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Build and Brawl (BnBv1.9j)

Submitted by Ulfsire
This bundle is marked as approved. It works and satisfies the submission rules.
Hello Hive,

This is a battling map for 4 players. Gameplay is inspired by card shuffle and castle fight. The idea is a low-APM war game based on decisions, counters and combos.

Every round you have a random ally. Combine a Builder and Base and defeat the other team with units and spells.

Experience such famous strategies as "Eternal Militia Monolith" "The Ghoul Roost" "Immortal Wisp Citadel" "Cursed Gnoll Rush" "World Tree Apocalypse" and "Greedy Mesmer Bazaar," or experiment to find your own!


Discord link: Join the Ham's War Game Discord Server!

If anyone wants to play with me / my group to test strategies and give balance feedback, just send me a message, we're always happy for more

Features:
- a tutorial cinematic
- 14 builders (races)
- 36 bases (9 starting) (kind of works like a passive)
- can choose All Pick, Random Builders or All Random in Mode building
- with 4 players, rotating teams of 2; with 2-3 players, free for all, and automatic free for all if a player leaves a 4 player game
- bots that produce escalating random spawns for single player (just for testing)




Builders

Your Builder is your main unit, and can construct buildings with Gold and use Items (Spells) with mana. Spells have limited charges and are gained by constructing buildings. All Builders have access to at least one building that trains units, one that produces mana, and one that produces gold.

- Dwarf (New): Trains Riflemen and Mountain Kings, barrages enemies with single-target spells. A defensive builder.

- Priestess (New): Trains devastating Myrmidons and Consorts, smites enemies with Braziers and escalates mana. Very explosive.

- Count: Swarms with Cursed humans, summons Gargoyles and trains powerful Vampires. An offensive builder.

- Mesmer: Drains mana, deals constant spell damage and summons illusions. Good at casting and control.

- Lich: Trains hordes of weak undead and casts powerful killing / summoning spells. Good at quick swarms.

- King: Trains tough defensive footmen and casts a variety of spells. A flexible builder.

- Warlord: Grunts with cleave allow for constant AoE. Can also train fast-regenerating trolls. A rusher.

- Cryomancer: Can constantly freeze enemies with enough mana. Also able to rush with summoned Tusks. A caster.

- Diabolist: Units more powerful, but train more slowly. Flexible but costly magic. Dominant late-game.

- Gardener: A strange builder that summons plants. Has lots of self-healing and can swarm with Treants.

- Miner: Increases resources by building around Burrows. Has access to high-hp cave summons.

- Cultist: Lots of mass-destruction, and trains units with abilities that activate when they die.

- Assassin: Trains units with poison, and casts situational damage spells. Tricky but adaptive.

- Engineer: Trains machines that need to be powered up. Gains high mana regen and AOE nukes.


Bases

Your Base is in the middle where trained and summoned units spawn, and needs to be defended. Each starting Base has an inherent special that can be upgraded, and the Base itself can be upgraded into an advanced Base that changes this special. Advanced Bases can also invest in powerful delayed abilities. Bases need lumber, which is gained by all players whenever a powerful neutral Monster is killed.

Bazaar: adds more gold generation to your gold-producing (training) building.
----Tavern: causes your gold-producing building to also summon a Mercenary, can summon deadly Swashbucklers.
----Alchemist Lab: causes your gold-producing building to also damage a random enemy unit for an amount based on your total gold, can summon a crazed transmuting Alchemist.
----Voodoo Lounge: causes your gold-producing building to also generate mana, can transform all enemies into Swine.

Guard Tower: high hp, periodically fires arrows at nearby enemies.
----Death Tower: fires a slow high-damage projectile at a random enemy in global range, can temporarily disable itself to deal direct damage to an enemy Base.
----Sand Tower: rapidly thrashes melee-range units with sand, can summon a nasty Ant Lion.
----Pheonix Tower: scorches nearby enemies with Pheonix Fire, can heal itself while damaging all units at once.

Hut: summons a Gnoll whenever you train a unit.
----Roost: when you train a unit, calls thunder down on random enemy units, can summon a high-damage Thunder Beast.
----Yurt: when you train a unit, summons ranged Centaurs, can summon a powerful Khan with endurance aura.
----Magic Mine: when you train a unit, generates gold, can immediately produce gold at the cost of life.

