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[Strategy / Risk] Conquerors of Skaalrid - New Playable Version

Level 7
Joined
Jan 19, 2019
Messages
50
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Map Summary

Conquerors of Skaalrid is a grand strategy based around control points, very much in the spirit of maps like Azeroth Wars or LTA. The map starts off with 14 non-allied factions. As the game progresses there will be plenty of space for new alliances and betrayals as you battle for the fate of Skaalrid. Alongside with alliances the players will also be able to go down different faction paths during the game adding an aspect of replayability and unpredictability.

Conquerors of Skaalrid is set in a custom setting with its own lore and storyline that the players will be able to explore and piece together whilst playing the map. This allows each faction to be a bit more unique in their composition as the map doesn't need to keep up with an existing world.


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The Story

Skaalrid is a northern continent with a long, dark and bloody history since ancient times. "First" settlers of Skaalrid already arrived in a land covered in ruins and graves. The records of the old fallen empires speak of a great clock made of gold and silver dividing the seasons into seasons of war called Ages of Rage, and seasons of peace called Ages of Calm.

It is the end of the seventh recorded Age of Calm which lasted twenty years. But now the new Age of Rage is approaching like a storm ready to sweep Skaalrid and hold it in iron clutches. For the scholars predict this Age of Rage is going to be the longest one in the whole known history. Empires will rise and fall as they always do on Skaalrid, but this time only one may remain in the end.

The Empire of Orralor has arrived at the southern shores of Skaalrid under the orders of their monarch. They are ready and willing to battle their way to take over the continent for the Eternal Emperor. And they will battle anyone be it ancient guardians, elven kingdoms or orc raiders. Their conquest will be stopped by none if unchecked. Yet up north powerful kingdoms of barbarians, humans, dwarves and the dark elves are battling for control as well - And the fate of the north might determine the fate of the south.

All of the conflict across the continent has led to a major rise in criminality. These uprisings resulted in criminal organisations the size of literal kingdoms. The dominant Gnoll Syndicate comes out of the sewers to battle their rising rival - The Night Unity crime family. And whilst they battle the newly arrived Troggar slavers take root on the continent in service of their mysterious Imperator. The Imperator sent his best ogres and trolls to get the job done. But in the background another organisation is secretly pulling the strings - The exiled demon worshipping kingdom of Agamor.

And whilst war trembles through Skaalrid the proud Guardians stand ever watchful on their walls and guard the remnant of an ancient evil empire. The empires name is forever lost but it's last indestructible bastion is simply known as the Heart of Despair. Meanwhile an expedition of exiled nobles heads for the cursed ruins known as the Heart of Darkness - Unknowingly to them, they are not alone. They hope to uncover the old secrets and maybe discover what keeps the cycle of war on Skaalrid continue forever.


!!Playable version in the comment underneath!!

The Factions

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The Akamiri
Story:
The Akamiri are a clan of northern barbarians who were the first humans to settle Skaalrid after the fall. Tough, brutal and determined, the Akamiri bow to the wild Northern Spirits and their valkyries. Respecting the spirits of nature which in turn grant them wisdom and strength. In the olden days these barbarians used to serve the cruel Frost giants but they broke free more than a century ago and now march on to forge their own destiny.

Overview:
The Akamiri start off in a relatively save position. Their only worries are creeps surrounding their encampments which should be their main focus in the early game. As time will go on the Akamiri will rise in power which will make them a major player in the northern part of the continent where the trouble starts. They will have to look out for their main opponents the Northern Kings and the Elves of Tarlon who will try and break the barbarians to cement their dominant position in the mountains.

The Akamiri use a combination of human infantry, valkyrie spell casters and tamed beasts to dominate the battlefield. They are a relatively easy and well balanced faction, probably ideal for new players.

Faction paths:
1. The Frost Giant path - Work in progress. The Akamiri will be given an option to return to their masters overhauling the whole faction from barbarians into powerful yet isolated frost giants.

Composition:

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The Pre'ki Raiders

Story:
The Pre’ki raiders are a powerful faction of orc conquerors and warriors. They move swiftly on wolfback and they leave no survivors. The Pre’ki came to Skaalrid a hundred years ago, first arriving via a boat crash. Despite the difficult circumstances of their arrival they soon established themselves on the continent, for war is in the blood of every orc and unless a great power rises to challenge their numbers and brutality the Pre’ki will roll over Skaalrid as a green tide wave and become its ultimate warlords.

Overview:
The Pre'ki start squeezed between many enemies. Luckily for them all their enemies will be facing different opponents so the Pre'ki will be able to pick and choose their targets which is how they should progress. Select one enemy to focus on and use their incredibly strong armies to quickly eliminate them before they can muster a proper defense after which they will move on to the next target. If the Pre'ki prove strong enough the legendary Iron Conqueror will join their conquest, the Iron Conqueror is going to be their strongest hero and they should aim to get him as soon as possible.

The Pre'ki use a good combination of infantry and spell casters boosted by flying units and cavalry. Their destroyers are their key units in laying sieges to fortified positions otherwise their armies might be dispersed quickly.

Faction paths:
-Currently none in progress.

