War for the Overworld

War for the Overworld

The Dark Extract. v1.2. Difficulty : Above Average - Very High.
16 Comments
Green.Sliche  [author] 2 Aug @ 7:40am 
Updated to v1.2.

Removed experimental Boss Buff Re-applier system as it was not working as intended and was instead making Bosses too strong.
Bosses now have a rebalanced and flat stat boost based on difficulty selected. ( They should be more manageable now ).
Fixed some Boss K.O tracking counter issue.
Added a new shrine for player to capture. While player has it under control, the specific resource will be gathered continuously.
Green.Sliche  [author] 24 May @ 4:55am 
Updated to v1.1.

Fixed missing Boss and Spawner scripts. ( F the Editor for not telling they were empty ).
Added bunch of weak enemies for player to ''farm'' upon.
Reduced the maximum cap of enemy units that can spawn per base.
Fixed errors in shield remover system. Now shields should remove correctly when their anchor is dead. ( F the Editor again ).
Increased rewards for killing all enemy units. It should be much easier to gather the required ''resource'' for aspect unlocking.
Green.Sliche  [author] 18 May @ 5:14am 
I do have shield remover implemented so this should not be happening. I'll get access to pc in few days and recheck.stuff. Thank you for reporting bugs and issues.
Yeuo 18 May @ 1:31am 
Edit : The one in the top left and top right base and middle base were all still protected ( I did kill fire lord and big golden chunder guy) no alpha democorn or pink eye ( thank god, I had a game where pink eye went straight to my core as soon as his side was open and died in 5 sec :D)
Green.Sliche  [author] 17 May @ 11:44pm 
Those are tied to bosses who can't leave or rebel during normal play. I suppose it happened upon load which may break other scripts along.
Green.Sliche  [author] 17 May @ 3:13pm 
Something like that though I had a case where bug occurred on start in the map when I used a restart function, however upon loading map in editor the impenetrable rock wasn't even present on that spot. The cause of problem is certainly related to load mechanic, rather than save but only the main coder can say more.
Observer 17 May @ 10:31am 
Is the save/load glitch just down to a hard memory cap? Like, over a long enough period of time there are so many variables to keep track of that the game "forgets" what certain map tiles in a save game are supposed to be and just defaults them to Impenetrable Rock?
Green.Sliche  [author] 17 May @ 2:44am 
Save and load bug is still a plague to deal with. Outposts should have their shield removed upon boss death, which one was bugged?
Yeuo 16 May @ 5:10pm 
I managed to "beat it" it took me 6 hours30m in game time, I couldn't do it all at once, alpha democorn and pink eye disappeared or didn't spawn? I can't tell; some unbreakable wall spawned around, the usual with long duration map, only porkzilla was overpowered ( I did loose some units on the other "boss" target but nowhere near as much) - Porkzilla was taking a bit more dmg after I loaded save, it took a while to get it down with lightning spell but he died, I couldn't get rid of the unkillable outpost with the load bug mess it all made :( - taking bottom left side gave me access to rampart/garrison/well of souls etc, that made it extremely easy to defend after that, just battle of attrition as usual - I'd rather not see those and have a more active/less tedious battle than just wave of imp and having to micro manage so much :D ( was in zen difficulty,in other difficulty, it wouldn't be very different, the difference I saw is wave being level 7 instead of 5 and maybe a bit faster)
Green.Sliche  [author] 16 May @ 9:08am 
I see this one requires some balance adjustments. I'll introduce something next week.
Yeuo 15 May @ 5:28pm 
update : managed to kill one crystal, porkzilla on the other end, aoe dmg, one shot minion level 8+, takes less than 10 dmg per hit, this is just dumb :(
gregored 15 May @ 5:59am 
I restarted in Zen,and was very careful to make certain my barracks was surrounded and reinforced. After nearly two hours, I had some units at level 6, not enough to get through to the left side area, as suggested, as the units are mainly level 8 and 9 overall, and enemy workers at Level 5, and got invaded from the right, and on one play, from the upper right. I don't see the advantage to playing in Zen mode, as I only gained the Potions lab, with nothing to brew. Get some gold from defeated units, but no enough to keep my units happy.
Yeuo 14 May @ 5:52pm 
I agree with Gregored, I spend most of my time managing enemy imps or they claim most stuff, also when the enemy opens a path to attack you, in this case the beast area, they start moving through your base instead of around, which cause all kind of issue, I haven't figured it out yet =/ Maybe need to be a lot more careful on what is digged up to avoid those situation or give more time for the enemy to reach your base, haven't managed to get to an inhibitor either, the enemy are higher level and have a lot more units x.x
I'm unsure on how I get bard/highguard/arcanist sometimes, maybe I'm missing something - the first hidden creature, I rarely find it, it mostly dies offscreen as well - or in an attack wave it looks like
Green.Sliche  [author] 12 May @ 6:49am 
Try to capture small outpost at left or scout forward for easy targets. Once you gather some points you will be able to unlock some aspects and become stronger. Scout map for artifacts and do tasks for some nice rewards. You can use traps like bombards and wooden doors at start too.
gregored 11 May @ 7:54pm 
I started playing in reg mode, switched to Zen. Even with 30 + units I have not been able to even reach one of the Inhibitor areas . Get wiped out, even with several level up artifacts. It doesn't seem to matter which direction one goes,- enemy workers end up taking over as well
Green.Sliche  [author] 9 May @ 1:00pm 
Author's note :

This one took way too much time than anticipated. Mostly because of WFTO bugs. Very notorious ones. Even now I'm not certain if I fully figured out how to fix them, but my ''fixes'' should be doing their job. Additionally map was massively optimized as WFTO for some reason can't support some basic things. You expect stuff to work and well - it doesn't always do.

Map should work and be rather stable, but I won't deny that it could had been optimized even more. The easiest and most reliable way to do that may however ruin the balance. Yep, no easy way here. I'll try to fix bugs and stuff but for the time being, I'll take some rest. May you have easier time playing this map than I had making it work as it was remotely intended to.