War for the Overworld

War for the Overworld

Grandum Arcanum. v1.2 Difficulty : Above Average - Very High.
41 Comments
Green.Sliche  [author] 9 Oct, 2022 @ 11:44am 
Have you tried Zen Mode? It gives more time and plenty of bonuses.

The hint for this map is to capture all neutral shrines while Empire is building forces and preparing. These shrines will give you a huge advantage in the fight.
cellec 9 Oct, 2022 @ 9:05am 
You do perfect maps and I'm proud I passed most of them with great joy.

This one is the only I rage quit, when the opposing Empire pushed my pity forced with overwhelmed manpower and I was unable to oppose it :)

I pass. Seems like I prefect the "slow" maps.
xika 18 Oct, 2019 @ 9:44pm 
I resolved the spawn problem by disabling all the "good" and special creatures. Try that and once you have enough grunts you can slowly switch the special creatures back on if you want.
gregored 18 Oct, 2019 @ 9:25pm 
Started again in Zen mode, no gnarlings, no beastmaster, no Necromancer, with their rooms built and only have 1 Cultist-with those units showing active on the first claimed portal, and turned off many of the non-conventional units
Green.Sliche  [author] 18 Oct, 2019 @ 7:22pm 
Zen Mode has wider unit spawn pool. Reduce it manually by disabling some units and it should work. You can re-enable it if you want to get some special units, like Porkzilla or Ember Demon.
gregored 18 Oct, 2019 @ 7:16pm 
I played through in normal mode, then decided to try Zen mode, but wonder why I do not get "normal " minions--no Succubi, Beastmasters, etc to work the rooms
Green.Sliche  [author] 5 Oct, 2019 @ 11:59am 
Passive gold income is there to provide an even more relaxed gameplay. With Zen Mode on, player only has to build rooms and train an army. Standard Mode is for players who want to play the Scenario with it's normal settings.
xika 5 Oct, 2019 @ 11:51am 
If they then stay at work then this would be solution.

I suggest removing the passive gold income. Since there are no wages then this is a bit of an overkill, gold veins & shrines are abundant.
Green.Sliche  [author] 5 Oct, 2019 @ 9:10am 
Good. It seems needs are properly disabled.

Payday should also be disabled. I can set wage multiplier to 0 on top of it if it is not working right now.
xika 5 Oct, 2019 @ 7:47am 
Tested it:

I've sold the tavern and slaughterpen and had them rallied for a long time. Got no complaints about missing food or sleep.
Green.Sliche  [author] 5 Oct, 2019 @ 1:32am 
Zen Mode has disabled payday option ticked. By logic, units shouldn't be picking up gold at all since their wage should never happen. Their needs are also disabled, meaning that units shouldn't ask for bed or food.

This time I suspect that this stuff is also broken in 2.0.7. Pay attention to unit's needs and see if they ask for food and other stuff. If they do, then it's not working and I'll probably disable it.
xika 4 Oct, 2019 @ 9:59pm 
thanks for the update. I still have the wage problem in Zen Mode. Some units are just constantly picking up wage. Watched a new level 1 Gnarling with 250 wage picking up gold pile after gold pile. I've stopped watching when he had 10K gold in his pocket.

Could it be linked to the passive gold income?
Green.Sliche  [author] 4 Oct, 2019 @ 3:11pm 
Updated to v1.2

Removed extra pool script which could conflict with Zen Mode. Now unit spawn should work better.

Fixed missing defeat script for player. Now game will end correctly when player is defeated.
Green.Sliche  [author] 4 Oct, 2019 @ 1:20pm 
Try a new game and see if it repeats again.
xika 4 Oct, 2019 @ 10:13am 
sure thing, that's from the last game. you can see the missing summoners and a rich gnarling.

https://i.imgur.com/LIoQBa1.jpg

should I start a new game now or do you want to upload a new version?
Green.Sliche  [author] 4 Oct, 2019 @ 9:58am 
So far everything is working fine on mine end. Nothing weird at 30 min mark.

