War for the Overworld

War for the Overworld

The Mirror Campaign - Reversed Base Campaign
59 Comments
5chneemensch 24 Mar @ 2:02pm 
Level 3 has you play as Keeper, not as Hero.
erdholion 21 Jan, 2024 @ 2:51pm 
Quite funny to test. Nice work!
I would say that I get frustrated a lot of time, but I loved diving again in Wfto with a new perspective.
Thank you
Gary 31 Mar, 2023 @ 10:29am 
Is there some way I can open this in the map editor/campaign editor? I was on mission 4 or 5 or something but had to reinstall and lost my saves. Struggling to repeat past challenges and also kind of not fun to repeat the same missions instead of playing the new ones.
Gary 14 Oct, 2022 @ 12:18pm 
How the heck am I supposed to beat level 2?

Also, doesn't it make more sense to progress to the next mission if you lose? I feel like the campaign should progress whether you win or lose. Lol.
kgmi 30 Apr, 2022 @ 12:35pm 
Oh ok thanks I'll check that out.

I will try going for Mira early. I almost had her one try but Oberon supported her with his minions and I got too greedy with core damage and then its a pain to get minions to switch targets but thats just the game.
Korvek  [author] 30 Apr, 2022 @ 12:26pm 
I get that.

Just getting rid of Mira early was what I/playtesters did, and then Oberon fell after that.

If you like, you can always upload a playthrough, or I can watch you play a level if you want feedback. Alternatively, you can see if copying Biervampir's tactics (which is effectively the same as mine) work for you.

AI has stayed the same. Yeah, replacement earth was disabled for that reason.
kgmi 30 Apr, 2022 @ 12:19pm 
i figured, well these missions were never designed to be played as heroes

I will try and come back to mission 8 with different approaches.
Their ember spirits keep overrunning my defences and if I try to push 1 A.i., the other one supports by dropping minions to defend their core
(which is actually really smart play so little complain here.}

What was tilting me was the flyer harassment when i was busy defending or counter attacking in that level

For the room layout i m fine just biting my nails. I love using the wall ability to make rooms and always refrain from cheesing AI pathing, but if the scripting is at risk of breaking then that will have to do the way it is.

Maybe they buffed the A.i. since you buffed them on level 8
I am facing some really good plays, Oberon constantly re-builds his defences with barricades on top whenever I manage to push close into his dungeon, making him a tough nut to crack on
Korvek  [author] 30 Apr, 2022 @ 11:28am 
Hey thanks for the constructive criticism.
The map dimensions are exactly the same as the base campaign, which is what it is meant to mirror. It would likewise not be possible to change the room locations because that is the point of the campaign, to use the same base assets. Honestly, level 8 does not even need minion management, you can win just using bombards if I remember right, I had to buff both Oberon/Mira a few times to avoid them getting wiped out in the first couple of minutes.

I do agree with balancing though, the levels were much easier than they should have been but I decided to leave them that way since a level too easy is better than one too difficult.
Korvek  [author] 30 Apr, 2022 @ 11:28am 
Yeah, announcement spam with inhibitors is likely, but that is due to a bug with how announcements work. It can be fixed with more extensive scripting but truth be told, this part was not really tested since the underlords never reached the inhibitors when playtesting.

Below is a link to Biervampir playing the level.
https://www.youtube.com/watch?v=4SGeUr7VI_M
kgmi 30 Apr, 2022 @ 10:50am 
Some of these missions are terribly balanced, especially mission 8
the map is too big making minion management a micro nightmare
constant flyer harassment on inhib with announcer spam
constant pressure means you can never train up and the low level trash gets wiped out by ember spirits


locations make room design a nightmare.

I won the missions with speed potion cheese, didnt feel rewarding at all.
The fact that you have to push the core on your own every single mission is a stressful experience.
Marcus 4 Oct, 2021 @ 3:44am 
Thanks for making the campaign, I have enjoyed it.
Korvek  [author] 30 May, 2021 @ 11:34am 
The AI is pretty much disabled. I believe it is on pathetic. I used two Oberon factions. The AI which controls his units/base is pathetic/easy (increases to hard (I think) late in the campaign). The second faction controls scripted waves. These are the odd skarg/gnarling which get sent to your base.
littlel3g3nd 30 May, 2021 @ 11:19am 
What level was the AI just wondering because when i play as Marcus it is so hard to finish the level i am still trying to finish the level. I need some tips for the level please
Mic7 20 Sep, 2020 @ 2:20pm 
Ok, thank you for information
Korvek  [author] 20 Sep, 2020 @ 11:39am 
These are all fair suggestions but MightyScript does not let me do most of these.