Lodge: heals your units whenever they kill an enemy.
----Skull Tower: causes your killing units to buff either themselves or an ally with increased damage, can summon 2 Blood Trolls.
----Reaver Den: summons Reavers whenever your units kill, can empower all your units at once with increased attack.

----Mouth: generates mana when your units kill, can make one of your units deal heavy damage to all others.

Node: adds more mana generation to your mana-producing (training) building.
----Fire Node: causes your mana-producing building to also burn all units at once, can summon a mass of Fire Elementals based on mana.
----Water Node: causes your mana-producing building to also summon Water Elementals, can set your Builder's mana to maximum.
----Earth Node: causes your mana-producing building to also heal your Base, can summon a tanky Earth Elemental.

Necropolis: summons Longdeads when you kill any unit with a spell.
----Halls of the Dead: summons more powerful Angry Dead when you kill with a spell, can kill all units at once, which itself counts as a spell.
----Ziggurat: damages a random enemy unit whenever you kill with a spell, this damage counts as a spell, can summon a self-reanimating Paralich.
----Tomb: heals your Base when you kill with a spell, can drain 40 life from an enemy Base.

Nexus: damages a random unit whenever you cast a spell.
----Tabernacle: heals your Base whenever you cast a spell, can summon an evasive Celestial.
----Hellgate: summons an Imp whenever you cast a spell, can summon a bloodthirsty Hell Knight.

----Academy: restores some mana when you cast a spell, can double all your spell charges.

Shrine: summons Wolves whenever you construct a building.
----Temple: summons a self-summoning Zealot whenever you construct a building, can summon a Zealot on top of every enemy unit.
----Ancient: gains mana whenever you construct a building, can damage all enemy units and Bases for an amount that increases with each building you control.

----World Tree: heals your Base when you construct a building, can grant a friendly unit giant health.

Totem: restores life whenever one of your units dies.
----Citadel: smites an enemy unit every time one of your units dies, can summon a godlike Templar.
----Pagoda: damages an enemy Base whenever one of your units dies, can equalize the life of your and a random opponent's Base.

----Monolith: gains mana whenever one of your units dies, can restore most of its life at once.


Monsters

Monsters spawn once every 60 seconds unless there is a Monster in play. Monsters are the source of wood for all players and can dictate the tempo of a match. Different Monsters counter different types of units and never attack Bases. It can be useful to let a Monster defend for you against a rush, but remember, whoever kills the Monster also gains bonus gold.

Angry Bear:
strong cleaving attack and high-hp, can wipe out swarms of low-hp units.

Dragon Turtle: spiked shell reflects some melee damage back at attackers, and attacks at range.

Fire Drake: Immolation burns weak melee units, and attacks at range.

Ghost Wolf: 75% evasion but low hp, powerful against all units but vulnerable to spells.

Mana Beast: attacks deal global damage to all units with mana, wipes out low-hp spellcasters.

Rock Lobster: attacks permanently stun a single target, good against single elite units.

Swamp Hydra: spits poison at range and quickly regenerates health, but low-hp.

Thunder Lizard: a long-range attack that never misses, good against slow melee units and phantasms.


Change Log
Changes:
v1.9j (9/6/19)
- players will never random the same builder twice in a row
- updated Dwarf and Assassin strategy tips
- Castle Ruins gold cost 1255 -> 955
- Plague of Rats mana cost 40 -> 50

v1.9i (6/25/19)
- two players can now win during Fixed Teams mode
v1.9h (6/17/19)
- Gnoll life 7 → 5, damage 2-4 → 1-4
- Wolves no longer take double damage from spells, life 8 → 7
- Swamp Cult (from Evil Eye) changed to Annihilate: Deal X damage to a random enemy Base, where X is the number of charges remaining (gains charges the same way)
- Jelly Pit gold cost 850 → 780
- Evil Seed heal removed, Strangling Fruit cost 300 → 150
- Carpentry Guild gold gained when you construct a building 75 → 125
- Serpent Shrine heal 100 → 50
- Satyr Revel mana cost 50 → 60
- Temple changed: when you construct a building, summon a Guardian, Guardians gain base life and damage based on Relics

v1.9g (6/16/19)
-added a separate Mode building for player 1, to immediately set team / random / pick settings (no longer vote)
-Wolf life 10 -> 8
-Storm Rider life 20 -> 15, damage 4-10 -> 2-8

