War for the Overworld

War for the Overworld

Kasita's Gilded Rise - Intermediate Campaign
53 Comments
5chneemensch 31 Mar @ 7:54am 
Incredibly easy. Incredibly frustrating to sim due to maps full of holes and lack of Replacement Earth. There's like 3 or 4 maps that gets you rushed/constantly harassed (with low levels) and otherwise it's completely passive. Even the last level is easy. Mira cannot die anyway and the rush from Rhaskos can be defended if you quickly tech to your titan. After that they cannot recover.

Like it is currently, people wouldn't miss out if they skip this.
Chayat 28 May, 2024 @ 6:31am 
Surely level 3 is bugged? from the point the heroes start coming it's just a constant stream and there seems to be little point in fortifying like the narration says because passages are magically opened up through the walls.
Bobby Hingsen 21 May, 2024 @ 9:01am 
I'm on lvl3 now and having a blast. This is the best campaign i played so far. No quite easy but not devastating either so you can enjoy.
Dismellion 31 Mar, 2024 @ 10:57am 
Found few bugs on Level 5:

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.
Padelboot 23 Oct, 2023 @ 3:27pm 
Finally got around to start playing this campaign properly and I like it so far. A bit slow at the start, but I do like the challenge of not having gnarlings in the beginning (as I almost always have a 7x7 barracks for the purpose of getting 9 of them at least). One thing I want to note though: Level 3 states that you can use replacement earth to close off holes, but it is never available. Additionally the description for that level estimates 40-70 minutes, while the Lord of the land attacked at roughly the 30 minute mark and was slain shortly after. Was he supposed to do his final attack much later?
Csimbi 16 Aug, 2023 @ 2:49am 
Fantastic campaign, highly recommended!
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!
CodeKiller 27 Jan, 2023 @ 1:00am 
Too bad a lot of levels are "useless". you kill a guy wandering on the map, you win... 50% map explored, at max... Level 8 for example, don't even have time to explore, you win without doing anything. Same for level 7 I think.
Korvek  [author] 27 May, 2022 @ 8:46am 
Yeah...I may have forgotten to update some of the descriptions. Thanks for mentioning the HoG requirement for sentinels, I was unaware. I will add a small caveat on the steam page but I cannot update the ingame one directly without playing with the editor which is usually more trouble than it is worth.
Magefsx 27 May, 2022 @ 7:04am 
I just bought the kasita DLC to check, and sentinels are now available in level 5. May be worth popping that caveat in the campaign description. Time to continue .. I Love GoooOOooold
Magefsx 27 May, 2022 @ 6:56am 
w.r.t previous comment, I saw the lack of sentinels has been mentioned before. Like them, I also do not have the kasita dlc
Magefsx 27 May, 2022 @ 6:53am 
Hi Korvek, I've been playing through the well-made campaign and have come against a few inconsistencies. Some exaples: in level 2, I could build bombards despite instruction to the contrary. In level 3 the replacement earth construct was not available. In level 5, I could not unlock the sentinel tech. Also in level 5, once gateways had been destroyed and claimed, they would still spawn empire units - not sure what I'm missing there.
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!
Korvek  [author] 17 Jul, 2021 @ 2:57am 
Him dying should end the level. In order to fix Reed's issue I forced the level to end more easily than usual (I gathered a level which ends too early is better than a level which ends too late). Was this the result of a save/reload?

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.
Snow 16 Jul, 2021 @ 9:44pm 
I had the opposite problem to Reed... Just beat level 8... hadn't seen half the map. He attacked me alone the first time, ran away, about ten minutes later, rushed me, died, and the level ended immediately, even though I hadn't finished any of the other objectives. Also noticed you give the fool's gold potion early, but never give the replacement earth construction. Notably on the level you get it in, level 6, there's almost nowhere to even use the thing that's useful.

