War for the Overworld

War for the Overworld

The Age of Rhaskos - Level 2
21 Comments
Professor Evil 16 Apr, 2018 @ 2:53pm 
Thanks
Korvek  [author] 16 Apr, 2018 @ 1:47pm 
Console, it is the only way. With 2.0 around the corner, it is not too much of an issue now.
Professor Evil 16 Apr, 2018 @ 1:22pm 
hI i know im a bit late but i was woundering how you make uderminer bluprints in map editor
Korvek  [author] 27 Dec, 2017 @ 7:15am 
Updated the trigger system and tested it, all seems fine. I am not sure why it did not work in the first place, but it is likely due to pathfinding. If so, this should now be fixed. Feel free to replay the level to try out the mechanic if you so wish. If not, have fun with the rest of the campaign should you wish to play the other levels.
Korvek  [author] 27 Dec, 2017 @ 6:58am 
Thanks, I suppose it is using an 'outdated' trigger since I have actually reworked my trigger system slightly since making the map. I shall check to see if there is anything actually broken and, if not, I shall update it to be more efficient.
-A- Fushigi 27 Dec, 2017 @ 6:57am 
I had no attack waves from that area at all. I loved the rest of the map, but I guess that part is broken.
Korvek  [author] 27 Dec, 2017 @ 6:56am 
Really? Something must have broke then, it activates automatically. You were not attacked by Empire units at all? From memory there are around 3-4 waves.
-A- Fushigi 27 Dec, 2017 @ 6:55am 
How do I activate the wave mechanic? Because nothing happened in the 2 hours I played this map.
Korvek  [author] 27 Dec, 2017 @ 6:52am 
It is the wave mechanic I developed. Empire units attack there. I used sacred earth so that it could not be claimed and so that the units would go for your core and not be distracted. Using sacred ground also doubles up as ensuring that the area would likely not be explored much.
-A- Fushigi 27 Dec, 2017 @ 6:50am 
What's in the area with the sacred path to the South of your Dungeon Core? I couldn't really go that way, and it seemed something was supposed to happen there.
gregored 13 Dec, 2017 @ 11:15am 
I played it again, and the waves are still a challenge, as is the final Empire area. I ended up having to attack it twice. The first time, i depleted most of the Empire forces, then built my skarg army back up to kill off the Inhibitors in a second attack
Korvek  [author] 11 Dec, 2017 @ 11:14am 
It should work now anyway, tunnels have been added to the two areas you mentioned.
gregored 11 Dec, 2017 @ 10:24am 
Not saying it is too easy. The attack waves are still a challenge, and at one point later, I had to relaod since I was attacking the Empire forces in a bad order. I'll have to try the worker rally in the area and see what happens.
Korvek  [author] 11 Dec, 2017 @ 8:57am 
Also, just to check, are you saying that the map is now too easy?
Korvek  [author] 11 Dec, 2017 @ 8:46am 
Artefacts are intended to be rewards and should never be difficult to obtain. As a result, I have updated the map so that they can be reached through ordinary tunnelling. Out of interest, did you try using a worker rally flag and check that you had space in your archives?
gregored 10 Dec, 2017 @ 11:52pm 
I finished the map with few difficulties. I am wondering about the two artifacts in the NW corner, which are basically unclaimable. I had a group of skargs around them, and dropped workers as close as I could get, but they would not go for the artifacts.
Korvek  [author] 9 Dec, 2017 @ 8:24am 
I did further tests. The level is definitely possible, even without an arena. I am afraid that I cannot make the arena available at the start due to several reasons, one of which involves glitching the veins of evil.
Korvek  [author] 9 Dec, 2017 @ 8:24am 
I have made a few tweaks:
1 - The starting areas are now much safer. I realised that defeating the neighbouring monsters should not result in your army being half-destroyed. To get through the areas without losing monsters required either waiting or very good micromanagement, neither of which I was trying to promote in this level.
2 - A mana shrine has been added which makes defeating the waves much easier.
3 - The waves, themselves, are now significantly easier as many highguards have been replaced with juggernauts. The levels have been decreased too.
4 - Recall has been added for this level. I do not plan to keep it in the campaign as it would prevent future planned levels from functioning. However, this level required defending more than others do, and the pathfinding can be frustrating.

Building up is still something you need to do, and that is what I want to encourage. However, it is now much easier, and the level is more forgiving as regards to mistakes.
Korvek  [author] 9 Dec, 2017 @ 6:34am 
Well bear in mind that 'different types of play' is something I do want to accommodate, insofar as success should not rely on whether you have explored or not. However, I do not want it to be dependent on whether you can unlock the arena fast enough, I was hoping that the level would encourage you to build up quickly. I shall playtest later today and see if I can win the level without the arena or neutral units. If I am unable, I shall likely add a delay to the trigger or something.
gregored 8 Dec, 2017 @ 10:46pm 
After getting through the map--I did use GodMode to allow an Arena once the large island with gold was empty, I realized another option would simply be to make the two neutral skargs start off higher than level one. This would help out with the attack waves, without having to change anything else.
gregored 8 Dec, 2017 @ 9:10pm 
Well, I've tried the map another four times, and could not duplicate your play. It seems that there should be some accomidation for different types of play, to be able to get through the level. One suggestion would be to leave the Arena available at the beginning, or place one somewhere to be found and used.