1 - I cannot change the hand of evil. I can only work with the MightyScript's tools.

2 - It was intended more as a reversed campaign rather than purely on the human side.

3 - Not sure what you mean here. The campaign is ultimately the same buildings but just reversed.

4 - I cannot make custom voices. Again, MightyScript does not have this feature.

5 - I guess I could have added more. The thing is I was just using assets from the base campaign so adding more would no longer make it a reversal of the base one.

6 - Again, this is not something I can add with current MightyScript tools.

7 - I could definitely add random bonus levels as a future update.
Mic7 20 Sep, 2020 @ 11:21am 
Good campain, but it would look much better when some things would be improved.

1. The hand is still evil, need to be a human hand

2.Not all levels are playable at side of humans, some levels are still evil side

3.Defend buildings is the same as in evil side, would be nice to have different style of it

4.The voice is also the same as in evil, needs another voice more graceful

5.Needs more characters (there is not so many) with unique features

6.If it would have an overwiev map like in evil campain (where you can click on some parts of it), the level of enjoy would be much higher

7.Needs more levels with different scenarios (rescue the knight, interscept the delivery, spy missions, stealth missions and so on)
Korvek  [author] 14 Sep, 2020 @ 1:41pm 
No problem, your English was fine. ^^

Feel free to try out my other campaigns if those interest you.
Deutorian 14 Sep, 2020 @ 1:24pm 
Okey thats a good point. (Not the best for me, cause i love to build perfect Dungeons)
Oh and i don't do it in the first comment so. Ty to you Korvek and Kasrkin84 for the swett little experience. keep up the good work.

Greetings from Germany (sorry for the bad english) ;)
Korvek  [author] 14 Sep, 2020 @ 12:57pm 
Most players use walls to cheese the AI/waves. You can place them in the way and levels just break. Thus I quickly developed a hatred of them after seeing hours of work cheesed with this trick.
Deutorian 14 Sep, 2020 @ 12:55pm 
After completing the Reversed Base Campaign.

Its a nice little advanture. But why you decide that i don't buy Walls. I was so exited to Build a nice Empire Dungeon and then... My Dungeon is complete broken was "good rooms are" and i cant fix it cause i don't have the the permission to build walls.

Some Missions are really hard but overall really enjoyable.

Its a 4/5. (With Walls a straight 5/5)
Korvek  [author] 29 Aug, 2020 @ 10:15am 
The best advice I can suggest is to see how Biervampir did it. I just played aggressively and took Mira out within the first few minutes. If you know how to attack with defences, you can win very quickly. Below is a link to Biervampir's playthrough of the level:
https://www.youtube.com/watch?v=4SGeUr7VI_M
JKalata 29 Aug, 2020 @ 10:01am 
level 8 is basically impossible. Minions spawn far too slow, mana is extremely limited and there are no set defenses. I've tried about 5-6 times with various methods, using flames to hold off one side with defenses while I rush the other and the number of minions to get through is impossible.
LordofRoses 18 May, 2020 @ 5:06am 
Simply playing as the Empire is awesome!
Korvek  [author] 10 May, 2020 @ 5:32am 
For the most part, starting positions Heavily favour the player in this campaign. The AI (which is mostly on pathetic or easy difficulty) receives some scripted help just to make it somewhat viable (and even then, this is time-based and highly telegraphed). Below is Biervampir's video list. He has played through the entire campaign and uploaded how he did it:

https://www.youtube.com/channel/UC0pbnDU35TUQDg_TgPF3q2A/videos
tolaburke 10 May, 2020 @ 12:22am 
You don't realise how miserable the enemy positions are until you have to deal with it. Level 3 is UGH. God knows how it's going to be later.
Biervampir [AUT] 2 May, 2020 @ 8:56am 
Worth playing after you finished the main campaign.
It's playes like a full DLC of the Main Campaign