v1.9f (6/14/19)
-removed "test" command
-fixed a few mechanics (notably dwarf munitions) that broke with the patch

v1.9e (3/28/19)
-some small balance changes
-changed the way Evil Eye works for Cultist, changed Slime Pits to train Jellies, and the spell to Summon Monster Jelly, reduced stacks of Void Pulse
-Priestess Serpent Shrine now heals base for an amount = 100 x total Serpent Shrines when built
-Mesmer House of Joy now adds passive heal whenever you cast a spell (Stacking), Temple of Doubt adds passive Mana restore when casting
-changed Fountain of Blood (Count) so it summons a unit when a touching building trains, buffed Gargoyles to have 1 damage resistance
-reduced mana cost of Assassin Satyrs
-changed Barrel (Dwarf) into Munitions, which damages enemy units when a touching building trains, and gives the spell Siege Gang
-buffed Wolves from Shrine
-changed terrain to a symmetrical "colors" layout
-added many new Bases, mostly ones that self-heal or directly damage enemy Bases

v1.9b (2/15/19)
-back again! Preparing for a big Leader + Base expansion
-Set Wins Needed to only increase by 1 if two players are about to win simultaneously. This should make it very hard for rounds to go infinite
-Reduced some random name lengths to fit better
-Made a visible Monster timer in the center of the field - should allow for some better planned timing
-Removed all terrain and doodads - this is the age of visual minimalism

v1.9a (3/21/17)
-still need to change preview image, haha
-a balance update focusing on Bases, with some added features
-Carpentry mana cost 75 -> 125
-Storm Riders charges 1 -> 2
-Storm Cage gold cost 575 -> 675
-Engineer units (but not Base) with Armaments can now target Monsters with missiles
-Plague Ritual mana cost 125 -> 150
-Abomination and Magnataur no longer vulnerable to magic
-Huntress magic resist 75% -> 50%
-Fire Node now does 5 damage to 3 random units when you produce mana, can target the same unit more than once
-Temple now summons a healing Priest when you construct a building
-Crusade now increases the max life and mana of all friendly units
-Yurt now deals direct damage to an enemy Base when you train a unit
-Water Node and Tavern set to 4 lumber
-Academy life 300 -> 200
-Tabernacle healing 5 -> 10
-Celestial now gives Brilliance Aura to friendly units and builders
-Demolish gold cost 300 -> 600
-Each player is given a random name
-Every round, each team is given a random name
-players can vote for "fixed teams," which locks the current teams for future rounds (a requested feature for premade games with friends, obviously the game won't end in this mode if two players always have the same wins)

v1.8i (1/27/17)
-a small balance update
-Night of the Dead mana cost 50 -> 40, no longer gives +1 damage
-Town Bell mana cost 50 -> 75, charges 2 -> 1
-Love of the Chosen mana cost 75 -> 90, charges 3 -> 2
-Evil Seed damage capped at 10
-Pagoda is now 2 lumber, Citadel is now 3
-Monolith life 700 -> 400, Regenerate now only restores 200 life
-Villager train time 20 -> 30
-Cursed Beast damage 4-7 -> 2-5
-Blood Curse mana cost 50 -> 75, charges 2 -> 1
-Manor gold cost 745 -> 685
-Glory mana cost 60 -> 50

v1.8h (12/27/17)
-balance changes, small miner rework
-Centaur range and life reduced
-Assassinate can now target any unit, and the damage is dealt by the Huntress (triggers Lodge, Skulltower etc)
-Mother Tree cost 900->800
-Glory Banner cost 400->325
-Pagoda changed, now deals 1 damage to a random enemy Base whenever one of your units dies
-Lesser Calling mana cost 25->20
-Evil Seed mana cost 25-30
-Thunder Clap was causing the attacked unit to deal the damage, not the Mountain King (fixed)
-Newt Pact changed to summon 1 Newt at 25 mana, 3 charges
-Kobold Boss now gains 25 gold for each Tunneler in play
-Treasure Hunt now gains 200 gold for each Burrow
-fixed a lot of trained units that didn't have the Q hotkey

v1.8g (12/25/17)
-quick rework extension
-reduced gold cost of Castle 1600 -> 1415
-reduced gold cost of Glory Banner and removed +2 damage / -3 armor, reduced charges of Glory to 1
-changed priestess strategy tip