Composition:

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The Northern Kings
Story:
The Northern Kings are a faction of humans that has broken off the Akamiri savages many centuries ago to establish a new society. Hardly did they know how much trouble they were going to find as the mighty Frost giants have attempted to enslave them like their brethren. But with the assistance of the dwarves these humans managed to fight off the Frost giants and in turn started hunting them after making an alliance with the dwarf thanes. Together they build a better future for both of their races - But will that last or will their petty differences shatter the alliance?

Overview:
The Northern Kings are very well established in the mountains. Using a network of dwarven tunnels they can easily traverse the difficult terrain - They need to use these advantages and their technological supremacy to destroy all barbarians and Frost giants left within their provinces before they focus on eliminating their enemies. Those being the Akamiri and the Elves of Talron. Only this way will they truly rule the entire North and once they control the North the fate of the continent will be in their hands.

The Northern Kings combine human infantry units and dwarven range and artillery units. They are not a power to be meddled with but they have to face two very powerful enemies, they need to consider their strategy well because fighting a war on two fronts is no easy task.

Faction paths:
1. Human Supremacy - All dwarf units get abandoned. Northern Kings get new human units and several events take place changing the scales of balance in the north.
2. Dwarven Supremacy - All human units get abandoned. Northern Kings get new dwarf units and a several events take place changing the scales of balance in the north.

Composition:

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The Elves of Hadroz

Story:
The kingdom of Hadroz is home to the alliance of the Wood elves and the High elves under the watchful eye of their dryad rulers. Hadroz combines the High elven dictatorship and the Wood elven military junta though both nations are still relatively independent from each other. Even through mild conflicts between Wood elves and High elves, Hadroz strives towards a bright future through the teamwork of Wood elven druids and High elven hydromancers. But where there is peace there always is conflict brewing in the background. Will the Alliance last or will Hadroz plunge into chaos?

Overview:
The Elves of Hadroz start off in the eastern part of the continent. Making them the most removed from a lot of the major conflicts, that doesn't mean they should rest easy though. The Pre'ki raiders might very much pick them as a target if they are not careful not to mention the rising threat of Orralor or their ancient enemy the Elves of Tarlon who might try and come for revenge. The most dangerous threats always come from within though and the player needs to look out for the alliance that forms their faction otherwise they will have a civil war on their hands.

The Elves of Hadroz use many powerful spell caster units combined with ranged units making them more ideal for defensive strategies or hit and run guerilla tactics. In a one on one confontation their armies are at a great risk of being crused.

Faction paths:
1. Side with Wood Elves - The High elf units will be lost and replaced by wood elf units. All of the High elf territory will be lost. All druids will get a buff, Hadroz will keep the dryads.
2. Side with High Elves - The Wood elf units will be lost and replaced by High elf units. All of the Wood elf territory will be lost. All hydromancers will get a buff, Hadroz loses the dryads but gains possibility to seek other champions.

Composition:

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The Heart of Darkness
Story
The Heart of Darkness is an ancient unexplored ruin, seemingly lifeless from afar to all observers. How oddly fitting for in the Heart of Darkness there is no life, but also there is no death. Melthstran Darkstrider, a young necromancer entered the ruins in hopes of conquering their power and becoming a god. But instead, the Heart of Darkness conquered him and used him as a vessel for its power giving a rise to an ancient evil once again. In the shadows the necromancer raised an army and now they are watching and waiting for the perfect time to strike and wipe out all life on Skaalrid.

Overview:
The Heart of Darkness is a challenging campaign, but if done right all the more rewarding. You represent an ancient power that has only recently woken from its slumber and so you need to be careful, conserve your numbers and observe your enemies from the shadows. Don't let them discover your existence because if they do surely they will all band together to destroy the perverse image of nature you represent. You will be given a significant bonus in resources until you are discovered and once you are, throw everything you have on every faction in the game because the more you kill the stronger you grow.

The Heart of Darkness uses large numbers of undead units and spellcasters capable of raising even more units on the battlefield. Your units don't last long but you can produce many of them and they're easy to fund. Use this to your advantage and swarm your enemies - They can't kill you all.

Faction paths:
-Currently none in progress.

Composition:

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The Troggar Slavers

Story:
The Troggar Slavers are a mysterious faction from beyond the ocean in service of the Troggar Imperium. Their Imperator has taken quite the interest in Skaalrid and it's uprising age of war. Seeing a golden opportunity for profit he has sent his best troops to enter the land and capture as many slaves as they can. The strong alliance of the ogres and trolls forms the major force of this faction but the quillboar slaves they took with them for this mission pose an almost unseen threat to their ignorant masters who expect pure loyalty. This is all overshadowed by a fight between the cunning ogres and the brute trolls competing for the Imperators favour as they rampage through the lands snatching anyone they can.

Overview:
The Troggar Slavers are strangers in a strange land. They have no interest in conquest or political gain aside from what is necessary to get recognition of their mysterious master. They only care for bloodshed and capturing slaves. As the Troggar your main goal will be establishing a strong foothold from which you can operate on Skaalrid but after that your interest will be in conflict itself rather than gaining territory. Your mission is clear and you will gain a hefty pay out for every enemy you kill as you sell your defeated foes into slavery, especially gaining large bonus' for enemy champions.

