War for the Overworld

War for the Overworld

Draven's Conquest of Aurelis - Beginner Campaign
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.

Korvek  [author] May 30, 2021 @ 3:00am 
In my eyes, one of the best parts of dungeon building is being able to adapt to the map and these levels provide land to not only build a big dungeon but beyond what is required. Harder campaigns are all about testing time efficiency/tactics, this campaign will not punish you at all so you can build whatever you want on any map. Obviously there will not be an infinite amount of space but that would be poor design. This is a campaign rather than a series of My Pet Dungeon/sandbox maps.

Later levels will give more land overall because you have more rooms to build. Earlier levels are going to be smaller because there is less to build and earlier levels are simply intended to be quicker. If you look at DK2 maps you will find that mine are pretty much the same size (often bigger!) each time.
hitesh_no1 May 29, 2021 @ 6:21pm 
explore normally?!? I use it to build a functional dungeon. So to did I use the replacement earth skill. It was one of the most useful upgrades from dk1 & dk2.
If you want it to be more like DK1 you need to make a much larger build area for the start of the missions.
Korvek  [author] May 29, 2021 @ 12:53pm 
Prophecy was taken out so that you can explore normally. You have conduits/perception shrines for that. Sand is used to show you where you can dig.
hitesh_no1 May 29, 2021 @ 12:42pm 
Just started playing the campaign. not bad though could use the seeing eye spell early on to help me see things. I keep starting to dig out rooms only to open into caverns... or find rock sticking out of nowhere. Becomes a bit of headache.
I used to use the replacement earth construct to fix these sort of things but can see why you may have took them out..... though its doesn't add that much to the game excluding.
I'll keep playing to see how it goes.
Korvek  [author] May 7, 2021 @ 12:13pm 
I understand. The problem is that even if you do not use it to cheese, a lot do and it completely breaks levels. The scripting already suffers from pathfinding issues and the slightest thing can break enemy attacks/waves completely. If I remember correctly, this campaign gives you the construct at level 10.
Diggory May 5, 2021 @ 12:17am 
It looks like you put a lot of effort into this but the lack of replacement earth makes it unplayable for me. I'm not interested in using it to cheese encounters, I'm just OCD about my dungeon designs and replacement earth helps alot with that.
Korvek  [author] Mar 23, 2021 @ 4:36pm 
Alright, I made a small update. I have replaced the inhibitors. Hopefully it fixes the issue. Here is the full change log:
Fixed an issue causing the western gateway to continuously spawn enemies.
Fixed an issue causing an impenetrable rock to corrupt part of the central wall.
Replaced all inhibitors.
Replaced some lairs to fix pathfinding issues.

Hopefully it fixes the issue and does not break something else.
Blue Dragon Mar 23, 2021 @ 4:20pm 
Oof, sounds like a hard task, getting all this to work right. You've my respect.
Korvek  [author] Mar 20, 2021 @ 2:59pm 
Weird. The levels can have bugs because they were converted. The best I can do is just replace the inhibitors and hope for the best. I will try it tomorrow. Sadly, every time I update the campaign it causes some other bug somewhere else.
Blue Dragon Mar 20, 2021 @ 2:46pm 
Finally got around to doing it, and yeah, I was able to repeat it deliberately. Removed the defenders, put an imp there, and it claimed it.
Korvek  [author] Mar 18, 2021 @ 9:03am 
Still seems okay on my end. Try the level again and tell me if it happens. Maybe it was just a rare wfto bug.
Korvek  [author] Mar 18, 2021 @ 7:57am 
Alright, will have a look today. Have you tried using the unclaim spell?
Blue Dragon Mar 18, 2021 @ 7:40am 
It was the one on the bottom right.
Korvek  [author] Mar 16, 2021 @ 3:33pm 
Could not replicate. I assume it was the top one since that seems slightly buggy. You could try unclaiming it. As a rule of thumb though, inhibitors are sometimes claimed, the best way to avoid is to just destroy them when you are near. Without any further details though, it worked when I tested it.
Blue Dragon Mar 16, 2021 @ 3:08pm 
I broke level 13
I managed to capture an inhibitor instead of destroying it by accident. Then I couldn't unclaim or destroy it, rendering it unwinnable
Oglinn Jan 3, 2021 @ 9:07am 
Ah, MightyScript bug again. Well, thanks for patching up anyway, keep up your great work! :wftogrin:
Korvek  [author] Jan 3, 2021 @ 8:42am 
Okay, I looked into it. For some reason the level does not end. I have no idea why. I have thus added a script forcing the level to end once the inhibitor/Oberon are dead.

