War for the Overworld

War for the Overworld

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Gearmancer CO-OP Afterstory 9.
   
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Legacy Maps: 4 Player Maps
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2.173 MB
8 Sep, 2016 @ 2:08am
20 Aug, 2017 @ 12:48pm
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Gearmancer CO-OP Afterstory 9.

In 2 collections by Green.Sliche
Co-Ops and Customs.
40 items
Rise of Overseers v1.0
12 items
Description
Tick-tock, hear the knock. It's Gearmancer tinkering his clock.

Overseers, by nature, employ magic for their needs. Indeed, with a bit of energy one can do things instantly, when others spend days and weeks on them. Underlord, ask yourself, can you always rely on the magic when everyone can use it? What will you do if someone decides to you more ''material'' means of warfare against you? Something that can physically hurt you, something you can't just block with a magic.

Menerich, Overseer of Forgecraft always believed that one day magic would lose it's value when everyone will learn how to use it. He turned his gaze towards forgotten Arts of Defense and Offense knowledge and found more reliable way. Menerich saw in technology what others couldn't understand - when mass produced, traps are far more deadly than minions of flesh and blood. Menerich, as any other Overseer used his priveledge to access Grand Archive of Overseers, where he uncovered ancient scrolls of Magic Forge Craft - shrine that could produce parts to any device of choice out of air itself when constructed. What else would one need if he could mass-produce tons of trap devices with so little effort spent? I believe Menerich knows much more than that. It's within our interest to get access to his stash and find this out. I suppose you don't expect that he will free willingly part with those scrolls, do you? Overseer who uses both magic and arts of forge craft can be very promising, and very resourseful. Pity our paths cross here.

Beware Underlord - Overseer in this realm shouldn't be underestimated. If left alone, he will become too strong for you to defeat. Hurry up, any delay will give him more time to deploy his deadly traps, and if he completes his Circle of Mechanical Death, I'm afraid he will be beyond your reach.

Featuring Overseer who commands 8 Titans, has his dungeon made inside Augrum Walls and has everything one would need to feel himself safe and unstoppable.
21 Comments
Green.Sliche  [author] 1 Sep, 2017 @ 5:22am 
I guess level is a bit too hard for you right now because allied AI team mates aren't doing their job too well. Empire AI has the most defensive AI set which shouldn't try to kill other players for a while.

You could try building some traps and luring AI there, or use lots of embers to keep Empire AI occupied a bit longer.

There isn't much I can do since level is intended to be challenging in MP as well, where dealing with such AI is much easier thanks to coordination between players. I believe with AI patch being released, things will be more manageable, but for now my hands are tied. I can only suggest experimenting with stuff and AI team mates, from what I heard level is quite beatable even in Skirmish.
gregored 31 Aug, 2017 @ 9:32pm 
I took your advice, and built my rooms around the gold shrine and portals, and expanded north a bit to get a prison, torture chamber and spirit chamber built, and I was invaded from the east and my dungeon core was destroyed at around the 16 minute mark. I had no time to cpature the first enemy and do anything before I was overwhelmed.
Green.Sliche  [author] 31 Aug, 2017 @ 8:28pm 
Only spirit and angry spirit ( Crucible one ) can be picked. Crucible's spirit is a stand-alone unit with ability to damage enemies, it can not be used in spirit chamber. Spirits of victims in torture chamber can only scout and do no damage. Anything else can't be picked.
gregored 31 Aug, 2017 @ 8:24pm 
Thanks a lot. The spirit was wandering all over, and I couldn't figure out how to get it. Is there any way to pick up a defeated spirit like I mentioned?--The necromancer campaign level guys?
Green.Sliche  [author] 31 Aug, 2017 @ 6:52pm 
You need 3x3 spirit and torture chambers. Drop a prisoner into torture chamber and burn it alive. When it dies, a spirit will spawn. You can pick spirit from creature tab as long as it is on your territory. You can also recall it by casting recall spell on it in creature tab as well.

As for space - try to build rooms some rooms at 3x3 and other important ones as 3x5 or 5x5. This way you will have enough space for key rooms and decent army.
gregored 31 Aug, 2017 @ 6:19pm 
The other issue I find is the lack of space to build the necessary rooms.
gregored 31 Aug, 2017 @ 6:18pm 
Thanks, I just tried that. However, I've never really used the Spirit chamber much. The spirits from the Campaign level 11--the large ones, can't be picked up at all. So,I converted the one I killed to gold. I then converted an Augre from the prison to a spirit, and was going to give the experience to a Cultist, as you mentioned, but there seems to be no way to pick up a regular spirit either. How does one get spirits into the Spirit Chambe for conversion to experience?
Green.Sliche  [author] 30 Aug, 2017 @ 8:42pm 
You need to Lure enemy out to you. During first 25 minutes, Empire AI doesn't really manage it's units. This means you can capture all units that will wonder towards you. Capture as many units as you can quickly and turn them into spirits. Use those spirits to pump your units to high level.

You may try to get few lvl10 vampires this way. With them, you should be able to get to Empire and keep it away from getting to allied AI or yourself.
gregored 30 Aug, 2017 @ 7:56pm 
I managed to do that, and got wiped out at about 45 minutes, after the three AIs were defeated, and my Archon was destroyed--joverwhelmed by enemy forces, and two enemy Archons
Green.Sliche  [author] 30 Aug, 2017 @ 7:11pm 
You should use the knowledge shrine behind you. It will allow you generate sins faster.