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1. Rebalanced AI buffs. Now AI players will be getting less units which should help with FPS issues.
2. Buffed Empire's Bosses. Replaced broken Boss 3 ( Inquisitor ) with Bard Boss.
3. Introducing new Enemies : Wraiths. They will start coming in pack of 5 after first boss's spawn and will respawn when killed every 60 seconds. They will also be receiving buffs every 4th wave. Watch your walls! These enemies will enjoy destroying them.
1. Corrected map's description to match actual gameplay changes.
2. Buffed Empire's Balista a bit. Should be better at punishing invaders.
3. Nerfed Emperor's armor significantly. He is still strong but now more manageable.
Assume the ballista does less damage than what is required to kill a Colossus or higher level Sentinel in one shot? It was very hard to make out what it was targeting(especially since model and aim point doesn't match up properly), but I did not see anything dying around it and there was gold-spam going off rhythmically which I assume was to repair damage from the ballista.
This was with 3 master AI, 2 defenders and 1 standard if I recall correctly.
Regarding Wave timers - after every 5 waves, the timer is increased by 10 seconds ( it starts with 60 seconds ). Boss Wave and Wave after boss have separate timer which is even longer and has bigger breathing window. I experimented with time values and figured that setting it even higher will simply drag the game over the 2.30 hours time cap, and as you know, the longer the game lasts the less stable it does become. Making timer smaller will make it even harder for both Human and AI players.
In other words, Difficulty Modes ( Modifiers ) will offer more flexible options in future. For now, I fear I can't alter timers due to very fragile map balance.
Only massive, glaring issue is that there is barely any time between the waves. We also played Onslaught from the DK2 maps, which had small but dangerous waves, but you're able to destroy the spawn portals so it's not too challenging.
Any chance you could make a version that is a bit easier or with harder waves but more prep time?
Do note that Chunder Wave is special one but also contains only 10 units each. Also most chunders are melee so you can kite that from range. Golden Chunders, Mandalf and Emperor are last waves and require player do everything possible to keep those busy / away for as long as possible. I'd recommend experimenting with various trap combination, also spam lighting and shockwave ( Incantation Shrine allows such thing ). Also try doing hit-and-run tactics using range units like screechers and restless spirits. There are many ways to deal with those guys, try experimenting with stuff.
For now, you could actually try to stun-lock them using Storm Vortex. There are bunch of other ways to deal with those guys but I'm not revealing this. :3
So yeah, you really need to debuff those last few waves quite a bit.
Up until that point though it was great. :)
Feedback is welcome, as always.
9. Corrected broken scripts which were supposed to provide buffs to Equlizer and Punishers. Those are now more flexible and working correctly. Also fixed lots of typos and minor errors.
10. Updated Empire Clean-up mechanism so it cleans up EVEN more of empire units when player is defeated.
11. Updated Victory / Defeat conditions once again. Now they all work correctly and as intended. 12. Losing the match now allows defeated players stay and watch the rest of the game. They can leave at any time they desire or wait until the match ends when all players are defeated. Also players leave a cute puddle of blood where their Core was present.
7. Added proper Shield effect to Dungeon Core, with core shards being anchors. Basically the way they should had being in proper Core Shards Mode.
8. Some visual restructuring inside Empire Base. This won't have any impact on gameplay though, just pure aestetics.
4. Added extra AI player buffs to ensure they can handle new Empire Wave Spawn mechanic. They are now doing much better and can even hit the last waves by themselves ( results may still vary though, based on personalities and some other random factors ).
5. Added new units to creature pool - Shamblers, Restless Spirits, Terrors and Screechers. Both Human Players and AI players can attract them now.
Important : Reworked the way Empire units spawn due to critical bug caused by WFTO Editor ( who would had guessed huh? ) which could prevent spawning of next waves or cause extreme overflooding. Now waves have fixated delay between each other and no longer require to be killed in order to trigger the next one. Since this change was made, the corresponding things were rebalanced to match the new map wave spawn mechanic :
1. Rebalanced power and speed values of all boss waves and special waves. Their values were reduced by 50% or more.
2. Rebalanced Empire Ghost Punishers. They now start at level 1 when only 1 core shard was lost and get a reasonable buff when 2 core shards are lost. No more level 10 Empire Ghost Units coming at players.
1. Adjusted Empire Clean-up mechanism to more reliable and user-friendly mode.
2. Added extra checks and measures for defeated human and AI players.
3. Added extra defeat condition and rebalanced existing ones to provide more correct ending.
4. Fixed a typo in Player 3's Core Shard count detection system. Now it won't get bugged out at 0 / 3 count.
I intend to keep map at this version until I get a chance to introduce difficulty settings. Once those become possible, I'll update map to 1.0.5. For now, this version works correctly and as intended.
1. Adjusted the mechanic that kills Empire's units when player is defeated. It should more reliably kill remaining troops.
1. Fixed defeat condition settings. This should prevent game from ending for everyone when someone is defeated in some cases ( especially in MP ).
1. Fixed broken unit scale values from 1.0.4. No more gigantic full-screen monsters clustering your view.
2. Fixed broken buff appliers to Punishers and Equalizer. These work correctly now.
3. Delayed Punisher wave to 300 seconds from 200. This means Ghost bosses will be attacking player upon the loss of 1 Core Shard every 5 minutes, giving player more time to recover.
4. Restructured Empire Spawn Area to prevent potential stuck-up of Empire Units or integrity issues of the Empire Castle.
The only thing I had to scrap is difficulty selection option, which will probably be my last update to this map ( apart from bug fixing when needed ) due to WFTO Editor not providing me the decent option. If this will be introduced, I'll add difficulty modes for people to choose from, meaning the strength and armor values of Empire's attackers will be defined by player on start. Till that, consider map's default difficulty as Normal one. Good luck and have fun.
As always, good luck and any feedback is welcome.
Differences from version 1.0.3 :
1. Fixed missing / broken mutators.
2. Reworked Empire's Spawn Zone area to prevent some issues like units getting stuck.
3. Adjusted AI buffs so AI performs even better.
4. Increased timer of punishers to 300 seconds. Now these guys come much later ( they were already quite deadly ).