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.
β?¿Яeed 26 Jan, 2021 @ 9:53am 
Level 8 Issue Update: I restarted the level. I was building basic rooms when the first raid happened. I killed a Juggernaut and never saw Lord Goldenblade. The "A little help/...has escaped" dialogs began and continued over and over. I waited a while and it continued. I saved and exited. Mostly I wanted to post this because I said "went into a loop" in my previous post. I don't actually know that is what happened. It happened again after restart under different conditions.
Korvek  [author] 26 Jan, 2021 @ 9:51am 
That would be useful. I will send an add, it would be easier to see it in action. I also realise I forgot to look into level 9 as promised so I will do that soon.
β?¿Яeed 26 Jan, 2021 @ 8:02am 
I just ran into a problem commented on earlier. In Level 8, the Lord got himself killed early on, long before I could access the Golden Temple. He escaped but I found him again in the South West of the map and my troops killed him. (I assume that is where he escaped to.) At that point, the "A little help Kira? / The Lord has escaped" dialog started looping. I took a break and reloaded later and the looping messages stopped. I completed all the tasks, destroyed the golden temple. I finished clearing almost everything on the map and could not cause the final condition to trigger the end of the level. (I can't kill him because he is already dead and decomposed.) I think can recreate the situation from autosaves if need be.
Schmarg 27 Dec, 2020 @ 4:14pm 
This campaign's fantastic! Seriously pro work. I loved the "close and personal" feel of the first few maps especially, and I really appreciate the creative re-use of spoken lines. Thanks so much for making it!
Honestly though 11 Nov, 2020 @ 2:39pm 
thanks a bunch :)
Korvek  [author] 11 Nov, 2020 @ 1:43pm 
Alright, within the next few days I will look into it. I am busy tomorrow/day after but should be free after that.
Honestly though 11 Nov, 2020 @ 1:37pm 
Unfortunately I did not save that run, I kinda ragequit because most of the attacks were coming from impenetrable rock a few rooms from my base, so I had not much space or foresight to design defenses against it. If it's any help, the bugged perception shrine was the one closest to the player's starting position, and all but the bottom right tile were removed.
Korvek  [author] 11 Nov, 2020 @ 1:18pm 
Hm. It may be related to the "Set block" bug which cropped up last patch and messed a few things up. Is it possible for me to see a screenshot, video, or save file? It is difficult to diagnose the problem based on this because it has always worked fine for me. Regarding attacks, some tiles are unclaimed to ensure they can reach the player's core. Attacks usually have a voice line, announcement, and even a minimap ping. The idea is to test how well you have prepared. A screenshot/video/save file would let me see better though.
Honestly though 11 Nov, 2020 @ 9:28am 
On the stage with Rhaskos (where you unlock arenas) I am being continuously telefragged. large raids spawn from impenetrable stone in my base and random tiles of mine are unclaimed in the process. They aren't being claimed by the enemy, just removed as if I sold that particular tile of the room and unclaimed it. This is really frustrating and I just gave up when a telefrag happened outside of my dungeon and "unclaimed" 8 out of the 9 tiles making up a perception shrine, turning those tiles into buggy void. Even without the bugs/unclaims. Instant attacks from impenetrable dungeon walls with at most 5 seconds of warning is not exactly fun. Everything up to this point was really neat tho.
couscousdelight 6 Sep, 2020 @ 7:18am 
Finish level 20 yesterday, it was excellent, well done.
Korvek  [author] 12 May, 2020 @ 5:32pm 
I will look into what you mentioned. For the most part, this is a case of outdated descriptions. The witch doctor ability was changed (if I recall correctly) but it seems I forgot to update the level description. I likewise made some level design changes. Previously it was only possible to use the oculus because the oculus was pretty weak (this was to make things more challenging). When updating to 2.0, I decided to remove this restriction. I meanwhile removed replacement earth as I had learnt it could be used to cheese enemy waves and break levels.

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.
The AntQueen 12 May, 2020 @ 5:18pm 
I found the behavior of the golden weavers on this and the next level pretty weird. they make a beeline for enemy gateways, and return to protect the dungeon core if the gate way was destroyed. It seems to me the intent is for the player to have to attack with them or just accept them as free damage on enemy units. However, there are several easy ways to prevent them from attacking, like putting them in a rally group, surrounding them in locked portcullises, or repeatedly recalling them. I think they should either drop the attacking enemy location thing, or make it where the player can't prevent their attack, perhaps by making them an allied side instead of the player's own minions


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 AntQueen 12 May, 2020 @ 5:17pm 
level 5: the narrator repeated the sentinel description every time I built a sentinel. I'm pretty sure I could repeat verbatim now.

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.

