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Still good, but no longer a "campaign" campaign after that.
Just same narrow corridor for 5 levels, repeat. Levels time span is literally around you waiting until your gnarlings are level 5 and then you start building bridges between islands to shock troop them.. and then the next one.. then the next one.. until you basically reach Ai's dungeon core.
I can deal with the fact there is no replacement earth or possession, but some levels do not even have bombards to make a rush with them.
I will try Level 6 as it seemed a bit a different but first 5 was whatever but not enjoyable. There is nothing enjoyable in bruteforcing gnarlings in one corridor for 5 levels straight.
There are no cheats involved. It is a custom campaign with custom rules. You may pick lower difficulty if you struggle with specific level at the start of the match.
From level 14 it just become totaly stupid !!!
How can you kill level 7+ units when you do not even have time to mine gold and recruit ???
Level 14 is bugged, you cannot free the vampire, they disapear when you capture the arena.
Big joke !!!
Cheats enabled from start of the level.
The fog of war aspect could be introduced in next major patch ( probably when I will upgrade this campaign to Golden Edition ). For now, map is covered with grey FoW to prevent some difficulty issues.
Press Scroll Lock button and type GreatStuff. This unlocks debug console. f4 + f7 reveals the map entirely and f4 + k kills the target that your hand of evil is pointing at.
Because of that, I'm very careful when it comes to using Editor and updating my content. Quite often, I have to repair my own maps because they get corrupted during load, making a simple change hours worth of work. Basically working in editor right now is quite painful and should be minimized as much as possible.
Awesome. I will wait to complete the campagne for this. :>
Regarding black fog of war, it could indeed be optional, though I'm not sure if it will work well, it needs to be tested. I will consider including this in next patch for this campaign.
I suppose it can be reactivated with mutators or god mode once the level has been completed.
1. Redesigned and tweaked every level. Some received visual improvements. Every level got content changes.
2. Fixed visual errors missed during previous revision.
Introducing Brand New 4 Stages of Difficulty. You can choose between Easy, Normal, Hard and Very Hard. Pick one you are comfortable with at the start of the match and enjoy.
Regarding advice : I'm pretty sure you can beat the level yourself, simply use the starting advantage you have and expand quickly.
I have hit a number of bugs with lvl 25 however, including:
- enemies teleporting into my dungeon randomly (1-2 at a time)
- on game load, previously laid defenses stopped working (well of souls, aureate monolith)
- spirit chamber no longer lets me drop restless spirits onto minions on the pedestal
I tried rebuilding the defense, rebuilding a new spirit chamber, and even torturing a new spirit to drop but nothing works. No idea what to try for the teleporting enemies. All I can see is that they port in near a moongate but not out of the moongate.
I'll try the level from the start and hope it works for me. After coming through 24 levels I'd hate to quit now. Any tips to minimize the chance for bugs would be much appreciated. Regardless, I wanted to thank you for all your work and effort into this campaign. Thank you!
You probably got a game glitch. You are supposed to destroy the core, not claim gateways for victory. If this still happens, I'll investigate again.
Save / Load bug is the sad part which I'm afraid I can't fix, only devs can.
Feel free to ask for tips if you have trouble with remaining levels.
Many levels here require different approach from time to time. Do not forget that Empire troops are hostile to everyone, you can use that to your advantage if you lure them at your opponents. This should give you more time and in some cases even win you the level entirely if done correctly.
1. Gave Every AI pre-made dungeon. The decision comes from the fact that AI was performing too unreliably and quite often too poorly due to map's specific design. Now, AI players have decent home and will be capable of building and maintaining an army.
2. Added extra safety measure to reduce AI's self-destruction tendency. AI players will still try to screw their dungeon every now and then but the loss will be minimal. No more rebeling units or lots of empty spaces and sold rooms ( for map like this, it was too crucial ).
3. Expanded some space around AI. Should help them navigate a bit better.
4. Added 4 Neutral Nether Shrines. Removed 5 Gold Shrines instead.
I recomend people who already completed the campaign to replay this level again. You will notice the difference and hopefully enjoy the change.