again, but this time with different characters.
04:11That means that if I don't complete a map 100% the first time, I'm able to go back to
04:17it, think up a new strategy, and use new characters to achieve a better result.
04:22This was the last part of our Citadels video series. I hope you enjoyed it, and that you have as
04:27much fun playing the game as we had developing it. Thank you, and goodbye.
04:31I hope you enjoyed it, and goodbye.
04:31Grazie a tutti.
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