The Troggar Slavers have a very small selection of units which are also expensive to produce. But these units are very strong and, resistant in case of the ogres, and possess regeneration in the case of the trolls. Use your strong soldiers well and don't be afraid to take risks - Because higher risks lead to higher rewards which will actually grant you enough gold to produce more units.

Faction paths:
1. Ogre Slavers - The ogres and cyclops gain a major buff. New ogre type units, relating events. Maybe loss of all troll units.
2. Troll Slavers - The trolls gain a major buff. New troll units, relating events. Maybe loss of all ogre units.
3. Quillboar Revolt - The quillboar slaves seeing an opportunity in the new land rebel against their masters and take over. Complete faction overhaul, new heroes, units, events and possible alliances.

Composition:

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The Elves of Tarlon
Story:
The Elves of Tarlon are a mighty empire of dark elves who worship demons of the Underworld. Long ago they were a part of the Hadroz alliance but for their religion they were kicked out. As outcasts they found refuge in the groves to the north where they established a new regime. Their demon worshipping practises carried on granting them a new more twisted appearance and allowing them to summon forth dark spiders - All of this to prepare for a war. The war to win over the North of the continent and then get revange on their brothers and sisters who rejected them all that time ago. And their otherwordly allies will help them reach their goal.

Overview:
The Elves of Tarlon start with multiple strong secure bases across the north. You have to face multiple enemies starting with the Northern Kings and later Akamiri to gain control of the northern part of the continent. Once you control the north you will have more then enough resources to take your revange on the Elves of Hadroz and summon forth the demons of the Underworld to assist you in the task.

The Elves of Tarlon utilize a strong selection of ranged units with multiple caster and infantry units to acompany them into battle. You will use this to your advantage because your armies make for perfect ambush attackers and your infantry provide well enough support for retreats should the enemy get too close.

Faction Paths:
-Currently none in progress

Composition:

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The Guardians

Story:
The Guardians are an ancient order formed by two noble houses many centuries ago after vanquishing the Heart of Despair. They swore to forever keep watch over the cursed lands that the evil has left behind and make sure it will forever remain in it's indestructable palace. The two houses over time formed two factions that work together very closely - The Reds and the Silvers. Whilst the Reds function somewhat beyond the great wall to keep their supply chains running and their surroundings clear they are also the ones that ride out into the cursed lands to contain the spread of corruption. The Silvers are the scholars and guardians who spend their weeks on the wall watching over the battlements in case of an emergency. The two factions live in harmony although the shifting tide of war might have to force one side come out ontop and take charge.

Overview:
The Guardians start off on the great wall and all it's assorted outposts. Your goal is simple - Contain the Heart of Despair. Do not allow them to break free from the forts holding it and spread into Skaalrid or surely that would be the end of all things. Whilst you should not let the Heart of Despair win a single inch of ground in the worst case you can abandon the wall and instead move the fight into the woods beyond it in your multiple outposts. Though not as strong in defense this will allow you to spread out your troops more and hopefully contain the evil. You also need to look out for the Orralor Empire who have no idea about the Heart of Despair and they will simply see you as easy land to conquer.

The Guardians posses a relatively well balanced selection of units. Strong especially in defense they should heavily rely on the wall and it's outposts because in open field they can easily be targetted by enemy spell casters. The choice between the Reds and the Silvers is key in further gameplay and it will decide if the Guardians will take a more infantry and range based focus or one on spell casters and magic constructs.

Faction Paths:
1. The Silvers - The Silvers become the major faction of the Guardians. Giving buff to all spellcaster units and providing new Silver themed units. Possible events.
2. The Reds - The Reds become the major faction of the Guardians. Giving buff to all melee units and providing new Red themed units. Possible events

Composition:

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The Kingdom of Agamor
Story:
The Kingdom of Agamor is an exiled demon worshipping nobility. Many years ago they used to rule the lands in the center of the continent but after their worship and communication with the demons of the Otherworld were exposed they were banished by their own people and other nobles within their kingdom. Only a handful of loyalists went away with them into exile for almost a hundred years. Now they are back and they are ready to reclaim their lands, their castle and their dignity. But that is not why the shunned king Valkyrion Mortem is doing this, in reality this is all in the services of the forces of the Otherworld. The Agamor forces need to take back their castle and from there bring in the hellish legions to consume the world.

Overview:
The Kingdom of Agamor starts of in a secure spot but with little of their own territory. You will have to expand quickly facing creeps to start your quest of retaking your ancient kingdom. Your major foe will become the crime organizations that fight on the lands of your former kingdom. You will have to eliminate them both to gain access to the Agamor castle from where you can start summoning in demons, your strongest units. Make sure to not lose the castle because once the link to the Otherworld is severed it will never be opened again and you will have to rely only on your human troops.

The Kingdom of Agamor uses an assortment of infantry, ranged and spell casters with infantry being the primary focus allowing for more head on confrontations whilst being supported by fire magic and summoned demons. The strongest portion of their army will become the demonic abominations of the Otherworld, but they will have to earn them first.

