War for the Overworld

War for the Overworld

28 ratings
Kasita's Gilded Rise - Intermediate Campaign
Custom Campaigns: Custom Campaign
File Size
181.371 MB
Jul 4, 2019 @ 6:59pm
Jan 26 @ 11:06am
5 Change Notes ( view )

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Kasita's Gilded Rise - Intermediate Campaign

In 1 collection by Korvek
Korvek's 2.0 Campaigns
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This is my intermediate campaign. As a result, it shall be slightly harder than my beginner campaign and it is aimed more towards players who have grasped basic gameplay. With that said, this campaign should still be accessible even to beginners so long as they follow and read the descriptions in each level. If you have played and completed my beginner campaign, it should have taught you everything you would need to know to play this campaign. I aim to increase difficulty in this campaign in a 'fair' way. This means that you are not going to run across hordes of enemies or 'trap spam'. Instead, you shall be required to play in a certain manner or use aspects in unusual ways. By so doing, your knowledge of gaming aspects is tested, as well as your ability to utilise them effectively and creatively. Later levels include 'events' requiring the player to make a decision. The decision influences the objectives the player receives and how the level plays out.

This campaign follows on from my beginner's campaign. Everything which occurred therein is taken into account when creating this campaign. Therefore, players may wish to play that campaign first if they wish to appreciate any 'lore' to which this campaign refers. In this campaign, the player plays as Kasita. Following her defeat in Aurelis, it is now necessary for her to recover her lost powers and territory. Yet, aspects shall be unlocked in an unusual order given that this campaign is less of a tutorial. Kasita prioritises gold and arcane knowledge, and thus these aspects shall feature heavily within this campaign. Gold weavers shall have a special relevance within this campaign, as shall be demonstrated. On a practical note, Kasita was a somewhat logical choice for a campaign protagonist, for she possesses the most unique aspects.

Thank you for reading.

Thanks again to everyone who helped me with this campaign. In particular, thanks again to Green.Sliche for his help and advice.
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Korvek  [author] Jul 17 @ 2:57am 
Him dying should end the level. In order to fix Reed's issue I forced the level to end more easily than usual (I gathered a level which ends too early is better than a level which ends too late). Was this the result of a save/reload?

Yes replacement earth sadly breaks entire levels and scripting. If it is placed in the way of waves then they effectively stop working. Transmutation is not that great, I just give it because it is Kasita-themed. I will be honest, the potion is barely worth using. The only place where I recommended it is when an AI is playing due to its micromanagement. If you observe the AI you will see that it uses what we called "transmutation chambers". Outside of this the potion is borderline worthless sadly.

No worries, glad you like the campaign.
Snow Jul 16 @ 9:44pm 
I had the opposite problem to Reed... Just beat level 8... hadn't seen half the map. He attacked me alone the first time, ran away, about ten minutes later, rushed me, died, and the level ended immediately, even though I hadn't finished any of the other objectives. Also noticed you give the fool's gold potion early, but never give the replacement earth construction. Notably on the level you get it in, level 6, there's almost nowhere to even use the thing that's useful.

Also just want to say, absolutely love the creativity in your campaigns. The maps are always interesting, and the difficulty curves are just right. They unfold features really well, and target nice themes. They feel more like DLC than mods. Thank you for the work. Really scratches my dungeon keeper itch.
β?¿Яeed Jan 26 @ 9:53am 
Level 8 Issue Update: I restarted the level. I was building basic rooms when the first raid happened. I killed a Juggernaut and never saw Lord Goldenblade. The "A little help/...has escaped" dialogs began and continued over and over. I waited a while and it continued. I saved and exited. Mostly I wanted to post this because I said "went into a loop" in my previous post. I don't actually know that is what happened. It happened again after restart under different conditions.
Korvek  [author] Jan 26 @ 9:51am 
That would be useful. I will send an add, it would be easier to see it in action. I also realise I forgot to look into level 9 as promised so I will do that soon.
β?¿Яeed Jan 26 @ 8:02am 
I just ran into a problem commented on earlier. In Level 8, the Lord got himself killed early on, long before I could access the Golden Temple. He escaped but I found him again in the South West of the map and my troops killed him. (I assume that is where he escaped to.) At that point, the "A little help Kira? / The Lord has escaped" dialog started looping. I took a break and reloaded later and the looping messages stopped. I completed all the tasks, destroyed the golden temple. I finished clearing almost everything on the map and could not cause the final condition to trigger the end of the level. (I can't kill him because he is already dead and decomposed.) I think can recreate the situation from autosaves if need be.
Schmorg Dec 27, 2020 @ 4:14pm 
This campaign's fantastic! Seriously pro work. I loved the "close and personal" feel of the first few maps especially, and I really appreciate the creative re-use of spoken lines. Thanks so much for making it!
Honestly though Nov 11, 2020 @ 2:39pm 
thanks a bunch :)
Korvek  [author] Nov 11, 2020 @ 1:43pm 
Alright, within the next few days I will look into it. I am busy tomorrow/day after but should be free after that.
Honestly though Nov 11, 2020 @ 1:37pm 
Unfortunately I did not save that run, I kinda ragequit because most of the attacks were coming from impenetrable rock a few rooms from my base, so I had not much space or foresight to design defenses against it. If it's any help, the bugged perception shrine was the one closest to the player's starting position, and all but the bottom right tile were removed.
Korvek  [author] Nov 11, 2020 @ 1:18pm 
Hm. It may be related to the "Set block" bug which cropped up last patch and messed a few things up. Is it possible for me to see a screenshot, video, or save file? It is difficult to diagnose the problem based on this because it has always worked fine for me. Regarding attacks, some tiles are unclaimed to ensure they can reach the player's core. Attacks usually have a voice line, announcement, and even a minimap ping. The idea is to test how well you have prepared. A screenshot/video/save file would let me see better though.