v1.8e+f (12/25/17)
-balance changes and reworks
-moved surrender button up vertically so players stop accidentally clicking it after exiting build menu
-added a light red chat message that alerts players whenever their Base receives direct damage from a spell or ability
-Blood Curse mana cost increased and stacks reduced, Cursed Manor cost increased
-Cursed Beasts now transform into Villager at 10 mana
-Storm Rider attack changed to 4-10, Never Misses replaced with a bounce
-Thunder now deals 60 damage to your Base
-increased heal from World Tree 15->25
-increased Giant Growth life gain 20->30
-made Angry Dead and Rock Lobster Inorganic
-removed summon cap from Town Bell, Spider Summoning and Mob, due to innate game cap of 30
-fixed bug from recent changes where Burrow wasn't training its second Tunneler
-Reavers buffed to 3-6 damage, 10hp
-Satyr changed to Reveler, no longer permanently debuffs, instead when it kills a unit summons a smaller melee Satyr
-Keep -> Castle, now trains Knights, trains Mercenaries for each touching Market, Militia for each touching Farm, Footmen for each touching Barracks
-Sally Forth! now summons 1 Knight per Castle, 1 Mercenary per Market, 1 Militia per farm and 1 Footman per Barracks
-Blacksmith +2->+1 damage
-Holy light now heals for 5, gives +5 life total, and deals 5 damage in 450 aoe
-Campfire cost reduced to 745, now instead of giving health regen causes touching training buildings to train +1 of their unit (Grunt or Troll) for each touching Campfire
-Aggression now gives 1 friendly unit +3 damage and deals 7 damage to a random enemy in 450 range (Warlord can now make use of Necropolis), charges increased and mana cost reduced
-Glory Banner now gives +2 damage and -3 armor to units trained by touching buildings, and additionally causes the trained unit to deal 5 damage to an enemy Base upon being trained (this scales per Glory Banner)
-Glory charges reduced to 2

v1.8c+v1.8d (12/21/17) (experimental)
-Totem and Tomb and some other on-death bases were messing with the damage trigger for scaling AOE spells like Mana Storm, Tranquility, Apocalypse, Evil Seed etc (all fixed)
- Storm Rider damage changed to 7-7, charges reduced to 1
- added a loading screen
- removed AI from 2-4 player games, the game was never meant to be played with AI and it's been warping people's impression + strategies.
- AI bots will only spawn if it's 1 player (if you want to test stuff out)
- If a player leaves, teams will revert to Free For All every round
- If only two or three players are in a game when it starts, teams will always be Free For All
- Added a cap of 30 to all unit-types for each player, meaning players won't be able to summon or create more than 30 units of any one type (prevents the type of swarm that can make the game almost unplayable)
- these changes will probably come with some bugs although I've tried to test thoroughly
- Stability is near!

v1.8b (12/20/17)
-sigh another quick hotfix, really worried about spamming makemehost but these are game breaking bugs here
-on kill effects of units entering play combined with Roost (and some other things) weren't understanding the owner and defaulting to player 1 (fixed)
-the Anointed buff could target your Builder (fixed)
-Devour ability of Mouth not working properly (fixed)

v1.8a (12/20/17)
-quick hotfix
-Ziggurat and Tomb were generating longdead off of longdead if holding decay scroll (fixed)

v1.8 (12/19/17)
-big Base "paradigm shift" update
-per player advice, not adding Tauren yet
-9 new Advanced Bases, all at 1 or 2 lumber, and some old ones switched to 1 lumber, allowing for a very early change in strategy
-many balance tweaks
-Holy Fire range reduced and no longer damages buildings
-Citadel now does damage originating from the Builder, not the unit (infinite zombies no longer works)
-Ziggurat damage reduced to 4
-Thunder Beast can now be targeted by all units
-Aviary changed to provide gold, mana and base heal whenever you build next to one, cost reduced
-Thunder mana cost reduced and damage to base increased
-Mana Surge once again damages base
-Ancient One damages base
-Slime Advance and Dark Alchemy damages base
-Evil Seed heals base
-Strangling Fruit and Sacred Arm no longer spawn additional buildings
-Consume now deals 10 damage and heals 10 life
-Treant health reduced to 6

v1.7c (12/14/17)
-small quality of life update
- remapped Building hotkeys to be spatially sensible:
QW
ASD
ZXC
- increased round start timer to 45 seconds
- spawn a unit when tower dies to allow defeated players to vote on modes / restart
- Strangling Fruit cost reduced
- Apocalypse mana 150 -> 100
- Chieftan builder and new Bases in the works...

