War for the Overworld

War for the Overworld

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The Frozen Shores v2.22. Difficulty : Above Average - Very High.
   
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Game Modes: Scenario
Number of Players: 1 Player
File Size
Posted
Updated
6.722 MB
Feb 6, 2020 @ 1:18pm
Apr 24, 2020 @ 7:36am
9 Change Notes ( view )

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The Frozen Shores v2.22. Difficulty : Above Average - Very High.

In 1 collection by Green.Sliche
Shrouded Marvels.
17 items
Description
Version 2.22

A distant Domain of Blue Ice can be invaded by Underlords only once every century. Will you miss this magnificent opportunity to explore this legendary place? Stories tell of hidden riches and secret of eternal life, yet no one made out of this place alive. The choice is yours Underlord.
29 Comments
Green.Sliche  [author] Apr 24, 2020 @ 7:44am 
Updated to version 2.22.

Improved post-victory on-click detection mechanism. Now it should trigger only when player clicks on own Core and nothing else.
Green.Sliche  [author] Feb 18, 2020 @ 12:30pm 
The Punishing Party comes when you destroy all inhibitors. If you kill all bosses, another punishing pack will come at you. The Announcer shall come out ( Large Blue Letters ) which will notify player that someone is coming. Usually it can't be missed because it's on top of the screen, below the UI bubble and has the highest priority. It should also override existing notifications ( such as unit being killed, potion completed and so on ). In your case, you probably did something else that managed to trigger another notification, or it probably was a bad timing and it got overridden by another notification, like shrine claim event, which also uses notifications. In case like this, I'm afraid I can't do much because it will still happen if player is unlucky since it's all about timing and WFTO doesn't handle such stuff too well if it goes out of intended sequence order.
Observer Feb 18, 2020 @ 9:03am 
As far as I can tell on Hardened, there's only the one attack after all the inhibitors are destroyed, and it happens immediately after the final one goes down, and unless you know where they come from in advance, you get surprised.

I don't think you understand what I meant; there are so many achievements that they crowd the space where the notifications are (at least for me) so that only one notification appears at a time - if a lot of actions are happening at once (fighting or potion crafting for example), it's easy to miss where the shrine takeover is happening.
Green.Sliche  [author] Feb 18, 2020 @ 7:56am 
Updated to version 2.21.

Added a fix for logic error in influence-based victory condition. It should now work correctly and no longer get looped.
Green.Sliche  [author] Feb 18, 2020 @ 7:43am 
There should be an announcement before any enemy wave attack ( large blue letters on top ). If paid attention, you won't get caught off-guard. The wave always starts at enemy dungeon core area. Also major achievements, such as K.O of all objectives of specific types are updated and displayed in objective box.

Regarding the shrine claiming mechanism, there's new objective displayed which indicates that Shrine Claiming Phase has been entered. Also when shrine is selected, a notification is played and the shrine tiles are being flashed. Initially I thought of using the tile change mechanic but it was messy and currently there's no way to make AI build a bridge in specific place or direction.

I will check the Influence Victory settings on Hardened Mode, maybe there's some script logic error. It's easy to fix.
Observer Feb 18, 2020 @ 7:24am 
Nice trick with the shrines, by the way - although it does seem like a bit of a cheat to arbitrarily introduce difficulty once the player has cleared an area, and it took a few times to understand how it was done; once I realized it was always the same tile, I put a cannon trap down and walled off everything else. Maybe show a message like "There seems to be a sudden surge of energy around 'X' shrine!" or something - given that the notifications and objectives have to share space on the same side of the screen, I would oftentimes hear the generic "enemy claiming shrine" message but have no clue where to look.

Finally, you may want to disable the shrine point updates once a victory condition is reached - I won by points, but got into a loop of seeing the final cutscene, then receiving a notification that I had gained points, and then seeing the final cutscene again , and then another notification, and so on.

Once again, good map.
Observer Feb 18, 2020 @ 7:23am 
Alright, so I finished on Hardened Mode, and your strategy did help; I was panicking a bit my first few tries because of the combination of the powerful roaming enemies and the seeming randomness of the shrine captures, but once I got into the groove of things and built up my forces enough to start raiding the outposts, I found that the combination of defeating key enemy units, destroying inhibitors, and eventually capturing shrines did the job. Good work on the map, all told.

That being said, I do strongly recommend giving some sort of warning and a heads-up on what will happen when the final inhibitor is destroyed - perhaps adding a countdown timer to the objective list and maybe a warning that a major attack is incoming; as it stands, I didn't realize I needed to recall my minions immediately if I had any chance of repelling the attack, and it took a few reloaded saves before I could even tell where they were coming from.
Green.Sliche  [author] Feb 12, 2020 @ 8:54pm 
v2.2 has it fixed. v2.0 does indeed have this problem. It's a pity since I originally wanted these units look special by being bigger but as always, WFTO screwed me up once again so I had to go the safe way and keep them at 1x size instead.
synthprax Feb 12, 2020 @ 8:50pm 
I suspected you hadn't intended for shadow or dwarven arcanist minions to bigger than the map itself. LOL. I've seen this bug in a few maps. It's irritatingly hilarious. I believe your last update avoids the problem.
Green.Sliche  [author] Feb 12, 2020 @ 2:26pm 
They should be 2x normal size at best. I removed the multiplier from re-spawnable units so their size is always 1x. If you by any chance got a unit that is too large ( bigger than 2x ), let me know and I will quickly fix it. It's WFTO bug btw.