War for the Overworld

War for the Overworld

The Frozen Shores v2.22. Difficulty : Above Average - Very High.
29 Comments
Green.Sliche  [author] 24 Apr, 2020 @ 7:44am 
Updated to version 2.22.

Improved post-victory on-click detection mechanism. Now it should trigger only when player clicks on own Core and nothing else.
Green.Sliche  [author] 18 Feb, 2020 @ 12:30pm 
The Punishing Party comes when you destroy all inhibitors. If you kill all bosses, another punishing pack will come at you. The Announcer shall come out ( Large Blue Letters ) which will notify player that someone is coming. Usually it can't be missed because it's on top of the screen, below the UI bubble and has the highest priority. It should also override existing notifications ( such as unit being killed, potion completed and so on ). In your case, you probably did something else that managed to trigger another notification, or it probably was a bad timing and it got overridden by another notification, like shrine claim event, which also uses notifications. In case like this, I'm afraid I can't do much because it will still happen if player is unlucky since it's all about timing and WFTO doesn't handle such stuff too well if it goes out of intended sequence order.
Observer 18 Feb, 2020 @ 9:03am 
As far as I can tell on Hardened, there's only the one attack after all the inhibitors are destroyed, and it happens immediately after the final one goes down, and unless you know where they come from in advance, you get surprised.

I don't think you understand what I meant; there are so many achievements that they crowd the space where the notifications are (at least for me) so that only one notification appears at a time - if a lot of actions are happening at once (fighting or potion crafting for example), it's easy to miss where the shrine takeover is happening.
Green.Sliche  [author] 18 Feb, 2020 @ 7:56am 
Updated to version 2.21.

Added a fix for logic error in influence-based victory condition. It should now work correctly and no longer get looped.
Green.Sliche  [author] 18 Feb, 2020 @ 7:43am 
There should be an announcement before any enemy wave attack ( large blue letters on top ). If paid attention, you won't get caught off-guard. The wave always starts at enemy dungeon core area. Also major achievements, such as K.O of all objectives of specific types are updated and displayed in objective box.

Regarding the shrine claiming mechanism, there's new objective displayed which indicates that Shrine Claiming Phase has been entered. Also when shrine is selected, a notification is played and the shrine tiles are being flashed. Initially I thought of using the tile change mechanic but it was messy and currently there's no way to make AI build a bridge in specific place or direction.

I will check the Influence Victory settings on Hardened Mode, maybe there's some script logic error. It's easy to fix.
Observer 18 Feb, 2020 @ 7:24am 
Nice trick with the shrines, by the way - although it does seem like a bit of a cheat to arbitrarily introduce difficulty once the player has cleared an area, and it took a few times to understand how it was done; once I realized it was always the same tile, I put a cannon trap down and walled off everything else. Maybe show a message like "There seems to be a sudden surge of energy around 'X' shrine!" or something - given that the notifications and objectives have to share space on the same side of the screen, I would oftentimes hear the generic "enemy claiming shrine" message but have no clue where to look.

Finally, you may want to disable the shrine point updates once a victory condition is reached - I won by points, but got into a loop of seeing the final cutscene, then receiving a notification that I had gained points, and then seeing the final cutscene again , and then another notification, and so on.

Once again, good map.
Observer 18 Feb, 2020 @ 7:23am 
Alright, so I finished on Hardened Mode, and your strategy did help; I was panicking a bit my first few tries because of the combination of the powerful roaming enemies and the seeming randomness of the shrine captures, but once I got into the groove of things and built up my forces enough to start raiding the outposts, I found that the combination of defeating key enemy units, destroying inhibitors, and eventually capturing shrines did the job. Good work on the map, all told.

That being said, I do strongly recommend giving some sort of warning and a heads-up on what will happen when the final inhibitor is destroyed - perhaps adding a countdown timer to the objective list and maybe a warning that a major attack is incoming; as it stands, I didn't realize I needed to recall my minions immediately if I had any chance of repelling the attack, and it took a few reloaded saves before I could even tell where they were coming from.
Green.Sliche  [author] 12 Feb, 2020 @ 8:54pm 
v2.2 has it fixed. v2.0 does indeed have this problem. It's a pity since I originally wanted these units look special by being bigger but as always, WFTO screwed me up once again so I had to go the safe way and keep them at 1x size instead.
synthprax 12 Feb, 2020 @ 8:50pm 
I suspected you hadn't intended for shadow or dwarven arcanist minions to bigger than the map itself. LOL. I've seen this bug in a few maps. It's irritatingly hilarious. I believe your last update avoids the problem.
Green.Sliche  [author] 12 Feb, 2020 @ 2:26pm 
They should be 2x normal size at best. I removed the multiplier from re-spawnable units so their size is always 1x. If you by any chance got a unit that is too large ( bigger than 2x ), let me know and I will quickly fix it. It's WFTO bug btw.
synthprax 12 Feb, 2020 @ 2:09pm 
The giant minions, did you make them on purpose? Like 10,000% larger than normal?
Green.Sliche  [author] 9 Feb, 2020 @ 11:40pm 
AI picks a random shrine during the later phase so chances are it won't get a good shrine first. The cooldown between shrine attack is 400 seconds and AI starts doing that at one hour mark.

