In the last two levels you use to destroy certain walls,
and speed for the leading creature.
The forth one introduces gem rocks to the enemy
keepers. There are three to face. The last to die
will probably be yellow. Infinite invasion loop.
This one is more interesting than previous invasions as Keepers actualy push to you and can easily kill heroes at your base and claim your hatchery. What helps is that they also fight each other. It kind of suck that you cant claim tiles and hero tunnelrs dont do that either as it would be more fun because once you go out of possession, you have to reposition your units one by one as link between them will get lost.
> [!NOTE]
> Highlights information that users should take into account, even when skimming.
> [!TIP]
> Optional information to help a user be more successful.
> [!IMPORTANT]
> Crucial information necessary for users to succeed.
> [!WARNING]
> Critical content demanding immediate user attention due to potential risks.
> [!CAUTION]
> Negative potential consequences of an action.
This will become:
Note
Useful information that users should know, even when skimming content.
Tip
Helpful advice for doing things better or more easily.
Important
Key information users need to know to achieve their goal.
Warning
Urgent info that needs immediate user attention to avoid problems.
Caution
Advises about risks or negative outcomes of certain actions.
This one is more interesting than previous invasions as Keepers actualy push to you and can easily kill heroes at your base and claim your hatchery. What helps is that they also fight each other. It kind of suck that you cant claim tiles and hero tunnelrs dont do that either as it would be more fun because once you go out of possession, you have to reposition your units one by one as link between them will get lost.