10/10
Korvek  [author] 13 Apr, 2020 @ 2:03pm 
Level 8 had a difficulty increase last patch because it was possible to just rush Oberon/Mira immediately. For gold, I always captured Oberon/Mira's gold. I also rushed Oberon's incantation shrine. The beast den is pre-built for them but is only 3x3/3x4 (I think only Oberon gets it too) so the maximum beasts amassed is between 3-5. I will look into adding bombards next patch.
Figaround 13 Apr, 2020 @ 1:54pm 
Continuing the previous comment (I had to split it into 2 parts).
Please add bombards the top and bottom of the main gate.
Also, when the mission starts, for more than a minute the game seems to freeze and disobey my orders (fps about 3 - 10), at this time the narrator utters his phrases, and for some time after the phrases the problem persists.

This is also a problem. It will be useful to immediately make my gates and goldshrines - I can not capture them immediately, the reason written above.
By the way, when they attack my inhibitor, there is only an audible alert. It will be useful to have a notification, which I can click with the mouse, and move to the scene. I have several inhibitors.
Figaround 13 Apr, 2020 @ 1:54pm 
Mission number 8 is too difficult, even at 50% speed. I remember that the empire in the original 8 mission campaign immediately had a defense (including bombards) behind the main gate, from above and below. I didn't have it, I had to set the bombards, and there was little money, few details (from the start of 0 combat creatures) and mana is also not enough (to create bombards for mana). :wftosad: My enemies attack from above and below. I drop my creatures, then return them with a spell, but it doesn't help. The enemy uses actively animals that are not available to me. Why am I inaccessible to the beasts - but the beasts are accessible to the enemy?
When I attacked, Oberon had Level 3 creatures and I had Level 1 or 2. I just don't have the ability to send them to practice regularly as the bot does, I have to defend myself and return creatures that are tired and sleeping.
Korvek  [author] 13 Apr, 2020 @ 12:43pm 
Alright, thanks. On my end the preview was broken since updating but as long as it loads fine for others I do not mind.
Figaround 13 Apr, 2020 @ 12:34pm 
On Level 3 (and all 7, what I passed), I can see the minimap in the mission list.
A usual picture (visible even without passing) can also be seen.
Korvek  [author] 13 Apr, 2020 @ 11:56am 
No worries. Does level 3 (The Marcus level) have a missing preview image now on your end?
Figaround 13 Apr, 2020 @ 11:28am 
Thanks for the answer. Later I won, although I did not notice the cutscene. In general, thanks for the interesting campaign and updates, I will continue with the update that you introduced today.
Korvek  [author] 13 Apr, 2020 @ 11:25am 
Belmorne's Pass? You can destroy Oberon once everyone is across (all five lords). There is a "cutscene" which shows this.
Figaround 13 Apr, 2020 @ 11:08am 
How to win a mission in which an empire squad goes to the portal (I don’t remember, level 6 or 7)?
I gathered a good army and sent to the enemy’s dungeons core. But it is invulnerable (I see a green glow around the core).
Korvek  [author] 13 Apr, 2020 @ 8:22am 
Update:

Level 4:
Sanctuary and avarice are now researchable.
The 'dead' AI will now always be Rhaskos rather than a random personality.

Level 8:
Hine-Po nerfed slightly.
The 'Underlords' faction has been renamed to 'Oberon'.
Both Oberon and Mira now have a clear path to the fortress. This is to prevent units getting stuck.

Level 11:
Emperor Lucius has been nerfed again.
Shamblers are smaller.
Restored two missing siege doors.
Restored an arena.

Epilogue:
Balancing changes.

All levels:
Conduit must now be researched. This is to prevent the VoE being broken.
Korvek  [author] 13 Apr, 2020 @ 7:19am 
Ah. Oberon gets some free creatures. The challenge of that level is to defeat his army. The way I made the levels is that there are two Oberon factions. Faction A is just a basic AI which will build and field a small army but will do little else. Faction B is scripted, gets scripted units, and performs scripted attacks. Almost every attack you see in this campaign (except much later levels) comes from Faction B scripting.