By claiming certain shrines ( middle and up ) shrines, you can start getting the periodic bonuses of influence points, hence avoiding influence-based defeat.

I'd say going for shrines on the right, you can get a better ground ( once you claim vision shrine and helffire shrine you will be getting terrors and dwarven arcanists ) and progress forward. The only difficulty I've found was during early stage, but with proper sins ( prophecy, totem and other means of scouting ) and having properly walled dungeon, there shouldn't be much of the problem.
Observer 9 Feb, 2020 @ 10:31pm 
You might need to tweak the mechanics for when the enemy captures a Shrine, such as just having the flat point reduction at first, then have the gradual ticking after the player has destroyed a number of inhibitors. Since there are so many high-level roaming enemies on Hardened, the only way to survive at first is by crawling along the bottom of the map a bit at a time (which is fun, don't get me wrong), and since all the shrines are at the top of the map and need to be dug out anyway, it goes from hard but fair to just about impossible.
Green.Sliche  [author] 9 Feb, 2020 @ 9:51pm 
Thanks. The map took 5 days to make, script and test so I'll probably take some rest before trying something new. Maybe I will update existing scenario maps instead and add some new stuff there.

Thanks for giving this map a try. It has 3 difficulties to choose from so maybe you could give the hard one a try. I'm curious if it is manage-able enough or I overdid it a bit.
Captain1nsaneo 9 Feb, 2020 @ 3:50pm 
Nicely done map with a ton of scripting, took my 4th try and then 4 hours on standard difficulty.
Looking forward to seeing what you can do with a smaller map.
Green.Sliche  [author] 9 Feb, 2020 @ 9:41am 
Sorry for inconvenience. WFTO was never reliable, but this 2.0.7 version feels like rock bottom of 2.0 patch series.
Observer 9 Feb, 2020 @ 9:36am 
...and after uninstalling 2.0 and installing 2.2, the Impenetrable Rock glitch appears to have disappeared. Very frustrating, but I'll take it.
Green.Sliche  [author] 9 Feb, 2020 @ 5:29am 
Updated to v2.2

Corrected a fix for Inhibitor bug. It should work now and stop killing own units instead.
Adjusted certain party unit's size to prevent the creation of oversized unit in longer sessions. ( WFTO Bug ).
Added some changes to scripts to ensure the proper tracking of objective kills.
Green.Sliche  [author] 9 Feb, 2020 @ 12:00am 
Updated to v2.1

Added a fix for gold stone shrine. It should no longer be ''destroy-able'' anymore.
Added a fix for inhibitor claim bug. Now if you managed to claim an inhibitor somehow, you can destroy it by simply clicking on it. This should also remove a shield from a unit that has it attached.
Green.Sliche  [author] 8 Feb, 2020 @ 11:26pm 
The inhibitor claiming is another WFTO related bug, worth being ticketed. I will an option which should allow you to manually kill inhibitor if you have it owned by slapping it.

I will release a hot-fix shortly.
Captain1nsaneo 8 Feb, 2020 @ 11:20pm 
Broke the map by being able to capture the inhibitor in the bottom left corner making an enemy hero unkillable.
Green.Sliche  [author] 8 Feb, 2020 @ 8:34pm 
Yep, or could be a save / load bug. Could you report it to devs? Maybe a miracle will happen and they will address the issue. I tested map myself and it worked correctly with all stuff so it should be generally fine.
Observer 8 Feb, 2020 @ 4:17pm 
Ok, created a fresh save after choosing Hardened Mode and doing nothing else except for watching the intro cutscene, loaded it, and one block to the left of the starting gateway was an Impenetrable Rock instead of the ice block, so it seems to be a glitching issue with the game not "remembering" what each block is supposed to be - likely a glitch in the game.
Green.Sliche  [author] 8 Feb, 2020 @ 9:53am 
I tried on my end and it worked just fine. Probably got glitched on your end. Try restarting WFTO, it should help.
Observer 8 Feb, 2020 @ 9:51am 
It's the first one, immediately north of the Dungeon Core surrounded by ice blocks (nice bit of creativity there, by the way). I'm having difficulty replicating the glitch, but I do have a save showing it, if that's any help.
Green.Sliche  [author] 8 Feb, 2020 @ 9:41am 
Could you clarify which one it is? I'm not sure I understood which one is glitching out.
Observer 8 Feb, 2020 @ 9:39am 
I'm encountering a situation where the lower-right hand block that makes up the first Gateway changes (defaults?) to an Impenetrable Rock, causing the gateway to disappear and not function once claimed.

I've noticed the same thing happening in Oriental Treasures 2.0, if that gives any insight.
Green.Sliche  [author] 8 Feb, 2020 @ 4:14am 
Wish WFTO editor was less pain to work with and wasn't buggy. Guess I squeezed everything I could out of it without breaking the map itself. Hope it works well on your end too. Good Luck and Have Fun.