War for the Overworld

War for the Overworld

29 ratings
Trials of Dark Elder Undergods. v2.5 Difficulty : Above Average - Very High.
   
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Game Modes: Scenario
Number of Players: 1 Player
File Size
Posted
Updated
10.555 MB
19 Feb, 2018 @ 2:11am
24 Jan, 2020 @ 12:58pm
9 Change Notes ( view )

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Trials of Dark Elder Undergods. v2.5 Difficulty : Above Average - Very High.

In 1 collection by Green.Sliche
Shrouded Marvels.
18 items
Description
Version 2.5

Every underlord has to pass the Initiation Of Power, the Great Trial, before he can name himself worthy of this title. Elder Undergods proposed the solution - Bhrell O'shanc, an ancient realm of solitude and integrity where mind and spirit would be put to the test.

So it would seem to be, for centures, but Elder Undergods tend to get bored very quickly, they always demand blood and souls tributed in their names, and they don't always care if those come from Empire Human or Underlords. It's the game they like to watch and the one where others are forced to play for all Undergod's amusement.

Despite their cruelty, Elder Undergods are known for their generousity - those who perform well in Bhrell O'shanc are rewarded with the boons and new powers. Those who die however - cease to exist, entirely and certainly. It may seem fair, if only You or these poor prisoners of Empire had any other choice.

Underlord, this is special place crafted by powerful Gods of Underworld - the best of Empire are stationed here, in their respective corner, while the spotlight of the star, in the center, is all yours. Show these Gods their trial is nothing but the child's play for you, maybe that will satisfy them once and for all. No Empire army should be strong enough for You! Be careful though - They are many, You are but one.

Large Sandbox Map. No Spirit Workers Inside. 12 inhibitors to break. Many Empire Bosses who need new Master.
60 Comments
Green.Sliche  [author] 11 Apr, 2022 @ 7:00am 
Code-wise everything seem to be working fine.

Regarding units - I recommend using Well of Souls as it does % based damage and Storm Vortex to keep them stun-locked. With these traps you can keep enemies locked in combat which will give you plenty of time to position your troops or claim rooms.
mmuziek 11 Apr, 2022 @ 6:32am 
its basically almost all lvl 10 units and some dwarves its painfull to move past them as they do not get any damage at all..
Green.Sliche  [author] 11 Apr, 2022 @ 4:33am 
The map already has a heavy shield removal system. Could you tell me which objective has remained shielded? You may look at objective board and see the name of it if it is a boss.

Bosses have their shields tied to certain group of normal units. For example Bard Bosses have their shield tied to a group of firebreathers. Other bosses have their shields tied in a similar style. Maybe you haven't K.Oed the required unit and it is walking somewhere else.
Green.Sliche  [author] 11 Apr, 2022 @ 4:22am 
Could be a bug with a shield system. I'll check it.

Btw, shield anchors are boss units and titans. Killing those and destroying inhibitors should do the job.
mmuziek 11 Apr, 2022 @ 2:01am 
i played this for hours now
The grey lines go litterly nowhere empty rooms and such.
even when using spells to remove fog of war trowing countless units against it it seems the only grey lines i can see is one point nothing one point the protected unit.

I killed all unprotected ones and still it doesnt drop the shields. its unplayable this way....
Green.Sliche  [author] 16 Feb, 2021 @ 6:45am 
Yep. Back then when there were little options and scripting wasn't that great, spirit workers were commonly used for Empire faction instead of normal workers because killed workers would never respawn, hence once they died ( usually because uncontrolled workers would run into player and end up slaughtered ) there would be far less challenge left. Unfortunately spirit workers never died which had an opposite effect as well. Their presence did upset many people, to the point where they downvoted maps because those had spirit workers in them. With addition of scripting spirit workers were replaced with normal workers and shield system. The description stayed unchanged as the reminder of those dark times when scenario maps were much harder than now.
rmw 16 Feb, 2021 @ 6:07am 
"No Spirit Workers Inside." Wot? Seriously?
Green.Sliche  [author] 24 Jan, 2020 @ 1:05pm 
Updated to Version 2.5.

Fixed minor error during intro. Now all inhibitors should be revealed at start.
Added few artifacts at start area.
Introduced manual shield removal system. Now all shields should get removed correctly, preventing an issue where boss or objective would remain permanently invulnerable.

Reminder : Pay attention to where do grey lines go and from whom or what they come. Trace the grey line coming from a unit and you will find what it is protecting. Trace the grey line coming to the unit and you will find who is protecting this unit. Use this information and you will manage with shielded units without any confusion.
Green.Sliche  [author] 24 Jan, 2020 @ 11:54am 
It's likely the shield mechanic got broken with patch and requires a manual check introduction. I'll patch this up now.
MrFamilysize 23 Jan, 2020 @ 7:52pm 
I literally just got to the third base, southeast, took over all rooms and killed all killable enemies but the people were tethered together and to empty tiles that I've already claimed. I think your stuff is set up incorrectly somewhere.