Could you do a screenshot next time something like that happens?
Green.Sliche  [author] 4 Oct, 2019 @ 8:57am 
I'll check this map today and see if something got messed up.

Btw, summoners are Wizards. It could be they died for some reason, but this still is odd. There could be one special thing which probably got messed up in 2.0.7 update. If I'm right, it's easy to fix and the update shall be pushed very quickly.

Thanks for letting me know. I'll pay attention to 30 min mark activity.
xika 4 Oct, 2019 @ 7:40am 
two more things I've noticed:


slightly below the 30 minute mark for the "reaches first form" the summoner counter started going down from 9/9 to 2/9 without me doing anything. it's still at 2/9 10 minutes later now.

something is wrong with paydays / wage. i have level 1 witch doctors with 50K+ gold in their pockets. two gold shrines + avarice are barely enough to keep up.
xika 4 Oct, 2019 @ 7:21am 
yes, that fixed it. seconds after disabling the human and special units they resumed spawning normally. i will test a bit more to see if i can find out which of the disabled units creates the problem.
Green.Sliche  [author] 4 Oct, 2019 @ 3:25am 
Try disabling some unit spawn by clicking on gateway. In Zen Mode, I added many units, like Alpha Demicorn and Porkzilla to the spawn list. Disable some and see if it works.
xika 3 Oct, 2019 @ 8:13pm 
I've got a weird problem. Playing in Zen Mode. I've got at least 5x5 of each room (except beast den) and I have two gateways but everything that came through were:

1 x Gold Weaver
1 x Restless Soul
1 x Shambler
1 x Gnarling

Early on and then nothing for the next at least 15 minutes. Gateways are stuck at 5%. No creature is deselected in the gateway.
Green.Sliche  [author] 3 Oct, 2019 @ 2:16am 
Updated to v1.1

Introduced difficulty modes. You can chose between Standard Mode and Zen Mode. Standard Mode consist of normal settings. Zen Mode offers more relaxed and fun gameplay.
Green.Sliche  [author] 10 Jul, 2019 @ 3:37pm 
Updated Empire timers.

Now players have much larger time before phase changes.
Venompower 21 Jan, 2019 @ 3:11pm 
Yes its in the final phase,thank you!!
Green.Sliche  [author] 21 Jan, 2019 @ 2:03pm 
I checked the script and I have a question.

Does lag happen when AI enters the final phase? ( It should be Phase 5 or something ). If yes, then it's the moment when AI difficulty hits the Master Level.

If lag is unbearable at that moment, use Save / Load. It will flush excessive data and allow you to play the level without much problem ( most of script stuff won't get broken ).
Green.Sliche  [author] 21 Jan, 2019 @ 1:23pm 
I'll probably revise it a bit and reduce some of Empire Buffs.
Venompower 21 Jan, 2019 @ 1:01pm 
I used augrum wall and earth tile to prison these workers,killed all summoners and before final form they sent so much minions that game lag too much,used 5 ember lord for defense works good since i have put them before in arena and they fight as vampires meaning they dont die they regenerate each second and they also level up.I would like more if pc was just waiting on its dungeon,i think the lag came from all these minions
Green.Sliche  [author] 21 Jan, 2019 @ 11:48am 
Vortex's second form should be able to recall these shielded workers away. Traps and your units should be able to scare them off. Regarding progression, you can always use outpost, it will prevent enemy workers from reclaiming territory back. Spirit workers potion also does wonders.

Another trick is to surround your core with portculis doors or any other trap with ramparts ( like bone chiller ) and use wormhole potions to trap all shielded workers at your own core. There they won't be able to do anything and you'll have time to progress. Once you start breaking inhibitors, workers will begin losing their shields.
Venompower 21 Jan, 2019 @ 11:38am 
As a map seems good,but all these workers with shield are keeping minions busy and as a result im doing nothing dont know how to make them leave,enemy minions are way too many
Green.Sliche  [author] 25 Dec, 2018 @ 5:59am 
Special Edition.

1. Increased creature pool for player ( special units and stuff ).
2. Fixed certain text typos and sequences.
3. Visual enhancements for prettier look.
4. Buffed Empire and rebalanced Wizards / Mandalf.
5. Additional Empire AI buff.
6. Added starter units to Empire.

