War for the Overworld

War for the Overworld

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Silverstorm Siege. Wave Survival Map. Version 1.0.5.6.
   
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Game Modes: Custom
Number of Players: 4 Player
File Size
Posted
Updated
2.386 MB
16 Sep, 2018 @ 4:07pm
4 Jan, 2019 @ 7:17am
14 Change Notes ( view )

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Silverstorm Siege. Wave Survival Map. Version 1.0.5.6.

Description
Welcome to Silverstorm Arena! This is the place where you can test your skills against Empire's finest warriors. Protect your Core Shards from harm, if you lose those, your participation here will end. Work together with other Underlords or compete against them in Last Man Standing or Team vs Team modes. Can survive long enough to face the Final enemy? Good luck and have fun!

Game objective are to survive all waves of enemies and defeat all boses, including the Last One. Defeat condition is the loss of 3 Core Shards. Survive long enough and gain access to one of 4 locked zones which contain useful shrine and nice artifacts. Face off ever-growing enemy of pure energy and harvest the rewards.
Playable in Skirmish mode with AI and Multiplayer with Human Players.

Version 1.0.5.6.
37 Comments
Green.Sliche  [author] 4 Jan, 2019 @ 7:27am 
Updated to version 1.0.5.6

1. Rebalanced AI buffs. Now AI players will be getting less units which should help with FPS issues.
2. Buffed Empire's Bosses. Replaced broken Boss 3 ( Inquisitor ) with Bard Boss.
3. Introducing new Enemies : Wraiths. They will start coming in pack of 5 after first boss's spawn and will respawn when killed every 60 seconds. They will also be receiving buffs every 4th wave. Watch your walls! These enemies will enjoy destroying them.
Rudolph 6 Nov, 2018 @ 2:30pm 
Yes its how I assume it started, but it was just too many units when I noticed it to make out exactly what was going on except for Colossus receiving gold heals and some(or many) Sentinels inside the solid blob of units. Judging by how fast treasury was drained for the AI it was probably a large amount of Sentinels.
Green.Sliche  [author] 6 Nov, 2018 @ 12:33am 
Updated to version 1.0.5.1.

1. Corrected map's description to match actual gameplay changes.
2. Buffed Empire's Balista a bit. Should be better at punishing invaders.
3. Nerfed Emperor's armor significantly. He is still strong but now more manageable.
Green.Sliche  [author] 6 Nov, 2018 @ 12:12am 
I see. I suppose AI was healing Colossus / Sentinels non-stop and causing the blockade. I'll buff Balista a bit more.
Rudolph 5 Nov, 2018 @ 7:56pm 
No, it was because of the amount of units. When I say uncountable I mean uncountable, it was a slide-show when I found them toying around over there.
Assume the ballista does less damage than what is required to kill a Colossus or higher level Sentinel in one shot? It was very hard to make out what it was targeting(especially since model and aim point doesn't match up properly), but I did not see anything dying around it and there was gold-spam going off rhythmically which I assume was to repair damage from the ballista.
This was with 3 master AI, 2 defenders and 1 standard if I recall correctly.
Green.Sliche  [author] 5 Nov, 2018 @ 10:03am 
Naturally the balista that is guarding the passage for Empire units should be killing everyone out. Regarding FPS, it's known issue caused by Garbage Collector. Save / Load does solve this with minimal ''losses''.
Rudolph 5 Nov, 2018 @ 9:09am 
As a heads up, be careful playing this vs master AI. It, or at least one themed, has unlimited gold and might end up blocking the doorway Empire units exit from. Ended up at single-digit FPS around wave 30 and quickly figured out why - Uncountable amount of Empire units on one side of the doorway and the Colossus plus unknown amount of Sentinels on the other side being spammed with gold.
Green.Sliche  [author] 5 Nov, 2018 @ 4:06am 
I plan to introduce Difficulty Modes which will make Empire units weaker or stronger based on player's input. Currently WFTO doesn't support this feature completely.

Regarding Wave timers - after every 5 waves, the timer is increased by 10 seconds ( it starts with 60 seconds ). Boss Wave and Wave after boss have separate timer which is even longer and has bigger breathing window. I experimented with time values and figured that setting it even higher will simply drag the game over the 2.30 hours time cap, and as you know, the longer the game lasts the less stable it does become. Making timer smaller will make it even harder for both Human and AI players.

In other words, Difficulty Modes ( Modifiers ) will offer more flexible options in future. For now, I fear I can't alter timers due to very fragile map balance.
BoNT 4 Nov, 2018 @ 5:42pm 
Played this with a friend, really fun concept and I hope to see more wave survival maps like this (I guess we can call the maptype "Siege"?).

Only massive, glaring issue is that there is barely any time between the waves. We also played Onslaught from the DK2 maps, which had small but dangerous waves, but you're able to destroy the spawn portals so it's not too challenging.

Any chance you could make a version that is a bit easier or with harder waves but more prep time?
Green.Sliche  [author] 2 Nov, 2018 @ 3:57pm 
Try switching some to second mode? That should warp some guys back. Also ramparts, shockwaves, lots of screechers should be able to assist you at defending those traps.

Do note that Chunder Wave is special one but also contains only 10 units each. Also most chunders are melee so you can kite that from range. Golden Chunders, Mandalf and Emperor are last waves and require player do everything possible to keep those busy / away for as long as possible. I'd recommend experimenting with various trap combination, also spam lighting and shockwave ( Incantation Shrine allows such thing ). Also try doing hit-and-run tactics using range units like screechers and restless spirits. There are many ways to deal with those guys, try experimenting with stuff.