Faction Paths:
-Currently none in progress

Composition:

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The Empire of Orralor
Story:
The Empire of Orralor is the empire of conquerors. And it has finally arrived at the shores of Skaalrid. Setting out to do what no one did before, tame the untamable continent. The legions acompanied by their centaur allies have made a sure foothold on the southernmost part of the continent and now they seek to subjugate and conquer anyone and everyone in their way as they have done so many times before. Orralor has experience with the absolute domination of their enemies, but will they finally be what manages to take over Skaalrid or are they solely mistaken like many have been before them? One thing is certain - They will try until the last legionaire standing in the name of the Eternal Emperor!

Overview:
As the Empire of Orralor you start at the bottom of the continent with a single hero and base. You need to take over quickly so your reinforcments arrive accompanied by more heroes to grant you your full strength before you can move on forward up north. Your goal is total domination of everyone in the game - You need to go about this systematically though. Pick your targets one by one, the more you conquer the mroe reinforcments you will will get from the emperor so don't be affraid to take risks and leave yourself exposed to potential attacks.

Empire of Orralor has some decent infantry units but the core of it's strength comes from the centaur cavalry. Use it to it's maximum potential in quick hit and run attacks to drain your enemies before finishing them off with your human infantry.

Faction Paths:
-Currently none in progress.

Composition:

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The Night Unity

Story:
The Night Unity is a criminal organization that only recently rose to prominance. Seemingly out of nowhere and over night the streets filled with thugs, the army was replaced by hired mercenaries and the politicians gave their positions up to the Unity leaders. Now in charge of the whole province and the prison the new Godmother of the family summoned all aviable criminal scum to her service to challange the dominant Gnoll Syndicate for the seat of power of the criminal top dog. For what good is land and titles if someone else is pulling the strings from the shadows. And if the Unity is victorious then they will be the ones to decide the fate of Skaalrid, by simply whispering the right things into the right ear.

Overview:
As Night Unity you start off in a very strong position, having a strong grip on your region and plenty of troops to go arround. But you need to be very careful not only does the Gnoll Syndicate threaten you but also the Troggar Slavers and the Kingdom of Agamor who want to reclaim their lands from you. Getting ridd of any of these foes is not going be an easy task so you should pick one to focus on and hope that you will be able to get ridd of them before the other manage to gather up enough soldiers and influence to whack you. Should the other threats prove too strong you can surrender to the Gnoll Syndicate and become their vassal in exhcange for protection.

The Night Unity uses light and quick units. They don't have that much defense but they are very strong, you should therefore use them for guerilla tactics and ambushes. You have good defensive positions but don't rely on them too heavily because you might find them not being strong enough to hold back your foes once they build up their strength.

Faction Paths:
1. Submit to the Don - The Night Unity surrenders and pledges their loyalty to the Gnoll Syndicate. Allies the Night Unity with the Syndicate, looses some bases but gains an ally.

Composition:

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The Expedition
Story:
The Expedition is a gorup of exiled nobles from the central territories. They have left behind their homes after a huge political conflict which resaulted in the rise of the Night Unity. Instead of trying to retake their land or plotting revenge they were taken under a wing by Joanne Reddington and decided to try their luck in the the ancient ruins known as the Heart of Darkness. Trying to uncover it's secrets and lost history as well as carving up a new kingdom for themselves by reestablishing the old ruined forts through out the territory. But the Expedition has stumbled upon the doorstep of evil, the question is will they discover it in time? Or will they be the first victims of the Heart of Darkness?

Overview:
The Expedition starts at the edge of the ruins known as Heart of Darkness. Your early game will be mostly facing off creeps to try and conquer several of the ruined outposts and castles and rebuilding them to establish a foothold for yourself. You also need to keep an eye out for the Heart of Darkness, try and find them as soon as possible to remove their resource buff and preventing them from outgrowing you from the shadows. Once you establish yourself they should be your sole focus, you need to destroy the evil and it's source and discover the secret of Skaalrid so that maybe - Just maybe you can save everyone.

The Expedition uses diverse list of infantry units and casters with a focus on healing and shielding abilities. Use this to your advantage don't be affraid to take on more enemies then you think you could because your clerics and paladins will help you to carry through and acomplish even the most difficult of tasks on your dangerous journey.

Faction Paths:
-Currently none in progress.

Composition:

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The Heart of Despair

Story:
The Heart of Despair is an ancient and terrible evil that has survived on Skaalrid for thousands of years. No one has ever truly managed to vanquish it. The Guardians claim it is because it's core is indestructable and that the evil can only be contained in the perimeters of the great wall. But can it? The Heart of Despair is the home of Mindflayers, hyper inteligent deadly beings that consume living brains to expand their intellect. And through out the many years of their imprisoment they had time to think of a plan to break free. Now once the pieces have been finally lined up they are ready to set the events into motion. The Mindflayers allied themselves with the Vampires of the Underworld and with their help started to lay siege to the great wall. Will they be stopped again or is this finally the time when the Heart of Despair consumes all of Skaalrid?

