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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.
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.
Btw, shield anchors are boss units and titans. Killing those and destroying inhibitors should do the job.
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....
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.
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.
You may consider playing some other scenario maps first for practice or use Zen Mode.
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.)
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.
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.
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.
- 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.
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)
If it is persistent, I'll remove this modifier and simply introduce more gold gain instead.
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
some creatures are camping the treasury and are constantly "receiving pay", they do nothing else. i can upload a recording if you wish.
Added proper defeat condition.
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.
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.
1. Replaced existing intro sequence with shorter and more stable one.
Should solve the start-up problem and allow player begin building dungeon sooner.
I believe with little exploration and trial-and-erroring, the chain of anchors will become easier to understand and handle in future.
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).