War for the Overworld

War for the Overworld

68 ratings
Draven's Conquest of Aurelis - Beginner Campaign
3
   
Award
Favorite
Favorited
Unfavorite
Custom Campaigns: Custom Campaign
File Size
Posted
Updated
172.713 MB
Mar 18, 2019 @ 5:57am
Mar 23, 2021 @ 4:36pm
25 Change Notes ( view )

Subscribe to download
Draven's Conquest of Aurelis - Beginner Campaign

In 1 collection by Korvek
Korvek's 2.0 Campaigns
5 items
Description
This campaign is intended for beginners and inexperienced players. It is not intended to be difficult and allows for players to have ample time to build and train minions before combat. Nevertheless, early attacking and exploring is still rewarded. On higher levels, there becomes a slighter greater need to plan more quickly, but the player should be familiar with what is expected by this point. Even then, time is very generous. This campaign is intended to introduce players to the WFTO concepts. So long as the player follows the descriptions and attempts the objectives, the campaign should be suitable for players with almost no WFTO experience. It does this by unlocking aspects at a slow rate, in a similar style to the official WFTO main campaign. However, aspects are unlocked more slowly, and are based upon the campaign's lore. Hence, in order to acquire the heal spell, it is necessary to complete the relevant mission and steal it from a certain Empire stronghold. Not only does this make levels more meaningful but it also gives a greater sense of progress.

The emphasis here is on building up your dungeon and then destroying the enemy stronghold. The levels should play more akin to Dungeon Keeper 2 than War for the Overworld. Levels are varied with some including AI team mates, whilst others include multiple enemies or battles/sieges which you must interrupt.

Thanks to everyone who has helped me whilst I made this campaign. In particular, special thanks to Green.Sliche, who provided invaluable advice and suggestions whilst I created the levels, as well as playtested some of them. Thanks also to Crythor who playtested my campaign and considerably aided the campaign balance. Without either of them, the campaign would have likely been delayed and less well-balanced.
Popular Discussions View All (2)
2
Jul 23, 2019 @ 6:35pm
Level 11 help
Professor Knockers
2
Jul 4, 2019 @ 10:28am
A quick "Wow - amazing work!" to you
SeriousToni
78 Comments
Korvek  [author] May 10, 2023 @ 10:19am 
Weird, it should end when the inhibitor is destroyed. I have not played WFTO in ages though.
Fogey Gamer May 9, 2023 @ 8:09pm 
One playthrough.
Korvek  [author] May 9, 2023 @ 2:23pm 
Was this from a save/reload or one playthrough?
Fogey Gamer May 9, 2023 @ 9:13am 
Hmmm. How do i finish level 3. I kill the enemies and claim the gateways, but the level doesn't end. I tried to stop my workers claiming the gateways but my other minions don't destroy it.
CPizzle Oct 27, 2022 @ 4:32pm 
Just had the same bug as BlueGlory on level 13 with the bottom right inhibitor, for some reason it is listed as "Claimable"
Aside from that one bug the campaign is fantastic
Lindz May 2, 2022 @ 9:16pm 
This campaign is so good! Really well made and fun. Honestly its better than the game's campaign at teaching the mechanics in my own opinion. I've played for awhile and honestly it's taught me a few things, I really love the way you set the levels encouraging different approaches. Really awesome, Thank you for the hard work and effort you've put into this.
kgmi Apr 19, 2022 @ 10:20am 
This is a very well made campaign, nicely done
Korvek  [author] Oct 9, 2021 @ 5:49am 
It has been a while since I have played the game. Have you tried using underminers? You can place them on water.
Joe Bar Oct 9, 2021 @ 3:32am 
Level 20 : how to get inside Marcus land ?
Korvek  [author] May 30, 2021 @ 3:00am 
It is more like DK2 in its slow pace/design than DK1 (since I am not a fan of DK1). Prophecy can spoil parts of the map intended to be kept as a surprise, hence I disabled it in all non-competitive maps. Insofar as exploring goes, I already provided tools to do this.

Insofar as dungeon building goes, you have more than enough room in each map to build a dungeon more than sufficient for the task. Terrain/size help to give the player an idea how much preparation exactly is required.