Overview:
The Heart start in a very good position at the bottom of the map. Your main base Heart of Despair is indestructable but that will be of no use if the rest of your operation falls apart. Your only enemy at first are the hated Guardians who have watched over you for centuries now. You need to push them off their wall first and then hunt them down in the woods beyond it before you'll be able to progress further inland and destrroy everything in your way. The powerful hero Übník is in deep slumber after his last defeat, if you manage to break free you can summon him back to provide great support for your army.

The Heart of Despair uses powerful caster units in combination with relatively strong infantry meant for heavy head first attacks on well defended enemies. Your allies the vampires are very quick and invisible, use them to scout and watch your enemy movement to strike at the best times. You can also use them to ambush enemy forces during travel.

Faction Paths:
1. Vampire Betrayal - (Might be removed if I don't find enough unit concepts). The vampires abandon their allies and instead decide to go on their own now that they were summoned to Skaalrid. New units, new heroes, new bases. All Mindflayer related stuff is lost.

Composition:

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The Gnoll Syndicate

Story:
The Gnoll Syndicate has been the dominant criminal organization for years. They were not always the richest or the most infamous but they got the job done and that's what earned them the reputation of the top dog. And no one messes with the top dog unless they have a death wish. The Night Unity rose out of nowhere and soon took over many of the Syndicate assets by which they issued a clear challange to the gnolls over the leadership position. But the gnolls have played this game before and they will be damned if they let some amateurs steal all their stuff. They have summoned all their best hitmen, all their assassins and druids to strike at the Night Unity and teach them a proper lesson. No one messes with the Don.

Overview:
As the Gnoll Syndicate your starting position might seem weak but you have a secret strong defensive mechanism. Though your pressence on the surface is very limited your pressence in the sewers is entranched and it will take a lot of effort to smoke you out. Use this advantage to silently move your troops under your enemies nose and hide them out of sight for quick ambushes or full on massacres. Use every dirty handed tactic at your disposal because no one will try and spare you. Should the pressure prove too much you can surrender and become a vassal of the Night Unity.

The Gnoll Syndicate uses light but agile units. Ideal for ambush tactics and guerilla warfare as established before with their natural advantage from their location. If the Gnoll Syndicate pays up they can enlist the assistance of the Ratfolk and their advanced technology but for that they will need resources first.

Faction Paths:
-1. Submit to the Godmother - The Gnoll Syndicate surrenders and pledges their loyalty to the Night Unity. Allies Gnoll Snydicate and Night Unity. Loses some bases but gains an ally.

Composition:

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The Screenshots

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1. Castle Border Guard

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2. Camp First Step

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3. Heart of Despair

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4. Night City

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5. Border Watch

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6. Pre'ki Raider Stronghold

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7. Oimerdar Bunker

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8. The City of Nordguard

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9. Galahads Giant Slayer Party

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10. The city of Hadroz

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11. The Northern mountains
 
Last edited:
Level 9
Joined
Nov 27, 2014
Messages
1,966
Looks interesting, I always liked factions with very interesting unit diversities. I assume each faction has their own building and upgrade trees?
How are you planning to balance unit capacities tho?
 
Level 7
Joined
Jan 19, 2019
Messages
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Looks interesting, I always liked factions with very interesting unit diversities. I assume each faction has their own building and upgrade trees?
How are you planning to balance unit capacities tho?
Yes each faction has their own buildings though obviously there is only so much I can do to make them different, visually though each follows their unique style. Upgrade trees for each faction are in the works, currently not in the map.

When it comes to unit capacities certain unit types will have a cap on them, similarly to how certain units have caps in LTA (esp. artillery) - Resources prizes and the ammount of food they'll consume will play a role too.
 
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Hello everyone, this project has gone silent for a long time now but I recently got back into it. I will be updating the main post as well as posting some of the new stuff later today.

Also I am looking for people interested in play testing the map with me, since it is a multiplayer endevour. If you're interested in helping me with that contact me on discord @bersekr21
The first public playable version of the map will prob be out only after these initial private playtests so I can catch some bugs and iron out the map. As it stands rn it's mostly finished though I got some terraining ahead but that's a matter of 1-2 days of work really.
 
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Conquerors of Skaalrid - Current state, what's new, what's coming, help I could use
Okay I'm here witht he update post! I've corrected some mistakes in the main post and I might add some stuff to it but I want to make a distinction between what I had back then and what I got right now. Cause I made a lot of progress.

As it stands right now the rosters for all factions is complete, not jsut the mdoels but individual units, their stats etc. I have now also added unique building tree for every faction. Now all 14 playable groups have unique models that also fully function with their custom prices and upgrades specific to the faction.
This also includes all the heroes. Every faction has at least 3 fully fleshed out heroes who can go up to lvl 25, with increased utility because I upgraded all abilities so they can go up to lvl 4 instead of just lvl 3. Several factions have extra heroes that replace some upon death or are God-tier heroes, who are rewards for events yet to be implemented into the map.


Faction status
The Northern Kings faciton has all of it's bases fully established on the map. The Empire of Orralor has it's first base and several cities they can take over, this whole sequence is now fully scripted allowing to get a taste for how the faction will work in the final map but incomplete as of rn.

Night Unity is done but in for a potential rework, depanding on feedback. The Gnoll Syndicate is almost completely done including their super special fortified base. The Pre'ki raiders are on the same level of doneness - Need more work but fully playable.