The archive upgrade is a MightyScript bug. Sadly I cannot fix it.

You will need to restart steam to download the latest version.

Please let me know if any other levels have issues. I have no idea why the level suddenly broke. =/
Korvek  [author] Jan 3, 2021 @ 8:19am 
Will look now since I am on WFTO at the moment.
Oglinn Jan 3, 2021 @ 8:13am 
It seems there is a problem with level 12. It can't be completed, even defeating Oberon doesn't end the level.
A secondary objective (upgrading the archives) isn't complete even when you use a sin to buy the upgrade. Don't know if it's the source of the issue, but it's been the third try I did, and it doesn't work at all.
reaver256 Oct 2, 2020 @ 1:55am 
I do not post very often but I just had to tell you that I am really enjoying this campaign I'm about 1/2 way through it and look forward to playing the others
anubis Sep 13, 2020 @ 9:14am 
Thanks for making these. The humor is refined, the levels are laid-back. I had great fun while playing!
Swotty_Dev Sep 5, 2020 @ 7:15pm 
Kudos for such an easy introduction to the game better than original campaign. Ever since Kickstarter campaign for this game I've enjoyed it but fell out of love for it, due to waiting years for the game itself and then just never coming back to it.
Anyways, I reset my original campaign as so much have been changed over the years and I was inundated with so much that got stuck on level 7, but going through your campaign at the very beginner level (because there is just so much changes and so much to learn now).
Your campaign eases you in and let's you enjoy the gameplay without extreme pressures; yet I might be wrong I've just completed level 4 of 'Draven's Conquest of Aurelis' but decided to write this post to let the author and whoever comes by that this is a great custom campaign that people can start and learn the basics with enjoyment if they get stuck on the original campaign and its overwhelming pace.
Thank you very much for joy and rekindling long forgotten love for the game.
Korvek  [author] Oct 24, 2019 @ 2:37pm 
No worries, glad you are enjoying the campaign.
Riff Gaffer Oct 24, 2019 @ 2:33pm 
Ahhh.. hah! Thankyou that makes so much more sense. I'd googled use of Outposts but nobody made the point you did (at least, not as succinctly.)

Yes WAI is working as intended, apologies I thought that was universal geek.

Also thanks for a very fast response. I'm enjoying this campaign very much now. That was a stumbling block. :steamhappy:
Korvek  [author] Oct 24, 2019 @ 9:55am 
I am guessing WAI -> Working as intended (or at least, that seemed the most likely result from my quick google search).

Outposts do work, you just have to build them on dirt/unclaimed land (not sacred ground) where you have line of sight. If in doubt, you can rally units there to guarantee line of sight. You do not actually have to use outposts in this level anyway, you can just build your dungeon and rally to the Empire strongholds.
Riff Gaffer Oct 24, 2019 @ 9:36am 
I was enjoying this until level 6 but then I got totally stuck since we're relying on Outposts and they seem to not work correctly. If they are WAI then they seem overtly complex.
Korvek  [author] Oct 8, 2019 @ 5:24am 
Thanks. I try to achieve 'difficulty' using two variables: planning and reaction time. For the former, I test how well a player has used the aspects available to him (has he built rooms in good order, is his dungeon defensible, has he planned out how he is going to overcome the level etc. etc.), for the latter I test how well the player can respond to threats.

Granted, neither of these variables are tested too greatly in this campaign, you are right. With that said, I do feel that it is easier to fail later levels in the beginner campaign. When making the campaign, I planned for an 80-100 level grand campaign with a slow but steady difficulty curve. Thus, I intended that future campaigns would be a lot harder.

