Leveling up at certain intervals also grants characters new moves as opposed to being determined by their current weapon used, and bonus EXP total is always granted at the end of a completed stage in correlation to the player's performance. 50 max different from the prior installment experience points can be earned through defeating enemies and collecting dropped EXP scrolls as battlefield items, allowing characters to level up for more apparent increases in stats. Instead, this applies to enemy generals only.Īlso new to this game and future Warriors games is a more traditional leveling system up to Lv. Other changes involve new enemy peon behavior and several new hit-effect physics.Īs of this game, enemy HP bars can only be toggled on and off in the options like in a few set games, though normal enemy peons will no longer have their HP displayed on the top-left corner of the screen when struck/damaged by the player. Several other in-game mechanics have also been notably tweaked, with the combo system being one example from the rest of the Warriors games onwards (combo count can now be applied to any other targets hit in succession as opposed to chaining attacks on the same target, and by that proxy, combos do not drop on the same target even if they recover from getting hit somehow). The dual language option, the ability to ride various vehicles, and the archery option were also removed. The Create-A-Warrior, Versus Modes, and Challenge Modes do not return in this installment.
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However, they continue to award players for fulfilling them and keeping ally morale high.
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This means that failing or succeeding battle objectives no longer alter the characters' story. It allows players to purchase horses, bodyguards, and skills.ĭiscarding the branching storylines from the first title, Samurai Warriors 2 introduces "Dream Stages", which are proverbial "what if" situations that can be unlocked after completing a character's story. R1 Special Skills of this type have three levels per extra input with varying effects.Ī new option for players is buying essentials from the shop with gold earned through battle. Special - A mix of both styles moveset is structurally close to the Charge type, but the character has a balanced reliance on and attacks (8 inputs total for the former chain, 2 inputs total for the latter).
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