War for the Overworld

War for the Overworld

The Curse Of Primordial God. v2.11. Difficulty : Average - Very High.
31 Comments
Green.Sliche  [author] 17 Apr, 2022 @ 5:38pm 
Are you sure your unit's needs have been satisfied? It's quite an odd thing you are describing. Also did you save / load?
gregored 8 Apr, 2022 @ 9:30pm 
tried playing again on normal mode, and cleared the area to the left of the core. When I went to the area to the right, I found that my minions will rally, but don't seem to be attacking, which makes them easy pickings for the enemies. My spirit workers are doing extra duty just recovering all the defeated minions.
Green.Sliche  [author] 11 Apr, 2021 @ 2:53pm 
Thanks! Hope you enjoyed it.
Kalitree 9 Apr, 2021 @ 5:59pm 
Really impressed with this scenario! Well designed!
Green.Sliche  [author] 23 Jan, 2021 @ 12:37am 
Thank you. I wish Save / Load would not mess with MS as it greatly helps with potential lags but does so much damage to the rest of the map. I still try to minimize the pressure by using less frequent checks in scripts and disable them as often as possible. I guess doing less heavy scenario maps is the best approach from now on, after all I've reached the complexity/stability border in some of my previous maps so there's no reason for me to go over the board.
rmw 21 Jan, 2021 @ 1:10pm 
Just finished "Hellfire Mode" in one go (w little breaks of course) w/o save reload (8 hours playing time: long preparation and hard fighting). Gameplay was quite smooth w slight freezes increasing to the end. Frame rate started dropping only when attacking the central dungeon, but game still was playable.

Overall: great map, great fun and a badass looking piece-o-ham at the end. Thanks again for your effort!
β?¿Яeed 19 Jan, 2021 @ 12:02pm 
I played through this scenario today and really enjoyed it. Some of the large ones always end up seeming pointless 3/4 of the way through. This one was fun all the way. Thanks.
Green.Sliche  [author] 9 Jan, 2021 @ 10:51am 
I think it would be good if you made a ticket for this kind of stuff. You seem to be getting all sorts of bugs / problems so having them ticketed gives a chance they will be addressed in future, or at least won't be forgotten by the time devs return to WFTO at some point.
Observer 9 Jan, 2021 @ 10:44am 
I've been playing on Hellfire mode and have taken over half of the map with save/load having no issues, until the most recent one. When I attempted to load the file, I got this Critical Error message:

invalid factionData in level found:
DataAccess.DataSource.IDataSource packet was
not a faction or not loaded as DAO.

It's a good map, nonetheless.
Green.Sliche  [author] 8 Jan, 2021 @ 7:38pm 
Ok I rechecked it and I have a bad news here. Both units that have the buff applied to them and those who were already buffed from start get reverted to normal version upon save / load. Seems like there's nothing I can really do there because game does not keep a track of changes applied. That is something only devs can fixed, hopefully at some point ( likely in few years, yep ). I'm sorry .
Green.Sliche  [author] 8 Jan, 2021 @ 7:23pm 
Yep, a curse of save / load. The problem here is I can't re-apply buff on these guys. I can however adjust it so they do spawn buffed from start, rather than have a buff applied. I'll release this ''quick-fix'' for them.
rmw 8 Jan, 2021 @ 11:37am 
Just gave it another try in "Hellfire Mode". Just noticed that after save/reload Porkzillas and Elite enemies not only appear smaller (like in Normal Mode), but also seem to have lost most of their strength (esp Porkzillas are easily slaughtered).
Green.Sliche  [author] 8 Jan, 2021 @ 1:00am 
I just tried and yes, Save / Load does unlock the locked stuff. I'd like to point out that save / load also breaks mutators on any map that use those. It's WFTO related bug.

As a solution, I could ''hard-code'' it to have these rooms being disabled again and again every X seconds, but the side effect would be the ''taxing'' effect on user's PC system. I think it's best to keep it as is - if people want to beat the level ''fair'' they can follow the ''rules'' and not use these rooms after loading the level as it was originally intended.
Green.Sliche  [author] 8 Jan, 2021 @ 12:16am 
Now that is an odd thing to hear. Have you by chance used save / load? That could be the reason behind it.