As it stands, my defence campaign has the most noticeable difficulty curve. The beginner one, so long as you follow the instructions, should be easy. The intermediate one can be difficult later on because I presume that the player will get better and better at planning.
Khaladun Oct 7, 2019 @ 2:01am 
Dude 10/10 for your work. The only issue I had with your campaign is that the difficulty doesn't really ramp from mission to mission, at least not as far as I noticed. That being said you DID advertise as a beginner campaign so I suppose I shouldn't be too picky. Now on to try your intermediate campaign!
Korvek  [author] Aug 9, 2019 @ 3:28pm 
No worries. If you are on level 14 though then you shall probably be finished with the beginner campaign soon. I am glad that you have enjoyed the campaign thus far.
Mac Like-a The Potty Aug 9, 2019 @ 2:56pm 
I didn't know that, thank you. I am enjoying the campaign so far otherwise, still a ways to go before I complete it.
Korvek  [author] Aug 9, 2019 @ 2:54pm 
If you have the debug console, you can use F4 and then K to kill the inhibitor. The Empire units getting stuck is probably because patrols are broken at the moment.
Mac Like-a The Potty Aug 9, 2019 @ 2:52pm 
Yeah the unclaim spell didn't work on the Inhibitor, so I just used the debug console to complete the level by spawning units on the other side of the Core Door. I could not bare to reset the level all over again.
Also I don't know if it matters but I found the Empires units were getting stuck at the northern most Gateway, similar to how they got on the final level of the original campaign where they all rushed at once causing some nasty FPS issues.
Korvek  [author] Aug 9, 2019 @ 5:32am 
Hm, I am guessing that the unclaim spell does not work either. This probably glitched because the inhibitor was placed prior to 2.0. The only thing I can suggest here is trying the unclaim spell or restarting and making sure that the inhibitor is destroyed before workers have a chance to capture it (you can use the impasse flag if you think this is a possibility).

I shall look into fixing this but shall wait until you complete the campaign to see if any other problems crop up. This is because the campaign editor is glitchy and editing just one level can break the entire thing; hence why I would rather fix everything at once before playing around with it.
Mac Like-a The Potty Aug 9, 2019 @ 4:21am 
I encountered a problem with level 13. My workers captured one of the Inhibitors making it impossible to complete the level because of the Core Door.

https://steamcommunity.com/sharedfiles/filedetails/?id=1829463069
Ulfgard the Unmaker Jul 5, 2019 @ 9:19am 
It took me an embarrassingly long time to realize that gateways are not necessarily fortified or even really defended at all. I'd been figuring I'd need to gear up for a base assault, and that hesitation cost me.

The failure on my part was entirely the result of me misreading the situation.
Korvek  [author] Jul 5, 2019 @ 4:43am 
If I remember correctly, there is also a map ping, an objective, and a voice line telling you about the gateways. Those gateways were pretty much the 'challenge' of the level...once destroyed/taken over, the attacks would be limited.
Korvek  [author] Jul 5, 2019 @ 4:41am 
Ulfgard the Unmaker Jul 4, 2019 @ 10:42pm 
Super stoked to hear about the release of your intermediate campaign. Can't say I'm quite ready for it yet, but I'm looking forward to being good enough to play it some day.

Also, I realized I was an idiot. The reason I kept getting murdered on level 7 was because I left the two nearest gateways in the possession of Rhaskos and the Empire; I'd been operating under the assumption that the attacks I was facing were coming from their respective bases, rather than isolated gateways. Once that dawned on me, the level was fairly straightforward.

I apologize for being a total blockhead.
Korvek  [author] Jul 4, 2019 @ 7:33am 
A small update for those interested:

I have been working on my intermediate campaign recently and plan to release it today.
Korvek  [author] Jun 25, 2019 @ 1:01pm 
Hello.

It has been a while since I have looked at the beginner campaign. If I remember right, level 7 is the level with Rhaskos v. Empire. One thing to note is that any level with AI is inherently difficult to balance because the AI likes to mess things up either by attacking too early or never at all! I attempted to circumvent this by giving the AI as little control as possible and controlling everything via waves.

From memory, this level always was problematic to balance. On the one hand, I wanted Rhaskos and the Empire to fight. On the other, I wanted them to attack the player and eventually become a threat. They should leave you alone for a while and then attack at a certain time. I cannot really say much without knowing more details...e.g. the time of attacks, what units are attacking, what units you have, what you have been doing, how you played the game.