v1.7b (12/10/17)
-small balance update
-took away mana gain on Statue, reduced cost, made Count gain mana whenever something is built next to Castle Ruins
-Lord's Gaze mana cost 25 -> 20, charges 5 -> 8
-Reanimate charges 4 -> 2
-gave Myrmidon cleave
-Initiate now generates +2 mana when he kills
-Brewer retains passive but Inebriate spell changed to Revelry (+8 life -2 armor to all friendly units)
-Storm Cage cost increased
-Increased inherent mana gain from Ancient
-Sand Tower, Halls of the Dead and Water Shrine lumber cost reduced (big 1 lumber Base update to come!)
-Advanced Bases for Bazaar and Node no longer have inherent production gain
-coming next: 1 lumber advanced option for every starting Base, new builder Chieftan

v1.7b (12/10/17)
-small balance update
-took away mana gain on Statue, reduced cost, made Count gain mana whenever something is built next to Castle Ruins
-Lord's Gaze mana cost 25 -> 20, charges 5 -> 8
-Reanimate charges 4 -> 2
-gave Myrmidon cleave
-Initiate now generates +2 mana when he kills
-Brewer retains passive but Inebriate spell changed to Revelry (+8 life -2 armor to all friendly units)
-Storm Cage cost increased
-Increased inherent mana gain from Ancient
-Sand Tower, Halls of the Dead and Water Shrine lumber cost reduced (big 1 lumber Base update to come!)
-Advanced Bases for Bazaar and Node no longer have inherent production gain
-coming next: 1 lumber advanced option for every starting Base, new builder Chieftan

v1.7a (12/8/17)
-new builder, Dwarf, trains riflemen and uses lightning magic, very defensive
-soft remake of cryomancer to encourage more interesting building placement
-ice hunt now summons tusks based on total igloos and total buildings touching an igloo
-cold throne now also causes units trained by touching buildings to summon frost wolves
-Count buffs
-villagers now transform at 15 mana
-Blood Knight summons twice as many villager
-Blood Curse cost 75 -> 50
-new trigger that makes all units interrupt their current action when the Monster dies (units were running toward the Monster's death point even after it died)
-tutorial now mentions the color-coding of building types

v1.6z (12/7/17)
-last one in this flurry
- added Vulnerability to a lot more big units, notably Abomination and Magnataur
- gave Huntresses magic resist 75%, gave greater demons 50%
- gave fire drake an aoe attack
- increased cost of Serpent Shrine
- reduced damage and hp of Consort
- Troll Lodge for Cryomancer now gives Cold Snap, a single-target nuke / freeze, opens up a Nexus / Cryophytosis strategy

v1.6y (12/6/17)
-quickfix, fixed magic resistance for treants / treefolk
v1.6x (12/6/17)
-quickfix, added Priestess strategy tips
v1.6w (12/6/17)
-another somewhat big update
- new Builder, Priestess, worships an ancient god, trains and summons powerful Anointed units
- added Spell Vulnerable, and made it so spell resistant 50/75 and spell vulnerable are armor types that can be seen by other players
- teams now rotate in a fixed pattern after starting from a random configuration
- when Monsters spawn and are in play, all units always try to attack it, this will hopefully cut back on the annoying target juggling
- Lodge heal halved
- Cursed Beasts now turn back into villagers on death
- Feast charges and damage reduced, but receive more charges with more Fountains of Blood
- small balancing tweaks to several new bases
- Tower variants now have their native projectile as an invisible ability instead of holding an extra item
- fixed bug where going random sometimes gave you nothing
- if there is a tie between random builder and all random, it will now default to random builder instead of all pick

v1.6v (12/4/17)
- a quickfix to clean up some Modes bugs and balance some overlooked power spikes from adding magic resistance, probably more to come
- added Restart vote in Modes (seems to work well, but these all need extensive bugtesting I think)
- made Villagers transform into Cursed Beasts at 20 mana, increased Feast damage
- Sprout mana cost increased 15->25, Druid casts Sprout at 5->10 mana
- slight increased gold cost to Cannon Fort, Workshop and Generator