I remember now, I gave some hero units such as Prince Belmorne on some levels. They should be pre-placed and be there immediately when the level starts.

I will add the sanctuary to level 3. It was not there because it cannot actually be researched (if I remember right, and possibly cannot be built either) but is pre-built. When allocating aspects, I took a screenshot of the VoE and just copied it over.

Alright, I will look into the enrage fix then.
Figaround 13 Apr, 2020 @ 7:12am 
Where does Oberon get the creatures, if he doesn't have a portal ?
Figaround 13 Apr, 2020 @ 6:56am 
No, in the first question I asked the following. At some levels, I do not have a portal (at first). But creatures appear (creatures that I can control). What determines the emergence of these creatures?
Figaround 13 Apr, 2020 @ 6:53am 
On level 4, the same problem with the left branch of the sin tree.
Korvek  [author] 13 Apr, 2020 @ 6:45am 
I do not understand your first question. Are you asking how to tell the difference between your own and allied units? If so, you can tell by their shields. Yellow shields are allied, white shields are yours. If you hover over the unit, it will tell you the faction too plus the colour it shows says whether it is allied. Alternatively, do you mean freely spawned units? I do not think I have scripted any free units for the player other than allied units. Allied units spawn based on a set timer/event. On the screenshotted level, they should appear every X seconds if the gateways are still up. If they spawn even when the gateways are down then the conditional trigger has failed somehow. If this is the issue, was it both gateways doing this or just one?

Ugh, that bug. The only way for me to fix it is to make enrage available straight away which I will do.
Figaround 13 Apr, 2020 @ 5:57am 
The question is - on what does the appearance of (my) new creatures depend on (which appear when the portal is absent)?

On level 3 the problem, sins in the left branch (starting with Enrage spell) are not available, screenshot . And why can't I have the Sanctuary room? Oberon has it.
Figaround 12 Apr, 2020 @ 4:21pm 
Yeah, I saw your old nickname. Hey. Thank you for the explanation, but I couldn't tell them by their color (maybe it'll be easier after the hint).
Korvek  [author] 12 Apr, 2020 @ 4:04pm 
Ah, I just realised it is you Rustam. Long time no see. ^^
Korvek  [author] 12 Apr, 2020 @ 4:02pm 
I have had a quick look. Your video shows you trying to possess and pick up an allied unit. Yellow units are allied, white units belong to you. Allied units cannot be possessed or rallied. If you hover over the allied unit, it will reveal the faction (Sir Roussimoff) and the diplomacy details (it is blue, thus allied. Green = yours, red = enemy, blue = allied).
Korvek  [author] 12 Apr, 2020 @ 3:41pm 
Thanks for the video and save, I will look into it.
Figaround 12 Apr, 2020 @ 3:34pm 
I repeated level one. Now I saw 2 priestesses first, then 4. These priestesses were not visible in the panel of creatures, it is impossible to posession them and take them in hand. There are no such problems with other creatures (except the starting hero).
Video and save [www.dropbox.com].
Korvek  [author] 12 Apr, 2020 @ 6:52am 
The hand/possession ability bug is weird though. Myself and others have playtested it and had no issues. Likewise, there is nothing in the scripting affecting this. Try the level again and see if it recurs. If it does, could you send me a save file/video/log and I can ticket it and look into it.
Korvek  [author] 12 Apr, 2020 @ 6:46am 
Dig paths are unreliable and often cause issues. In fact, level 1 was originally going to use a dig path until it failed and I was forced to use set block type (which, itself, is buggy). Also, no, it is not merely for AI pathfinding but also for triggered waves. I have had too many issues before where players just fill the path with replacement earth and cheese the level. I understand that some like to use it for room fortification but the potential to break levels is a lot more serious to me. You will see in later levels that the AI, unless I set it to hard/master, actually has trouble just leaving its starting area without me scripting it to do so (and this requires clear paths).
Figaround 12 Apr, 2020 @ 2:56am 
"Replacement earth" is not only for closing passages (it is always a temporary measure). It is needed for walls (reinforced walls increase the efficiency of rooms). You can use "Replacement earth" to close some rooms (Foundry, for example, so that creatures are attracted to this room, but do not work there, and train at Barracks). :wftohappy: