War for the Overworld

War for the Overworld

Trials of Dark Elder Undergods. v2.5 Difficulty : Above Average - Very High.
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.
Green.Sliche  [author] 23 Jan, 2020 @ 6:46pm 
Aim for Inhibitors. You can use Colossus and farm lots of gold by killing unprotected heroes. With excess gold, you can build an army of sentinels and wreck havoc on any enemy.

There are no waves or extra units that come by script, they only get restocked from portals. There's also no time limit so you can try different combination of stuff and see what goes well for you.
MrFamilysize 23 Jan, 2020 @ 4:53pm 
I honestly don't know how to manage this. I kill some of the mobs that the shield boss is tethered to but more appear. When I try to get deeper into the base to get some of the tethered mobs, my monsters stop in doorways and just continuously fight and then I'm back to essentially making zero progress. What am I missing?
Green.Sliche  [author] 15 Dec, 2019 @ 9:56am 
You're welcome.
-=[ Funky Koval ]=- 15 Dec, 2019 @ 9:36am 
Yes. It works. Thanks author!
Green.Sliche  [author] 12 Dec, 2019 @ 8:07am 
Find Bosses or those who are attached to the shield. Killing them will remove the shield.
-=[ Funky Koval ]=- 12 Dec, 2019 @ 6:22am 
Yeah i know :) but inhibitors and doors have immortal shield. thx
Green.Sliche  [author] 11 Dec, 2019 @ 8:09pm 
Destroy Inhibitors and enemies will lose their protection. Kill bosses.

You may consider playing some other scenario maps first for practice or use Zen Mode.
-=[ Funky Koval ]=- 11 Dec, 2019 @ 11:10am 
realy I don't know how to play it xD
-=[ Funky Koval ]=- 11 Dec, 2019 @ 10:09am 
wtf. lvl hardcore not for easy polayers
Green.Sliche  [author] 17 Nov, 2019 @ 4:28pm 
Shielded workers can be scared away by traps. You can push forward easier by using outposts and imp totems, they will make your progress much faster. Destroying the inhibitor removes the shield in corresponding area. The shielded boss can be stun-locked in place using 2 storm fortexes or thrown away with shockwave.
xika 17 Nov, 2019 @ 11:26am 
the greedy minion problem is gone.

though i don't really enjoy the map. the shielded creatures/workers are really annoying. especially the shielded workers since they engage my workers for endless fruitless fights.

i can see that a lot of work went into it. and everything but the shields is fine. (i could do without the sacred ground around the border of the inner area, but its not a big issue.)
Green.Sliche  [author] 17 Nov, 2019 @ 6:11am 
Updated to v2.4 ( Experimental ).

Removed previous needs modifier and replaced it with gold gain, passive gold and research gains and mana regeneration bonus.

If the problem with unit needs is fixed now, I'll apply this change to the remaining scenario maps.
Green.Sliche  [author] 16 Nov, 2019 @ 5:56am 
The anchor lines aren't solid, so you need to track down where they end. It's how devs introduced the shield / anchor system.
xika 16 Nov, 2019 @ 4:32am 
thank you, i will do some testing once i see an update.

i've also noticed some "immunity shield lines" going crisscross all over the map, but this may be intended. made it a bit harder to clear the areas.
Green.Sliche  [author] 16 Nov, 2019 @ 2:20am 
I've seen a bug where certain enemy units did not attack the player and were ignored by player's units as well. Could be the case here too.

I'll update the Zen Mode tomorrow on every scenario map and remove the disabled payday / needs modifier as it seems like this one is the source of many problems at moment.
xika 16 Nov, 2019 @ 12:59am 
- only one of the normal creatures enter through the portal and the next one will only spawn if you get rid of the first. applies to all normal creatures like gnarling, cultist, witch doctor, ... even if you have the room for 10 of them and your portals are at <25%. this bug disappeared after i disabled all empire and most of the special creatures.

- i suggest removing the sacred ground on the outer rim of the inner "island". it prevents the outer walls from being fortified

- i had several level 10 intangible enemy priestess walking around. they did not attack me and i could not attack them. spells weren't able to target them either. i think it was one per big N, S, W, E island. they followed me around and headed for conflicted areas but did nothing.
xika 16 Nov, 2019 @ 12:58am 
This time it was gnarlings who were greedy. I watched 6 of them head directly for the treasury after entering the dungeon. I got rid of one and the next one spawned and did exactly the same. also watched a witch doctors do it.


other issues:

- some special beast don't rest after defeat in the arena, they just teleport out at very low health. the only way to get them back to health is the healing spell. examples: pinkeye, screecher, terror, badass flying chunder. molten skargs are fine. this is properly beyond the scope of the mod, but a low passive regen could be a workaround

(tbc)
Green.Sliche  [author] 15 Nov, 2019 @ 4:48am 
Ok, try to get rid of the glitched unit and see if it happens again to another one or someone else.

If it is persistent, I'll remove this modifier and simply introduce more gold gain instead.
xika 14 Nov, 2019 @ 7:19pm 
i've also seen a gnarling do it. so it's probably the disabled payday.
Green.Sliche  [author] 12 Nov, 2019 @ 3:22am 
Is it happening with special creatures only on Zen Mode or to every creature? In Zen Mode, units shouldn't be asking for payday at all since it is disabled there. There's a chance the disabled payday modifier is simply broken. I'll probably consider removing it and replacing with something else.
xika 11 Nov, 2019 @ 6:24pm 
Started the game, selected Zen Mode, ~Baby Demonicorns head for the treasure and just constantly pick up gold. At the point were I stopped the game some of these level 1s had >6K gold already.

