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Fixed broken shield and spawn scripts in level 8. For some reason those scripts didn't have correct targets marked and were not working correctly. The bug did not have any impact on completing the level itself, just bunch of things were not doing things they were supposed to. This issue has been fixed.
How long have you been playing the level? Also do note that in some cases upon Save / Load, some scripts may break. This is WFTO related bug which I'm afraid I cannot fix.
These days I wait for people to play and report the bugs if there are any. Once I receive report, I do my best to apply a fix. It may look like I'm lazy but I have way too many maps released and simply can't go one by one and apply the same fix everywhere if there is no need for one.
I'll add it in level 7 since you say there is such problem.
Added additional shield remover parameters into the system for levels 7 - 10. Previously those levels had this system applied only to the Boss Unit, but not to the specific workers or Core itself. Now they cover entire chain of objectives in these levels.
I captured everything, kiledl all possible enemies but there are still units, shard and core with shield... Meaning not possible to win even with cheat, as you cannot kill shielded unit...
Good job... Again, would be great if some test their map before publishing them...
Or publish a walkthrough for each map.
"Added a safe script for Core Shield Removal for level 9."
yeah I guess you do not do that for map 7...
To see that it is easy, trigger the script for core destruction (just spawn a new one anywhere and destroy it, script will trigger), and still, map does not end...
Adjustments to scripts in lvl11 and lvl12. Lvl12 has units that guard neutral shrines rebalanced. Reduced the number of Nether Shrines owned by Empire. Some changes inside Empire Base structure.
Added a safe script for Core Shield Removal for level 9.
I checked inhibitor guardians and there is no problem with them on levels before 11 and 12 since the guardians here are different and do spawn correctly. No 50% health shields are present in levels as well.
Reduced size of certain special units on later levels to standard 1x to prevent oversized spawns.
Added additional shield removal scripts. Updated Crystal Guardian with more reliable Boss. Re-adjusted shield anchors for crystals and core shards on later levels.
Replaced broken crystal guardians with working ones. All levels are now unlocked for player selection, feel free to skip any you wish.
I haven't touched it for the very long time but I don't remember issue with unlimited army. Shields on inhibitors can be destroyed by killing the anchored units.
If you struggle on Standard Difficulty, there is Simple one that gives more time and other bonuses to the player, making levels much easier.
To be fair, I had plans to revise the campaign in terms of difficulty but currently Editor has some problems and loading this campaign might result into it breaking entirely. If by chance devs release a patch, I'll try adjust bunch of things but for now, my options are very limited.
Shame.
There could be a chance that a boss named Gregor Valench is not spawning, he is guardian of Inhibitors. If so, it's WFTO bug that must be fixed by devs.
WFTO in it's current state is very buggy and script-heavy levels tend to break after long period of time or when they are loaded from the save file.
The best way to play is in one go within first 2 hours. Playing any longer might result into problems you have described.
I suggest trying to start harassing AI sooner if you can. You may also try Simple difficulty as it will give you more time to prepare and launch an attack than Standard. Do note that AI is set to Passive Difficulty from the start, that is period of time where you can start doing some damage.
Added extra shield removal scripts to every level to prevent situation where bosses would not lose their protection when all conditions were met. Additional shield scripting for level 11 and level 12.