In this Halloween map, you play as Varo — a banished Warlock who has lived in exile for ages. Obsessed with vengeance, he toils away on a secret experiment deep within his hidden lair. But when the experiment goes terribly wrong, destroying all he has built, Varo is forced to emerge from the shadows. He must improvise, using what remains and what does work from the experiment in order to claim the world sooner than planned.
This map features a custom-scripted mechanic for acquiring creatures.
Special thanks to the creators of the custom creatures:
Phalanx from Benlp
Maiden and Warlock from Ermin
Interesting mechanics in this level. The very limited ressources you are able to gather, being creatures, rooms or gold, makes it fun to push forward and explore as much as possible.
The conversion mechanics, in particular, seriously limit the power of the usual prison/torture room combo. Undeads are most welcome, even if vampires are vulnerable to disease for some reason, I guess for balance purposes?.
A few issues if I may:
-The overall goal of the map can be confusing. I was kind of "stuck" in the end because I didn't know what to do to progress. I didn't get the Horny because I wouldn't have been able to keep him alive, but it turns out it was needed to proc the final invasion I think? I didn't get the hidden warlocks either because of infighting. Nevertheless, I finished it and the last fight is tense considering how weak my army was.
-Some braced doors were bugged (maybe my fault, it usually is), they didn't show on the map and there were just floating keys instead. I couldn't capture the rooms ( right side treasure room and library) because of that. I just updated to the latest alpha if that's relevant.
I'm giving it a 4/5 for now, with 2/5 difficulty.
EDIT: After reload, the doors are here and seems to work fine. Maybe it has something to do with the new spells? I used Varo to destroy these each time I think.
Thx for your feedback!
Not sure what happend with the doors, nothing special with them and should be preplaced?
It is intended to change the use of the prison/torture combo. Was the closest idea i’ve got to what I wanted to accomplish ;-). of course normal conversion is disabled because else players would go for a hero army who are immune to the disease spell. Couldn’t do it player related
will have to think about the end goals, hadn’t taken into account that people wouldn’t want to have Horny and the Sorcerors. Not sure how to make it more obvious. Infight i can avoid by changing the Sorcerors to Druids for example. Horny is a bit of a gift to strengthen your forces.
vampires getting disease is a bug, they shouldn’t as undead. Will fix that. They are still limited to not to be to OP and limited resources makes them hard to train and it isn’t guaranteed you find the graveyard :-)
I thought the new spells had something to do with the doors "disappearing" but apparantly not, I just tried and they break normally. Weird. I didn't try on the two doors that "broke" the first time but nothing should be different with them.
If noone else reports it, better ignore that then.
> [!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.
Interesting mechanics in this level. The very limited ressources you are able to gather, being creatures, rooms or gold, makes it fun to push forward and explore as much as possible.
The conversion mechanics, in particular, seriously limit the power of the usual prison/torture room combo. Undeads are most welcome, even if vampires are vulnerable to disease for some reason, I guess for balance purposes?.
A few issues if I may:
-The overall goal of the map can be confusing. I was kind of "stuck" in the end because I didn't know what to do to progress. I didn't get the Horny because I wouldn't have been able to keep him alive, but it turns out it was needed to proc the final invasion I think? I didn't get the hidden warlocks either because of infighting. Nevertheless, I finished it and the last fight is tense considering how weak my army was.
-Some braced doors were bugged (maybe my fault, it usually is), they didn't show on the map and there were just floating keys instead. I couldn't capture the rooms ( right side treasure room and library) because of that. I just updated to the latest alpha if that's relevant.
I'm giving it a 4/5 for now, with 2/5 difficulty.
EDIT: After reload, the doors are here and seems to work fine. Maybe it has something to do with the new spells? I used Varo to destroy these each time I think.
Thx for your feedback! Not sure what happend with the doors, nothing special with them and should be preplaced?
It is intended to change the use of the prison/torture combo. Was the closest idea i’ve got to what I wanted to accomplish ;-). of course normal conversion is disabled because else players would go for a hero army who are immune to the disease spell. Couldn’t do it player related
will have to think about the end goals, hadn’t taken into account that people wouldn’t want to have Horny and the Sorcerors. Not sure how to make it more obvious. Infight i can avoid by changing the Sorcerors to Druids for example. Horny is a bit of a gift to strengthen your forces.
vampires getting disease is a bug, they shouldn’t as undead. Will fix that. They are still limited to not to be to OP and limited resources makes them hard to train and it isn’t guaranteed you find the graveyard :-)
I thought the new spells had something to do with the doors "disappearing" but apparantly not, I just tried and they break normally. Weird. I didn't try on the two doors that "broke" the first time but nothing should be different with them.
If noone else reports it, better ignore that then.