Elves of Hadroz and Akamiri are placed on the map but need more terrain to be added around them.

Factions that are bare-bones and need more bases and terrain are: Elves of Tarlon and Heart of Despair. Both need extra bases and terrain and Heart of Despair needs their archnemesis first.

Factions that are not on the map yet: Kingdom of Agamor, the Expedition, Heart of Darkness, the Guardians and Troggar Slavers. (I will be placing Troggar and Agamor on the map in following few days but Expedition, Guardians and Heart of Darkness is probably going to take a while to get to because they will require A LOT of terraining work to do)

I got functioning scripts in the map now. Mainly for Orralor who fully function as their conquering fantasy - They cna take over towns and recieve reinforcments for the efforts.
The gold control point system is also fully functional it's jsut missing a visible timer, will add soon. Later today I will be testing being able to take control points from other players by attacking them - I assume this will be quick and smooth.


Overview. What new: Rosters fully defined with stats, new building trees, fully fleshed out heroes, pushed hero abilities levels up, expanded upgrade trees, several factions placed on the map, functioning scripts for getting gold and one faction mechanic, added terrain mostly for base function like mining lumber, creep bases established regions.
What's next: More terraining, placing two mroe factions on the map, more scripting, placing creeps in between factions, wrapping up all Hadroz and Akamiri bases.


New screenshots:
gnollbase.png

1. The fortified capital of the Gnoll Syndicate
gnolloutpost.png

2. Southern Syndicate base
havelguard.png

3. Town of Havelguard captured by a cultist
marketcrossroads.png

4. Town of Market Crossroads captured by a mercenary warlord
giantsrise.png

5. Giant's Rise, the capital of the Northern Kings
giantambush.png

6. Ambush of Frost Giants
freedomsrise.png

7. Freedom's Rise, capital of the Akamiri
blacklegion.png

8. Black Legion gathers at the capital of Tarlon

I COULD USE HELP!!: I'm looking for playtesters. I need people who will help me test how the game plays with multiple people, also to see how well balanced the factions are - (Are the prices for units reasonable, is the hp and amrour inflated etc.). If you're interested msg me here on Hive or in Discord @bersekr21 (I'm on the Hive Discord server under nickname Lovely Gabby). Thank you!!

Stretch marks: I want to focus on finishing the current promise of the map but if it goes well and I find the time I'd like to add some stuff. So here's a little taste of what might be coming to maybe get you excited. Independant Gnome and Goblin factions. Both smaller and off the main continent to provide a different experience form the main flavour and also play as facitons you don't see often in other maps.
 
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Update

I've been hard at work adding more and pushing the map to a publically playable state. We're almost there, I am very proud of the progress I've made. I wanted to show it off mainly to further reassure everyone that this project is smth actively worke don and being improved upon, call it proof of concept.

With that I have three new things to show you. New screenshots to show off new terrain and set up bases.
The main core gameplay scripts to show off the map is more then just imported models and terrain.
And a map of the editor to show how much work has been done since I made this thread. I have the version of the world map as the original version and the one I have now.

Smaller things: I figured out how to do tile pathibility so units don't run over mountains anymore lol. Also set up in game credits for the models used.
(Still looking for ppl who'd like to do some playtesting)

Next update is gonna include a playable DEMO, that's a promise.

New Screenshots
ogrebase.png

1. Ogre Invasion point - The Invasion Master and Troll Magnat have arrived
gnolldesert.png

2. Desert of Khurgash and a mountain gnoll hideout
unitymine.png

3. Night Unity lands and Northside Mine
orcmill.png

4. Woodcarver Hill
orcapproach.png

5. Pathway to Victor's Hill
orcmine.png

6. Stonebreaker Quarry
gnollsewer.png

7. Fortified Gnoll sewers and Sewertown
vampportal.png

8. Vampires enter the Heart of Despair through the Underworld Scar
delffort1.png

9. Kar Garan grove
delffort2.png

10. Princess Valeryie amasses her troops at Kar Valkyron grove
brokencity.png

11. The broken ruins of a high elf city
northerntown.png

12. Northern hamlet overtaken by bandits
akamirimead.png

13. Runemaster Gorm leaves the Chainbreaker Mead Hall

Script Showcase (Basic)
trigger1.png
trigger2.png

trigger3.png


trigger4.png

Here's the comparison of all that has been added to the map since the initial thread was psoted. Most of this has been done in the last two weeks since I picked the project back up.
mapoldsmall.png
mapsmallnew.png

Comparisons of the minimaps - Old - left, new - right.
mapoldbig.png

1. This is what the project looked like before I picked it back up terrain and base wise.
mapnewbig.png

2. This is how the map looks right now.
 
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Conquerors of Skaalrid - V.01 Play-test Demo

Hello everyone! Here's the first playable version of the map, as promised.
This is -not- the finished product. There are large open areas of the map and some (4 of them) of the factions don't have bases they just have builders and heroes so you can experiment with cheats.

What's the purpose of this early play-test release?

-Proof of concept. For anyone that wanted to see and feel the map and the ideas behind it for themselves rather then written updates and a few screenshots.