Hope you will like this version. It should be more interesting and challenging.
Green.Sliche  [author] 28 Aug, 2018 @ 11:12am 
Converted map back to 1P scenario due to technicall issues and limitations of WFTO Editor/Game.

Moved Player's Core to the center for better expansion / map management.

Map is now available from Scenario Menu as it was before.
Green.Sliche  [author] 28 Aug, 2018 @ 3:53am 
Additional tweak to phase timers for Empire. Minor error corrections.
Green.Sliche  [author] 21 Aug, 2018 @ 10:25am 
If you don't have a vision of the anchor target, it may look like the chain is attached to the room. In reality, chain is attached to a unit/structure instead. Simply scout more and you will find the chain anchor.

Regarding Warp Gates - you will get fast ending if you manage to destroy those Warp Gates before Enemy Core is appeared. If you fail to do that, there's no need to destroy those Warp Gates anymore ( other than completing the objective ) since their main purpose has been played and now your objective is Enemy Core and not Warp Gates. At this moment, you can get one out of two endings instead.

If you still wish to destroy warp gates rather than focus Core, simply put your rally flag right on Moongate. This will make them prioritize gates over the Core. If some units will go for Core instead, you can slap them away a bit, this will make them move to the rally flag's location instead.
gregored 21 Aug, 2018 @ 9:12am 
As to the warp gates, would there be a way to have minions attack just those, without attacking the core they surround?
gregored 21 Aug, 2018 @ 9:11am 
IN regards to the anchor chains, I had noticed that a few times, there were lines coming in to a room, and not seemingly attached to anything--is that normal?
Green.Sliche  [author] 21 Aug, 2018 @ 4:01am 
Minor bug fixing and typos.
Green.Sliche  [author] 21 Aug, 2018 @ 3:07am 
Rebalanced certain aspects of the map.

Now objective units are lot toughter, as well as new timer values for specific event.
Green.Sliche  [author] 21 Aug, 2018 @ 2:00am 
Regarding mana artifacts - those were meant to help player expand, however due to some balance issues, as I see now, their presence doesn't deliver significant impact yet. I'll resolve this as well.

Regarding units - I haven't touched this so I don't think something is wrong on my end.

If you are curious about other endings on this map, I suggest waiting for a bit, you'll be very surprised how things will turn out.
Green.Sliche  [author] 21 Aug, 2018 @ 2:00am 
Thank you for playing it.

First, this map map 3 different victory conditions - meaning there are 3 ways of completing it. Destroying 9 Warp Gates before the Event is one. Destroying the Core is another. The third one takes some time to happen, but it's the hardest one to achieve. I'll do quick revision of the map and probably consider buffing some stuff since I believe the first victory condition is too easy to achieve.

Regarding the barriers - your targets are displayed on objective list. I haven't provided the names but I'm quite sure it's very easy to guess who they are. Additionally, there still are anchor chains coming from inhibitors and moongates, all you need to do is to look at unit that has an anchor chain attached to it but no barrier around. This means the unit is an anchor and the starting point of the chain, so it should be taken down first.
gregored 20 Aug, 2018 @ 11:15pm 
I finished the map, but still have some questions. There are 9 warpgates around the enemy core--yet one of the goals is to detroy the gates--what reason would there be to destroy the gates when the core can be destroyed? Also, this is another one of those maps with all the protected Inhibitors, but you provide no hint as to what to do to, or what enemies need to be defeated in order to take down the barriers. On this, as on some others, I have no idea how to defeat the barriers, or the shielded enemies. Also, since mana vaults are available, the artifacts of additional mana do not really serve any purpose. Finally, even though I captured several portals, I was not regenerating lost minions. Overall, it is an interesting map, but the number of enemies is quite overwhelming
Green.Sliche  [author] 20 Aug, 2018 @ 11:26am 
I had this one in mind long time ago and decided to do it before taking the rest. This surely will be my last Scenario map for this year.

As always if you have any question or need help, feel free to ask. Good luck and have fun.