v1.6u
- 10 new base upgrades, 2 new starting bases (Lodge and Totem)
- new Builder, the Count, trains undead Vampires and living Villagers, can summon Gargoyles, Blood Knights, Diseased Rats and Nosferatu, can transform living units into Cursed Beasts and heal allied units with Feast
- Diabolist reworked, Slab now summons warlock, can train Demons instead of Deceivers, Apocalypse Shrines give mana boost based on charges, new spells
- Mesmer tweaks, Spellbreaker -> Mage Knight, Temple of Doubt amplifies Mage Knight spell, House of Joy trains High Elfs only if you train Mage Knight
- Gardener tweaks, Undergrowth upgrades into Mother Tree, Briars entangles enemies when you train
- Many other balancing tweaks (and more to come)
- Magic resistance introduced and added to several units based on flavor
- Terrain added instead of black water
- Mode building in choosing area, can turn strategy tips on / off, and vote for All Pick, All Random or Random Builder

v1.5b
- fixed sanctum to autotrain Spellbreakers
- fixed Keep to show "for each Keep" text

v1.5a
- dramatically reworked some builders
MESMER:
- Sanctum now trains Spellbreaker
- Sanctum's passive now works like the nexus and spreads to adjacent buildings
- Temple of Doubt and House of Joy no longer train units, cost reduced and spell stacks increased
LICH:
- Cursed Grave no longer improves trained units, it now summons a scaling amount of units based on what it's built next to
- Plague ritual only summons Abomination, which now has cleave and raises a Zombie whenever it kills a unit
CRYOMANCER:
- Runes cost reduced and Cryophytosis now summons a Frost Wolf in the middle instead of Ice in the build zone
- Cold Throne no longer improves trained units, it now summons a Frost Wolf whenever you cast a spell
- Tusks (melee) attack increased and Ice Hunt mana cost reduced
DIABOLIST:
- Bargul Shrine changed to Apocalypse Shrine which no longer trains a unit, instead it costs 250g and gives 1 stack of Apocalypse, and Apocalypse damage now scales on number of Apocalypse shrines and number of Acolytes
- Lesser Demons summoned by adjacent Acolytes when a unit is trained are themselves now trained, meaning they trigger Hut and Yurt
KING:
- Gold costs reduced across the board
- Keep passive now actually works and triggers Hut and Yurt
WARLORD:
- Aggression now comes from Campfire
- Fort can summon Raider, a beefier unit with cleave
CULTIST:
- Sacred Arm now also summons Evil Dreams based on how many Tentacles you control
- Slime Advance stacks increased
- fixed Void Pulse to work properly for players besides player 1
GARDENER:
- Can no longer consume last Sprout stack
- Gains x Sprout stacks if you build a plant next to more than one tree
GENERAL
- Hellgate cost increased
- Guard Tower range slightly increased
- Guard and Death Tower no longer target Monsters
- Buildings color-coded, green for training, purple for misc, blue for mana generating and orange for gold generating

v1.5
- Includes a couple versions here, heh
- AI spawning reduced
- Quest Log replaced with "Help" info
- All Builders display strategy tips when picked and have "Strategies" visible as a passive ability
- New Bases and Base upgrades, Shrine, Temple, Nexus, Death Tower
- Removed Bases, Castle, Town Hall
- Diabolist costs increased
- Mesmer costs reduced and Sanctum reworked to nuke enemies
- Miner costs increased and Ore Vein improved
- Warlord Aggression no longer summons Grunts
- Holy Fire range increased to 600
- Many other minor tweaks

v1.2
- Name changed back to non-abbreviated less-absurd vision, new preview image
- Garrison range, damage and cost reduced
- Blood Pact now summons Succubi based on Acolytes
- Acolyte, Starblossom, Glowthistle, Undergrowth and Briars cost reduced.

v1.1
- quick fix, Imps summoned by Hellgate were always allied to player 1


Resource Credits: HeroGlow by assassin_lord, Loading Screen by unknown, Cliff1 (for cliff shadow) by Rufus

Testing Credits: Hamsamwich, Shame, inchoate, OvertlyEsoteric, Paillan(???)
Contents