-Most importantly - Feedback. On unit balance, how do the factions feel - Are they under powered or over powered? Are some factions missing some elements or features that would make them feel a bit stronger etc.

-Hero design. Heroes have shuffled abilities and I want to know if they work together and make a cohesive unit or feel random.

-Seeing if the scripts in place are going to hold up.

-Getting a feel for the atmosphere that's being built.

-And anything else that might come to you when playing the map, I welcome all points and suggestion to make the map work!

Every faction is available:
Factions that have bases and are integrated are: The Akamiri, Northern Kings, Pre'ki Raiders, Troggar Slavers, Gnoll Syndicate, Elves of Hadroz, Elves of Tarlon, Heart of Despair, Orralor Empire and Night Unity.
Faction that are not integrated and only have basic for experimentation are: The Guardians, the Expedition, Heart of Darkness and Kingdom of Agamor.

I hope you give the map a shot and like what you see.
 

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D

Deleted member 255104

Conquerors of Skaalrid - V.01 Play-test Demo

Hello everyone! Here's the first playable version of the map, as promised.
This is -not- the finished product. There are large open areas of the map and some (4 of them) of the factions don't have bases they just have builders and heroes so you can experiment with cheats.

What's the purpose of this early play-test release?

-Proof of concept. For anyone that wanted to see and feel the map and the ideas behind it for themselves rather then written updates and a few screenshots.

-Most importantly - Feedback. On unit balance, how do the factions feel - Are they under powered or over powered? Are some factions missing some elements or features that would make them feel a bit stronger etc.

-Hero design. Heroes have shuffled abilities and I want to know if they work together and make a cohesive unit or feel random.

-Seeing if the scripts in place are going to hold up.

-Getting a feel for the atmosphere that's being built.

-And anything else that might come to you when playing the map, I welcome all points and suggestion to make the map work!

Every faction is available:
Factions that have bases and are integrated are: The Akamiri, Northern Kings, Pre'ki Raiders, Troggar Slavers, Gnoll Syndicate, Elves of Hadroz, Elves of Tarlon, Heart of Despair, Orralor Empire and Night Unity.
Faction that are not integrated and only have basic for experimentation are: The Guardians, the Expedition, Heart of Darkness and Kingdom of Agamor.

I hope you give the map a shot and like what you see.
I might be just blind, but what version of Wc3 is used for the demo?
 
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Conquerors of Skaalrid - V.02

Welcome everyone to version .02! This update adds the Kingdom of Agamor and the Guardians into the game and itnroduces the first of major mechanics and conflicts into the game! For all that was added check the changelog.

If you will test the game I highly recommend playing as Coal (Night Unity)/Peanut (Gnoll Syndicate) and Maroon (Kingdom of Agamor) - These factions recieved the most love and have a big three way fight.

Changelog:
- Kingdom of Agamor has been placed on the map with their entire starting location and set of bases.
- The Guardians have been placed on the map with their main key buildings.
  • Changed the models of several named key structures
  • Added last Dark elf grove
  • Added the last major Akamiri settlement + Third Akamiri hero
  • Changed dwarf style from wooden to stone structures (Looked more appropriate)
  • Added a lumber operation for Orralor
  • Made all passive units invulnerable + Added trigger to remove invulnerable after changing owner
  • Added the Underground Tunnels, a fast travel system for the Northern Kings in their main location
  • Added glows for atmosphere in key locations
  • Added large portions of terrain
  • Added new creep groups
  • Added the Blackrook Lumberyard - A unique building and event where a base can be acquired exclusively by either Night Unity or Gnoll Syndicate.
  • Fixed some pathing blockers
  • Made the Orralor spawn trigger a regular occureence for taking out major crime lords in the border lands
  • Added the ability for the Syndicate to submit to the Night Unity
  • Added ability for the Night Unity to submit to the Syndicate
  • Added new bridges
  • Added a neutral hostile faction - The Nomads (potentially playable later). With their own units, buildings and heroes.
  • Changed dwarf worker model
  • Added a way for Syndicate to recruit the cockatrice
  • New bases for Syndicate, Agamor and Night Unity paving the way for a three way fight over a control of a powerful base between them.
  • Night Unity receives the Red Light District, the Syndicate receives the Warrens and Agamor receives the Approach.
  • Added a mini boss in the fight for the control of the city
  • New heroes for Night Unity and Syndicate who will receive them upon claiming the city

- New version of Valkyrion for Kingdom of Agamor, he transforms upon taking the city

Screenshots
crater.png

1. A Crater, a site where the Agamor exiles built their new kingdom
eldritchmount.png

2. The Grand Knight, Nicholas Morsus leads troops from Nyarsothar Mountain to break the siege of the Crater
blackrook.png

