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Improved post-victory on-click detection mechanism. Now it should trigger only when player clicks on own Core and nothing else.
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.
Added a fix for logic error in influence-based victory condition. It should now work correctly and no longer get looped.
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.
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.
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.
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.
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.
Looking forward to seeing what you can do with a smaller map.
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.
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.
I will release a hot-fix shortly.
https://support.brightrockgames.com/communities/1/topics/4998-impenetrable-rock-appearing-in-level-after-reload#
I've noticed the same thing happening in Oriental Treasures 2.0, if that gives any insight.