The AntQueen 12 May, 2020 @ 5:17pm 
Hello Korvek,

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.
Korvek  [author] 8 May, 2020 @ 12:24pm 
Hm. Perhaps I could see a screenshot or save file? Maybe you could show me via broadcast?
thaisia_b 8 May, 2020 @ 11:36am 
I destroyed everything on map =(
Korvek  [author] 7 May, 2020 @ 2:23pm 
It has been a while since I played. I think you win by destroying the inhibitor or gateway. Check the map (likely near the north).
thaisia_b 7 May, 2020 @ 1:11pm 
Hello.
I can't pass 8 level, killed Lord, but goal to defeat still active (
Korvek  [author] 11 Apr, 2020 @ 7:55am 
Update:
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.
Korvek  [author] 29 Mar, 2020 @ 8:06am 
Hello, level 5 used to be destroyed using a trigger before the MightyScript system was added. It seems that MightyScript broke the old trigger and made the gold shrine unreachable. I will look into fixing it soon. I will also look into the sentinel issue Jr. Baskerville mentioned.
frigorifica 29 Mar, 2020 @ 7:45am 
How to destroy the brimstone to reach the gold shrine in level 5???
Get me out! 12 Mar, 2020 @ 5:52am 
Hello.
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! :)
Korvek  [author] 3 Dec, 2019 @ 6:00am 
Hm..

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.
xika 2 Dec, 2019 @ 10:21pm 
thanks for the great campaings. some minor things i have noticed:

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.
Viconia 21 Nov, 2019 @ 6:16pm 
Got it -- I restarted the level and kited the Colossus to an area with no gold, then easily took him out. I then completed the remaining levels, finishing lvl 20 last night. Fantastic! Love the choice system and interesting dungeon layout restrictions (islands, impenetrable rock, etc.). I did this campaign in sequence right after the beginner campaign and it was a nice ramp up. Thanks again for all your efforts!
Korvek  [author] 14 Nov, 2019 @ 3:22pm 
Ah. That sounds like the colossus bug. I have already ticketed it but it shall not be fixed for a while. As I understand it, there are two problems:
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.
Viconia 14 Nov, 2019 @ 1:07pm 
Great campaign, really enjoying it so far. However in lvl 12 (?) the one where you have to kill the colossus, I think I've hit a bug. I have a massive army of lvl 10 creatures, all other enemies are dead, and we are unable to touch the colossus health pool -- its just stays at 20K 99% of the time with 1% occasionally popping down to 18K for an instant then immediately popping back up to 20K. The game also goes from running smoothly to a slideshow the section the colossus is discovered (the first moment he's visible onscreen) and continues that way through numerous loads and full reboots. Not sure what to do -- I'm stuck in the campaign until I get this guy down. Any suggestions? And thanks again for a super fun campaign!
pupqy 13 Oct, 2019 @ 5:46pm 
Hello, I just wanted to stop in after finishing the 4th level. I really like this add on and appreciate all your hard work. Thank you very much and I hope we can see more in near future!!! :cozyrealmroyale:
Korvek  [author] 9 Oct, 2019 @ 4:15am 
I am glad to hear it. The later levels, particularly levels 20 and 17 (I think), make use of a new choice system. For me, that system was the greatest achievement in this campaign. I later used it to create my defence campaign.
Khaladun 8 Oct, 2019 @ 11:24pm 
Dude i have to say you are my favourite mapper/modder for this game. I'm halfway through this campaign after doing your other one, and everything you've release is just short of professional quality. Keep up the good work.
Korvek  [author] 6 Oct, 2019 @ 6:39am 
Glad to hear. ^^
DreadPirateRoberts 6 Oct, 2019 @ 6:02am 
Really enjoying this campaign, thank you!
Korvek  [author] 28 Sep, 2019 @ 2:39pm 
No worries, I am glad you like it.
thee.alemaozinho 24 Sep, 2019 @ 1:29am 
Hi, I haven´t played through all levels yet, but just wanted to thank you and congratulate you for making such amazing levels. Balancing, level design, all tip top! Thanks for making this game last longer. If there ever is a WftO 2, you should contribute to their campaign.
Korvek  [author] 9 Jul, 2019 @ 1:26pm 
Replacement earth is something I had to ban because players can use it to wall up their dungeons and break attack triggers.

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.
Meal Team Six 9 Jul, 2019 @ 1:15pm 
hi there! I finished all of these levels in scenario mode already during the weekend but I will play through them all again in campaign mode just because.. did you make any last minute changes or can I expect everything to be just the same?

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!
Korvek  [author] 6 Jul, 2019 @ 1:44pm 
Let me know how it goes. ^^