1-4 on the number row are bound to 25-100% in ascending order while the numbers are presented in descending order on the screen (from 100 down to 25). This is a good way to keep deploying simple, but the way the controls and interface work feels unintuitive to me. You can choose to send out 100%, 75%, 50%, or 25% of a garrison of one or more buildings (if you've chosen to bandbox and select a bunch). One of the areas I take issue with in Mushroom Wars 2 is the way that units deploy. There's not much pain in losing a Level 3 Village if you can capture two buildings on the enemy's flank. Nothing really stops you from sending out multiple attacks at the same time, and my experience is that feints and counter-attacks while a big battle is going on can help you reshape the battlefield to your advantage. Your opponent can't see where they're heading, although they can try to take a guess and reinforce buildings appropriately. Once your units sally out of a building to attack, they're committed. While rolling about with a deathball of hundreds of units is viable in a game like Starcraft II, but it's less useful in Mushroom Wars 2. Even on the easier difficulty setting, some missions were a challenge. I beat most of the missions on Medium difficulty and only brought it down to Easy when I had lost a few times. The majority of the campaign missions offer four difficulty levels. The multiplayer of Mushroom Wars 2 lets you choose one of twelve heroes, each with a set of four unique abilities that dictate your strategy and can change the flow of battle very quickly. Perhaps we'll see them in an expansion pack or DLC in the future. The game provided plenty of campaign missions, but it would have been nice to touch on the experiences of the other races, too. Some abilities enhance buildings (such as Kenor's Explosive Shell, which increases the damage of a Tower's weapon for a short time) and some affect the battlefield (such as Marty-O's "Energy Shield" which kills up to 150 enemy units passing through it). This could let you deploy a fully loaded tower in the heart of enemy territory while simultaneously stealing one of their own buildings by isolating it from their reinforcements. For example, Klotz of the zombie mushrooms has the Exchange ability which allows you to trade buildings with an enemy. It's a shame that the campaign only features two heroes each and doesn't touch on the other two races since each hero provides a different gameplay experience. Each campaign lets you choose between two heroes from that particular race, each with their own abilities. Episode 2 (titled Pahom's Rachitis) has you take on the role of what can only be described as "zombie mushrooms" as you engage in a quest for power and conquest. Episode 1 (titled Mosquito of a Dead Man) has you playing as the more "normal" Mushroom warriors looking to fend off invading forces and quell insurrection within your adorable little mushroom realm. Mushroom Wars 2 has a campaign split into two episodes with 50 levels apiece (plus seven tutorial levels in the first campaign, some of which aren't strictly necessary to play). Mushroom Wars 2 features two episodes in its campaign with fifty missions apiece. There are floor tiles that increase or completely stop unit production, tiles that speed up or reduce movement and buildings that change the way you move units around entirely such as wind pushers or caves that act like Nydus Canals in Starcraft. The 40 multiplayer maps that launched with the game's Steam version rarely feature these buildings you're more likely to encounter them in your time playing through the game's 100 campaign missions. Some maps also have special buildings or features that mix the game up a bit. Each tower you hold reduces your score ever closer to zero, and the first person to reach zero wins. King of the Hill has shorter, chunkier towers that act similarly in terms of production but are mechanically different for the game mode. Domination features special mushroom towers that rapidly generate units when captured players must attempt to capture and hold all the towers on the map to win. Conquest is your standard "capture every building to win" that RTS players are well familiar with. Aside from the core buildings, Mushroom Wars 2 has two special buildings that apply in other game modes.
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