War for the Overworld

War for the Overworld

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The Dark Extract. v1.2. Difficulty : Above Average - Very High.
   
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Game Modes: Scenario
Number of Players: 1 Player
File Size
Posted
Updated
6.745 MB
18 Apr @ 12:34pm
2 Aug @ 7:36am
21 Change Notes ( view )

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The Dark Extract. v1.2. Difficulty : Above Average - Very High.

In 1 collection by Green.Sliche
Shrouded Marvels.
18 items
Description
Overseer, Church of Light has summoned you for the very special operation. You must infiltrate one of the captured Chaotic Worlds. It's one of few domains where Chaos energy has altered surface and habitats of the realm, turning entire domain into one of it's bases. We can't let Chaos continue exploiting such domains, however cleansing ritual requires the control over the place before it can be initiated. Our scouts and lesser seekers have confirmed our suspicioun - there are both Prime Beasts and Energy Crystlals present somewhere. They need to be removed from the surface of the domain. Until we are certain that it's safe, we won't be sending our Ritual Priests inside.

Make no mistake Overseer, while we do have this world captured, servants of Chaos and it's loyal followers can still enter and replenish the enemy numbers. Unfortunately, some members of scout and seeker group were lost while others perished in this damned place. We don't know the full details, so you'll have to investigate this too.

Church of Light has granted you access to the basics that you will need for exploration, Overseer. We can't send more troops or resources until you show us results. Demonstrate us your success and you will be properly rewarded. We will brief you the details of your mission once you've established yourself there.
16 Comments
Green.Sliche  [author] 2 Aug @ 7:40am 
Updated to v1.2.

Removed experimental Boss Buff Re-applier system as it was not working as intended and was instead making Bosses too strong.
Bosses now have a rebalanced and flat stat boost based on difficulty selected. ( They should be more manageable now ).
Fixed some Boss K.O tracking counter issue.
Added a new shrine for player to capture. While player has it under control, the specific resource will be gathered continuously.
Green.Sliche  [author] 24 May @ 4:55am 
Updated to v1.1.

Fixed missing Boss and Spawner scripts. ( F the Editor for not telling they were empty ).
Added bunch of weak enemies for player to ''farm'' upon.
Reduced the maximum cap of enemy units that can spawn per base.
Fixed errors in shield remover system. Now shields should remove correctly when their anchor is dead. ( F the Editor again ).
Increased rewards for killing all enemy units. It should be much easier to gather the required ''resource'' for aspect unlocking.
Green.Sliche  [author] 18 May @ 5:14am 
I do have shield remover implemented so this should not be happening. I'll get access to pc in few days and recheck.stuff. Thank you for reporting bugs and issues.
Yeuo 18 May @ 1:31am 
Edit : The one in the top left and top right base and middle base were all still protected ( I did kill fire lord and big golden chunder guy) no alpha democorn or pink eye ( thank god, I had a game where pink eye went straight to my core as soon as his side was open and died in 5 sec :D)
Green.Sliche  [author] 17 May @ 11:44pm 
Those are tied to bosses who can't leave or rebel during normal play. I suppose it happened upon load which may break other scripts along.
Green.Sliche  [author] 17 May @ 3:13pm 
Something like that though I had a case where bug occurred on start in the map when I used a restart function, however upon loading map in editor the impenetrable rock wasn't even present on that spot. The cause of problem is certainly related to load mechanic, rather than save but only the main coder can say more.
Observer 17 May @ 10:31am 
Is the save/load glitch just down to a hard memory cap? Like, over a long enough period of time there are so many variables to keep track of that the game "forgets" what certain map tiles in a save game are supposed to be and just defaults them to Impenetrable Rock?
Green.Sliche  [author] 17 May @ 2:44am 
Save and load bug is still a plague to deal with. Outposts should have their shield removed upon boss death, which one was bugged?
Yeuo 16 May @ 5:10pm 
I managed to "beat it" it took me 6 hours30m in game time, I couldn't do it all at once, alpha democorn and pink eye disappeared or didn't spawn? I can't tell; some unbreakable wall spawned around, the usual with long duration map, only porkzilla was overpowered ( I did loose some units on the other "boss" target but nowhere near as much) - Porkzilla was taking a bit more dmg after I loaded save, it took a while to get it down with lightning spell but he died, I couldn't get rid of the unkillable outpost with the load bug mess it all made :( - taking bottom left side gave me access to rampart/garrison/well of souls etc, that made it extremely easy to defend after that, just battle of attrition as usual - I'd rather not see those and have a more active/less tedious battle than just wave of imp and having to micro manage so much :D ( was in zen difficulty,in other difficulty, it wouldn't be very different, the difference I saw is wave being level 7 instead of 5 and maybe a bit faster)
Green.Sliche  [author] 16 May @ 9:08am 
I see this one requires some balance adjustments. I'll introduce something next week.