War for the Overworld

War for the Overworld

Eternal Hunger. v2.2 Difficulty : Above Average - Very High.
13 Comments
Green.Sliche  [author] 5 Oct, 2019 @ 2:08am 
Updated to version 2.2.

Added missing defeat condition settings.
Green.Sliche  [author] 3 Oct, 2019 @ 6:33am 
Updated to version 2.1

Adjusted secondary objective scripts. You can now choose to skip intro at the beginning of the map.

Introduced 2 new difficulty settings. 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. Pick the one you want and enjoy.
Green.Sliche  [author] 25 Oct, 2018 @ 5:47am 
I believe it should be enough. Save. Go to main menu, then Load. Should do the job without breaking stuff much.
Rudolph 24 Oct, 2018 @ 11:47pm 
Does it require a full restart of the game, or just returning back to menu/loading? I know Mighty Script does some cleaning after returning to menu(since it was a temp fix for a game breaking bug until they pushed out latest patch), but dunno if its enough.
Green.Sliche  [author] 24 Oct, 2018 @ 2:25pm 
Very likely the combination of both. The major problem comes from game's clean-up mechanic called Garbage Collector. It seems current one is unable to keep-up in some cases which leads to all sorts of bugs, glitches and problems during long game play. Unfortunately it's something game engine's makers ( Unity Engine is the name of it ) should fix themselves before devs can apply the upgrade / improvement into the game itself. Till that, it will be hit or miss in terms of stability. Same applies to save / load mechanic which acts as Garbage Collector flusher but also leads to Mighty Script ( it's game's scripting mechanic ) errors which lead to objectives being set wrong or broken in some cases on it's own.

To sum-up : it's not reliably stable and requires a bit of luck. However using save / load once every hour greatly reduces the risk of getting broken gameplay, though few things may still stop working due to loading mechanic of the game.
Rudolph 24 Oct, 2018 @ 2:19pm 
Guess that explains some of the other weirdness I've encountered on your maps, since they tend to take a few hours to finish. I assume the devs are well aware of it, but either unable to fix it or require too much work?
Green.Sliche  [author] 22 Oct, 2018 @ 1:58am 
This is certainly related to how glitchy save / load is. I'd suggest doing save every hour and making different save file names ( like save once every hour using save files 1, 2, 3 and so on ). Chances are after 2 hours of play, game becomes too unstable and loading it simply breaks Map's Scripts which results into all sort of glitches or bugs that you describe.
Rudolph 22 Oct, 2018 @ 1:00am 
A heads up that there is something really funky with this map that I have not encountered on others, in regards to saving and loading.
Had about 60% of the map captured at 4-5 hours game time. After loading there was impenetrable rock randomly scattered all over controlled territory, black overworld gateways(assume one block got swapped out, but couldn't find it) and one had even swapped out the corner piece of my dungeon heart. Couldn't find a real pattern to it, going to try see if its replicated in a new playthrough later on but for now I'll let it rest since that was a lot of lost progress.
Green.Sliche  [author] 8 Aug, 2018 @ 4:00pm 
I see. With units that are ''undead'' or can come back to life the counter has issue detecting unit's state. It's mostly WFTO Editor's missing feature which I sadly can't fix on my end.

If you can, please report this as a bug on official WFTO Bug Report Tracker ( website ) and it will be reviewd and probably solved.
Captain1nsaneo 8 Aug, 2018 @ 3:30pm 
If you imprison the vampire lords then sacrifice them they don't count as being killed. Doesn't stop the map from completing though because that's tied to killing inhibitors.
Green.Sliche  [author] 10 Jul, 2018 @ 6:22am 
It's strongly advised to claim small patches of Empire land around yourself as early as possible since you can use that space for your rooms. Space and design-wise your goal is to establish a small dungeon early which will provide you with troops that will let you claim Empire's larger outposts ( you can see those in center ). Once you manage to claim at least one large outpost, you will have enough space for your dungeon which in turn will give you more options for next move.

I understand that map is a bit harder than my other Scenario maps. The main idea was to deal with danger around self with slightly less starting space / resources than usual. You don't need to rush things here - take time and try to slay enemies little by little. Being careless however may result into being overrun very quickly.

As I stated in description, it's Hard Scenario map. Many standard things won't work well. Trying combination of various aspects may help a lot instead.
rmw 10 Jul, 2018 @ 4:16am 
Positives: games runs smoothly and the balancing is good overall (enemies could be a bit stronger at the end). Negatives: attacking the vampire lairs gets more and more tedious and because of the complicated structure of the map (terrain) ones dungeon ist not well designed, so minions start complaining about not finding lairs/taverns/slaughter pens at an ever increasing rate. That's very annoying and I really came to hating this map. At the end (just before attacking the lairs/inhibitors in the north) i had to leave for a few days just to cool down. Today I started playing again just to get over with the map - and that's not a good thing to say.
rmw 10 Jul, 2018 @ 4:15am 
Just finished my third run on this map with mixed emotions.
(My first run came to an end when patch 2.0 was released and saved games wouldn't load (got my initial dungeon and was attacking vampire lairs while noticing rapdly growing exp lvls of vampires - finishing this would assumably been very hard). Later started my second run and finished it - quite pointless because of the WftO-bug (enemies just waiting to be slaughtered). )