BuildAndBrawlv1.9j (Map)

Reviews
deepstrasz
Sorry for intervening @Paillan but this map is fully functioning although the terrain hasn't much to show for itself. It's been some time and @Ulfsire updated it regularly. Plus, the holidays and all :) However, I suggest replacing the...
  1. Eat_Bacon_Daily

    Eat_Bacon_Daily

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    I'm enjoying the new version very much. I love the random feature. The new race is also very cool, it's particularly massing oriented, I like it :)
     
  2. Ulfsire

    Ulfsire

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    I'm glad. Actually the massing aspect of Count just received a buff in this new version (players felt it was too weak). Which brings me to:

    New version is up, 1.6w!

    Which includes another new race, Priestess (naga)

    Some players wanted to know about the bug when picking Random - it has been fixed, what happened was the "random builder" was sometimes set as the new "Mode" building (because it was picking from buildings in that area) and so gave the player nothing.

    Another new thing is a set of triggers that forces all units to try to kill the Monster when it's in play - this way you can't randomly aggro the monster and fight it while the enemy ignores your units and attacks your base. It also causes the Monster to move all the units around as they try to attack it which creates an interesting situation after the monster dies. This can be turned off / back on if North types -aggro

    If anyone browsing the thread has feedback / suggestions / balance notes, I'd love to hear it! My playgroup can only break so much.
     
  3. Ulfsire

    Ulfsire

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    new version up, 1.7a

    added new race, Dwarf
    and some Cryomancer reworks and other buffs / nerfs

    the scales teeter
     
  4. Hamsamwich

    Hamsamwich

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    I think a good goal at the moment would be,instead of adding new races, get it really balanced. I know in the last game I was in you talked about adding 1 wood upgrades to all the bases. I'd say do that and just have all future patches for a bit be balancing. Then get to a "prime" state before you start adding new races one at a time. I think at the moment there is a very solid selection of races.

    And why isn't this approved yet? It is better than most of the stuff on here ha ha
     
  5. Ulfsire

    Ulfsire

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    Ask and you shall receive...

    New version up, 1.8

    which comes with 9 new Bases
    The intent for this version is a "paradigm shift", that is, more effects, Bases and spells that interact with Base life total, and hopefully new viable self-healing strategies.

    There have also been many balance changes, but now there are 126 (?) new opportunities for game-breaking imbalance, so stay tuned for hotfix!

    *Some players will be happy to know that infinite ghoul zombie citadel resurrect strategy has been removed.
     
  6. Hamsamwich

    Hamsamwich

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    1.8 changes the game a lot, but I think it is very good. There were a lot of run-away games but nothing that made me think 'there was no way I could beat that'.

    I think academy could easily be broken if used well/the right race, but you it loses to rush hard. Big units are definitely weaker now and Yurt may be too strong in late game because it has no restriction like necropolis does. I think Mesmer may be too weak possible? Or at least there aren't any viable strats besides start with your wizard tower.
     
  7. Ulfsire

    Ulfsire

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    To answer one of your concerns, New Version 1.8c+d puts a limit of 30 on all units (not just longdead).

    As for mesmer, they're still so strong once they go off, especially if they skip the citadel (making them vulnerable early), that I think their "viable strats" has more to do with what their ally does. Citadel protects you from an early rush, but if your ally is Dwarf or something, then you're free to max out those Troves and become truly obscene.
     
  8. deepstrasz

    deepstrasz

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    Sorry for intervening @Paillan but this map is fully functioning although the terrain hasn't much to show for itself.
    It's been some time and @Ulfsire updated it regularly. Plus, the holidays and all :)

    However, I suggest replacing the Defense/Survival and Offense tags with Strategy/Risk.

    More arena/game types would be interesting.
    Definitely, a fun map to play with others.

    Approved.
     
  9. Paillan

    Paillan

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    Go ahead. I was about to do it tomorrow. I just had forgot.
     
  10. Escence

    Escence

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    Hey there! Played the map today with some friends and had a lot of fun!
    At one point we had a face-off that lasted forever when I went Cultist using the Strangle(?) plant and tried to counter the Zombie builder with Angry Dead. At one point, the Zombie builder just started demolishing his buildings in order to spam zombies. Using Evil Seed to counter it and demolishing my own buildings to keep up my stacks, often lagged everyone in the game when reaching max limit on Zombies and Angry Dead every time! The game kept going because another player kept spamming Thunder! The game eventually ended when the Gardener builder switched his build to do random damage to player bases but it was a stalemate for such a long time! Hilarious but a bit painful.
     
