Each player can now pick between Underworld Creatures, Hero Creatures, or a Random selection (Thanks to Ancientway)
Focus on balanced 1vs1 Maps, where no player has an advantage
Diverse Map Designs, some maps are designed for early aggression, some for easier turtling, midgame aggression, or more space for chaos.
Still most maps should allow to rush, but is also less punishing for turtlers *(Turtling is disadvantages in general).
You reach endgame when you your opponent allows it. Not by artificially delaying player2player Integration, so both players can't snowball with farming heros, or collecting specials. I did that to prevent a simpel steam roll scenario.
Simple Design Philosoph: "What you see is what you get". All maps have the same ruleset, no surprises, easy to learn, hard to master.
> [!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.
Updated it for the new File Structure of KeeperFx 1.4
River of Time had no imps pre-placed - now fixed