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Cake day: July 18th, 2023

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  • Oh, don’t get me wrong, minecraft’s art style is absolutely charming and a perfect fit for the “blocky” nature of the gameplay. See how many of its imitators try to look more realistic and end up looking genuinely ugly. But to speak to the top comment’s point, when fancy shaders are added minecraft’s simple style gets elevated so much and it goes to show how simple and effective design paired with good-looking lighting can make even the lowest-poly games look absolutely gorgeous.







  • The change that I always notice whenever I jump between earlier and later TW is the addition of hit points and how it really feels line it blunts a lot of impacts.

    I mean, compare a heavy cavalry charge in Medieval 2 to one in Total Warhammer. A properly formed unit of Teutonic Knights is a devastating hammer blow that can shatter an enemy army since the charge bonus massively increases the chance to kill. Meanwhile, Empire Knights can get a proper rear charge against basic infantry and despite how far those rats get flung, they’ll all get back up because all the charge does is make the line go down faster.

    The other big impact I find with this change is it makes the rout really annoying to deal with. In early total war, you always want some cavalry to pursue fleeing enemies since once they’re broken it won’t take much to capture or kill them and preventing those armies from regrouping really matters. Meanwhile, in modern total war, pursuing fleeing enemies never seems to result in significant damage because instead of capturing fleeing enemies you’re just making the line go down again.

    I dunno, it just feels weird.