  11. Ulfsire

    Ulfsire

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    This made my night! Happy holidays!

    Terraining is definitely on the agenda. My poor imagination has been devoted to anticipating cheesy strats.

    Changed the tags.

    Haha...I'm glad the stalemate was broken. Situations like that can be comical. There used to be a time when Longdead had no limit.

    I'm always concerned about unwinnable draws or completely unbeatable strategies. Would love to hear it if you discover any. It seemed like your Gardener found his direct damage. The recent versions have been all about adding ways to heal your Base, kill units and directly damage other Bases to shift the meta away from mass rushing. The danger is that things are pushed too far into stagnant lategame combos. Also a Dwarf and a Cultist in one match pretty much guarantees a long round (depending on what they do).

    Anyway, glad you guys had fun! Hopefully there was more hilarity than pain...

    Which bring me to the new version, 1.8f
    Which tries to balance out the dreadful Cursed Manor Hut and reworks King and Warlord.
     
    Last edited: Dec 25, 2017
  12. Escence

    Escence

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    Oh I forgot! Since the surrender button is in the same location as Cancel on the builder, I've accidentally surrendered a couple of times. Would you be able to change this in a future release?
     
  13. Ulfsire

    Ulfsire

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    Haha, yeah, I finally got around to fixing that in one of the current versions, 1.8g I think. Good call!
     
  14. Paillan

    Paillan

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    I still feel like lich spam is very stronk. Maybe you should reduce the amount of zombies that the summon zombies spells give (10 is just too much)
     
  15. Ulfsire

    Ulfsire

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    I think you're right buddy. The time has come. Night of the Dead is an old ability. I'll update it.
     
  16. SpoodgeMcDuck

    SpoodgeMcDuck

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    Any ETA on the next update?
     
  17. SpoodgeMcDuck

    SpoodgeMcDuck

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    I think demolish needs to be removed and spells that heal base need to be reworked to not heal bases.
     
  18. Ulfsire

    Ulfsire

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    Big update (new builder) could be coming soon, depends on my other projects really. Thanks for the interest!

    I do agree that demolish is an imperfect mechanic. It's mostly there for players when they mess up placement. I am however very interested in what the game would be like if it was impossible to keep building. I might upload a version with that.

    Is the healing you find most egregious the recent stuff (certain new Bases, cultist and dwarf)? It's been there from the beginning in Gardener / King, but less...extreme. The reason why more healing has been added is A. to allow more spells that damage your own base, B. to turn base life into a kind of resource and C. to give a potential late-game option that beats midrange whittling.

    Interested in your thoughts on this stuff.
     
  19. SpoodgeMcDuck

    SpoodgeMcDuck

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    Well, from my group of play we found out that the Necropolis/Cultist strangling fruit build is very hard to counter. And as far as healing goes, matches boil down to who can heal and burst more, Dwarf with Thunder/Carpentry vs Cultist Strangling Fruit is one of the most boring things to sit through, as most of the time my play group will keep going infinite with demolish, base healing, and gold gain. If healing needs to be in the game still, I would think about maybe reducing the scaling, or have Cultist's heal only heal for a fixed amount. We all really enjoy this game, it just needs to be a bit more balanced. Thanks for getting back to me.
     
  20. Ulfsire

    Ulfsire

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    Thanks man! I appreciate the feedback.

    One of my playtesters likes to go academy (upgrade from nexus) cultist - one time got 7,000 stacks of evil seed but then accidentally killed himself with a slime advance.

    This recent update capped strangling fruit damage, could probably cap healing too. I'm thinking of increasing the building / mana costs a bit for dwarf mill and storm cage, since you're right, if dwarf and cultist are picked then it's guaranteed to be one of "those" games, although we've found that going only removal and healing is often countered by the continuous massing of hut / tavern nonsense.

    I'm very interested in the implications of removing demolish. I'm thinking I'll remove it by default, but allow it to be enabled through voting. I like the idea of there being an absolute limited resource for all players in the form of building space. It forces income spammers to have a thought out plan.

    Happy you guys have been having fun. Always love talking balance.