If you hover over them you see that their current task is "receiving pay".

Trying to give them a different task doesn't help, if I drop them into the training room they just head for the treasury again.

I had this issue before with different creatures and on different maps with Zen Mode.

https://www.youtube.com/watch?v=3wJ_igrKj-Y
Green.Sliche  [author] 11 Nov, 2019 @ 4:29am 
I need a bit more info about this. When does it happen? Which units do so? What mode did you use? If you can provide a record that would be nice too. Maybe you found some rare bug which can be reported to devs.
xika 10 Nov, 2019 @ 7:57pm 
i've got the same problem i had encountered on another map with zen mode.

some creatures are camping the treasury and are constantly "receiving pay", they do nothing else. i can upload a recording if you wish.
Green.Sliche  [author] 5 Nov, 2019 @ 10:26am 
Which one? Shielded Empire workers can be stopped by traps since they have fear system. Shielded units have attached anchors to them, they can be shockwaved or stun-locked with vortexes. There are constructs, traps and potions which can be used to deal massive damage or keep enemies away.
Green.Sliche  [author] 5 Oct, 2019 @ 1:58am 
Updated to version 2.3.

Added proper defeat condition.
Green.Sliche  [author] 3 Oct, 2019 @ 4:50am 
Updated to version 2.2

Introducing 2 new difficulties. Standard Mode and Zen Mode. Standard Mode is map with normal settings. Zen Mode is map with variety of bonuses for relaxed and fun gameplay. Choose the one you want at the start of the map and enjoy.
Green.Sliche  [author] 1 Jun, 2019 @ 3:36pm 
I suggest saving every 30 minutes. I can't vouch for stability sadly at this time rate since it's very well known that game can break after 2+ hours. Try using Save ( or use Auto-Save ) every 30 or 40 minutes and use load should you encounter any problem.
Kjelsberg 1 Jun, 2019 @ 3:16pm 
Tried to save/load to see if that reset their behaviour yeah, but that didn't help unfortunately, no. I did not save/load before it happened. I Not sure when the first instance of it happened, it didn't happen on the first wing I cleared, but it did on the second wing.. Somewhere around the two-hour mark, possibly, maybe later.
Green.Sliche  [author] 1 Jun, 2019 @ 3:07pm 
Did you use save / load? Last time I tried my maps they all worked fine. Also could tell me how long you played before you got this problem.
Kjelsberg 1 Jun, 2019 @ 2:47pm 
Not sure if I've been unlucky and ran into some weird, niche glitch or if it's a side-effect from versioning updates - but the map seems to have a few gamebreaking glitches in it.

Not sure how it has happened, but some of the enemy minions seem to be completely passive. They walk around all over the entire map and interact with a few rooms like spectating the arena in the beast wing - but they don't fight at all. They can't be targeted by spells, won't attack my minions, and my minions won't attack them. Normally this wouldn't be gamebreaking by itself, but when one of these inert minions ends up being one of the shield guards you need to kill to unlock an inhibitor, you get stuck. This has happened to a pretty large group of minions on my playthrough, I think I have massed around 10 inert priestesses and arcanists roaming around before it happened to the huntresses in the beast wing as well, halting my progress.
Green.Sliche  [author] 18 Jan, 2019 @ 7:34am 
Updated to version 2.1.

1. Replaced existing intro sequence with shorter and more stable one.

Should solve the start-up problem and allow player begin building dungeon sooner.
Green.Sliche  [author] 18 Jan, 2019 @ 6:33am 
I suppose it's another problem with introduction. Give me a moment, I'll replace it.
beth.wilkinson 18 Jan, 2019 @ 5:40am 
won't load for me, gets to the second lot of text and freezes.
Venompower 16 Jan, 2019 @ 2:03am 
Yes it worked,thank you alot
Green.Sliche  [author] 15 Jan, 2019 @ 3:43pm 
IIRC, there are ''servants'' who need to be killed first before bossess lose their shields. Look for lvl10 Empire units and kill them all.
Venompower 15 Jan, 2019 @ 2:59pm 
What i have to do to kill the bosses?they are shielded,map seems impossible
Green.Sliche  [author] 26 Jul, 2018 @ 12:46pm 
I tested the map and it works fine. Wait a bit, you probably were in the middle of introduction sequence.
House Scampton 26 Jul, 2018 @ 7:11am 
Having a problem with this map. Map loads and I can see core, but then as soon as the second lot of text comes up the screen freezes against a black background. Please help.
Green.Sliche  [author] 23 Jul, 2018 @ 4:17am 
Sadly those grey lines are the only display of anchor introduced in the game. An alternative would be plain text explanation of this system, but that's the same as explaining the joke to the person.

I believe with little exploration and trial-and-erroring, the chain of anchors will become easier to understand and handle in future.
Observer 22 Jul, 2018 @ 11:28pm 
Mystery f'n solved: they do, and are linked to specific enemies, not rooms.

That might be made clearer, to avoid too many "Orange Listerine Ring" players (a phrase that ran backwards and forwards in my mind as I was puzzling it out).