I did disable these rooms with scripts but not with mutator. I could try doing that with mutator too, maybe that will solve the problem.
Observer 7 Jan, 2021 @ 10:57pm 
I think I found a bug - using the Sanctuary with the spells Prospector and Revelation seems to have unlocked the Slaughterpen and Tavern rooms.
Green.Sliche  [author] 7 Jan, 2021 @ 8:08pm 
Good to know. I believe I figured out what was ''causing'' it and how to tip-toe the situation. It's great that my fix is doing the job correctly.
rmw 7 Jan, 2021 @ 1:50pm 
Now on 2.11 "Hellfire Mode". Everything works fine so far (no lags), the problem with the upper right empire dungeon is solved.

Called it quits now to spare the central empire dungeon and its final *surprise* for tomorrow.
Green.Sliche  [author] 7 Jan, 2021 @ 4:30am 
It's ok, I sometimes have too much hope on MS thinking my quick fixes will do the job only to find out that there's something deeper lurking in the script.

Should you have any of objective not updating, please let me know the difficulty you selected and which objective got bugged. It greatly helps investigating the source of the problem.
rmw 7 Jan, 2021 @ 4:20am 
s/ner/never/
rmw 7 Jan, 2021 @ 4:20am 
Obviously 2.1 :steambored: (Why TF can't I stop being an early adopter, *ner* suited me well. Stupid me. :steamsad:)
Green.Sliche  [author] 7 Jan, 2021 @ 4:19am 
Lags indeed are caused by WFTO ( Famous Garbage Collection ). Save / Load does solve it but I have a feeling it also breaks some scripts in the process. Could potentially be the reason why certain objectives do not register correctly.
rmw 7 Jan, 2021 @ 4:17am 
Just forgot: Lags weren't a problem after saving/reloading. Only gold disappearing (silly WFTO bug :steamfacepalm:)
Green.Sliche  [author] 7 Jan, 2021 @ 4:17am 
You sure you played version 2.11 and not 2.1? 2.1 had an issue with Empire Bosses leaving / being killed before player could reach them. 2.11 should be working correctly ( it did test Crystal Objective ). I'll recheck it again.
rmw 7 Jan, 2021 @ 4:13am 
Just finished playing, but couldn't properly complete: 1 EOF and 1 Crystal still remaining (upper right empire dungeon). Same problem as in "Magical Zoo" I presume, might be solved w/ the tweaks. Overall really a fun map. BTW: I really think You're way too kind to the folks that are too lazy to find a solution.
Green.Sliche  [author] 7 Jan, 2021 @ 1:06am 
Updated to v2.11.

Additional tweak to system that prevents Empire units from rampaging. Minor fix of impenetrable black rock bug.
Green.Sliche  [author] 6 Jan, 2021 @ 8:31pm 
Updated to v2.1.

Removed Fog of War Remover from All Slaughterpens on the map. This should hide them with grey fog of war and help some players with FPS issues.
Added few extra lairs to Empire Bases. Added a system which should prevent Empire units from getting angry and leaving or rebelling. Porkonius will now have a name assigned to him upon his arrival.
Green.Sliche  [author] 6 Jan, 2021 @ 7:12pm 
There shouldn't be any problem with lag as map isn't using anything heavy. If it becomes laggy at some point, I'll investigate and try to optimize it even more.
Green.Sliche  [author] 6 Jan, 2021 @ 7:10pm 
A Tavern is a Key here. Capture at least one and use it to satisfy intelligent units by throwing the ones you don't want in. This will allow you to fill tavern with meat. There is also make happy artifact ( many of them around ) so search for them and use when your army becomes too angry to refresh their mood. You need to capture at least one slaughter, it should ease the situation with units.
Observer 6 Jan, 2021 @ 5:49pm 
Any hints on how to begin? The only thing I can guess is just making a giant Beast Pen and throw weak creatures at the Slaughterpen to the west, but I wanted to know if there were a more efficient way.
rmw 6 Jan, 2021 @ 4:18pm 
Like it so far (having cleared space, taken taverns and the empire dungeons at the bottom /that took some time...)), although lags are building up. Hope to finish w/o too much trouble... Anyway: THX for your effort. Really appreciate it.
Green.Sliche  [author] 5 Jan, 2021 @ 8:04pm 
Author's Note : Back to classics with a little twist here and there. Certainly a bit special piece of work this time.