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Like it is currently, people wouldn't miss out if they skip this.
1. The prince (main objective) somehow decided to run outside the middle castle directly into my hands somewhere north-west of the map. He died a pathethic death.
2. Empire gateways keep spawning parties even if destroyed and captured.
I also noticed that the killing the one guy ends quite a few maps too early.
Some additional objectives/triggers would be nice.
Despite of that, it's one of the best campaigns there is.
Thanks!
I'm also finding that heroes come out of their strongholds, occasionally on their own, to do battle (seen in level 5 and 3 so far).
It's not gamebreaking however, and I'm looking forward to the rest of them. Thanks for the campaign!
Yes replacement earth sadly breaks entire levels and scripting. If it is placed in the way of waves then they effectively stop working. Transmutation is not that great, I just give it because it is Kasita-themed. I will be honest, the potion is barely worth using. The only place where I recommended it is when an AI is playing due to its micromanagement. If you observe the AI you will see that it uses what we called "transmutation chambers". Outside of this the potion is borderline worthless sadly.
No worries, glad you like the campaign.
Also just want to say, absolutely love the creativity in your campaigns. The maps are always interesting, and the difficulty curves are just right. They unfold features really well, and target nice themes. They feel more like DLC than mods. Thank you for the work. Really scratches my dungeon keeper itch.
I will look into the other things such as gild and enemy spawning.
For alternative feedback, it may be easier just to add me and message directly.
Despite some minor issues, I am really enjoying the campaign :). I'm excited to see what future levels will bring.
Also, I feel like I should find an alternative method to leave feeback because of comment character limits
the empire gateway next to the gold shrine kept spawning empire patrols even after I destroyed and claimed it. It was pretty annoying since the patrols were large enough defenses alone couldn't clean them up and it prevented me from safely mining the gold shrine
minor thing, but it was annoying not having access to the gild spell, meant that I had to drag and drop gold if I wanted to heal me sentinels. Not sure if this was intentional.
I have been playing through this campaign the last couple of days, I have only played up to level 5, but I have noticed some oddities I think are worth reporting. I need to break it up into multiple comments due to comment length.
level 3: the level description mentions plugging up holes with replacement earth, but you don't get this aspect in the level
minor detail: the level description says to level up witch doctors to unlock their revive ability, but this is incorrect. the witch doctor has revive from level 1, and level unlocks their invigorate ability, a powerful damage/movement speed buff.
level 4: After mining out the quartz near my base, I found a very long tunnel that just lead to an empire underminer. Is that an easter egg or something? I was expecting to find an artifact or enemy units.
the level description says we only get oculus, but we get skargs as well during the level.
I can't pass 8 level, killed Lord, but goal to defeat still active (
Level 5 - Replaced the brimstone leading to the gold shrine with sand. The brimstone was part of an old trigger system which became obsolete with 2.0.
I was able to unlock sentinels and build them, so I do not know what went wrong.
I'm well on my way to have completed Level 5, and have noticed 2 things so far.
1) You get to construct Sentinels on this level, yet I'm not able to construct them or even unlock them in the sins of evil tree.
2) At the far east of the map i noticed a shrine (you can hear it) with brimstone which have to be detonated for access, but there is no underminer? Or none to be unlocked.
I dont know if it's a bug or because i dont have the DLC for kasitas original campaign. And i have also tried saving and reloading the map to no luck.
But so far i love the maps you've created, so thanks alot for the work thats been put in to make these maps and keep up the good work! :)
1 - Patrols are broken currently. I am waiting for the next patch to fix them.
2 - I do not know why this is. If it happens at all, it should only be on the level they are introduced.
3 - I am not sure what is meant by a 'flavor voiceover'. Payday should not trigger any special lines though. There is a possibility that the voice lines were timed (or that they played because of an objective was completed) at roughly the same time as payday.
1) all golden weavers in level 5 and some in level 6 seem to be stuck in a patrol command. the only way to get them to stop moving to whatever target is engaging them in combat or rallying them.
recall, assigning to training room, ... doesn't do anything.
2) every time you finish constructing a sentinel in level five the voiceover explanation is triggered.
3) in some of the early levels there was a "flavor voiceover" each time right before payday voiceover, not sure if this is intended.
1 - The colossus receives a lot of health simply by destroying an enemy unit.
2 - Excess gold, likely created by killing plenty of previous units, gives it an insane health pool which has to be depleted.
Since I have not heard a like problem before, I can only hope it is uncommon. I can see two ways to bypass this issue.
1: Skip the level and play the campaign via my collection https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1138443236 .
2: Use god mode (if you have it) or I can tell you how to use the console to kill off the colossus.
Regarding the eternals...that is possible....it is also possible that I did not set it correctly. ^^ I am hesitant to make edits though given how glitchy the map editor is.
The campaign is exactly the same as the scenario maps. If you want something different, you could play a random series of survival maps I am currently working on.
I am glad to hear that you enjoyed the campaign though lol.
overall I think you did a great job with this, the only issues I had so far was a lack of replacement earth and spirit worker potions until later levels.. but thats more of a personal preference I guess :D
another more serious problem I had however was with level 15 or 16 I think when you have to kill 4 eternals, the game ended in victory after only killing two of them (bottom right and left) but that might be something caused by me saving/loading the map.. I will let you know if the same thing happens again in my second run ^^
I never really appreciated witchdoctors before but now I do ^^ overall I think you did a great job with this, Im looking forward to play more of your content in the future!