3. Blackrook Lumberyard, a site for sale to the Syndicate or the Unity
longhall.png

4. Valkyrie's Pride Longhall and the woods of the Akamiri
nomadcamp.png

5. A campsite of the Nomads
manbridge.png

6. The settlement of Manbridge
towerofghuul.png

7. The Tower of Gu'haal under rebel occupation
laverdale.png

8. The city of Laverdale, a three way battlefield
approach.png

9. The Approach, the attack point for the Kingdom of Agamor
warrens.png

10. The Warrens on fire, the attack point for the Gnoll Syndicate
redlight.png

11. The Red Light District, the attack point for the Night Unity
whitedawn.png

12. Castle Whitedawn Laverdale occupied by Reddington loyalists

Terrain work done overall
mapsmallnew2.png


mapnew2.png

EDIT: Forgot to upload the new verison lol
 

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Conquerors of Skaalrid - V.03
Version .03 is out now" This version introduced big economy overhauls to the entire map changign the landscape quite a bit. Units are a lot cheaper, income is higher and there's more ways of gaining passive income in the game. There's a lot of changes to the game - Small and large ones. The map is basically at peak exprience for Coal (Nighty Unity), Peanut (Gnoll Syndicate) and Maroon (Kingdom fo Agamor).

We also have first commands, those being -cam commands for better QoL and unti changes to balance the factions a bit.


Changelog:
- Heart of Despair now has trees (Fuuuuuuuuuuuuutuuuuuuuuuuuuuuuureeeee!!!!)
  • Fixed all DISBTN icons to prevent green squares
  • Reduced the cost of all units
  • Changed building costs from default
  • Added an ability for certain buildings that provides additional income + lumber
  • Mapped all hero abilities to QWER
  • Nerfed Orralor reinforcements
  • Added new type of creeps to occupy the mushroom forests
  • Reduced amount of neutral hostile towers in certain places
  • Reduced HP of a few structures
  • Added new creep groups
  • Added more trees to other factions and general terrain
  • Fixed some pathing issues
  • Reduced the size of some creep groups
  • Added last Guardians hero Sarah Erinwell
  • Added a leaderboard for kills
  • Changed the central island between Maroon and the rest of the world
  • Fixed an issue where the top of the castle turned hostile too early
  • Control point income increased to 20
  • Passive income increased to 20 gold and 10 lumber
  • Imperial elephants can now actually devour
  • Removed fortified from elite and champion tier units
  • Gave fortified to a few select units (I now know what it does lol)
  • Reduced training and building times
  • Nerfed healing wave
  • Added a unique unit into Dogtown for the Syndicate
  • Reduced upgrade time
  • Heavily boosted Havelguard Basilica mana regeneration
  • Replaced Invisibility with Holy Light on Centaur Pillager
  • Replaced Lightning Shield with Purge on Centaur Bloodscreacher
  • Replaced dwarf worker icon to fit the new model
  • Created land bridge from Agamor island to the Separatist island and a second land bridge to the main land
  • Added two smaller islands next to Agamor with extra lumber
  • Fixed line of sight issue in the sewers
  • Added a new unique building to Agamor at Laverdale, the Gallows which recruit a unique unit the Executioner
  • Added a unique unit into the Black Lantern for the Night Unity
  • Added an area tot he second Agamor island for future faction path
  • Added a new Nomad base south of Laverdale
  • Added -cam commands
  • Fixed Gorm the Scorched DISBTN
  • Central Agamor island now houses creep army and a new town which can be claimed - New Agamor
  • Expanded the terrain a bit
  • Adjusted the fog
  • Removed the ability to recruit other factions workers (Sorry, no Night Unity gnolls)
  • Added a new Hadroz base in the desert
  • Added more control points
  • Removed test building
  • Fixed castle Agamor moat
  • Removed the red bridge and replaced it with an island that contains a land bridge
  • Castle Agamor is now claimable providing new recruitment pool for Agamor + New hero at lvl 6
  • Catherine Mortem now has a tooltip
  • Adjsuted pings to last longer
  • Added the city of Karremburg - An additional base granted to Agamor once they eliminate their creep threats
  • Fixed Otherworld Monstrosity portrait
  • Gave unique stats to the Otherworld Daemon units
  • Changed Otherworld Mosntrosity icon to be more in line with the model
  • You can no longer clone Catherine Mortem

Screenshots
Hablinberg.png

1. The Nomad town of Hablinberg
desertfort.png

2. Hadroz desert fort
Karremburg.png

3. The Agamor city of Karremburg
New Agamor.png

4. The island of New Agamor occupied by rebels and Separatists
widow's watch.png

5. The capital of Agamor Separatists, Widow's Watch
The Gallows.png

6. The Gallows and the Agamor executioners
Corruption Island.png

7. Shallow crossing through a corrupted island
Dwarven Crossroads.png

8. Dwarven crossroads seperating the Northern Kings and Empire of Tarlon
Mushroom Crossing.png

9. Shallow crossing through a mushroom infested island
The West.png

10. Western Skaalrid - Including Castle Agamor, Whitedawn Laverdale. Hablinberg and the Agamor islands

Terrain Work Done
mapsmallnew3.png

mapbignew3.png
 

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Conquerors of Skaalrid - V.04
Version 0.4. might be the most feature heavy update yet, with lots of new things to test if you'd like to give it a shot. A lot of the terrain got filled, my focus was Teal (Pre'ki Raiders), Gray (Troggar Slavers) and Blue (Elves of Hadroz) who have gotten a lot of love including faction paths, extra bases and overall just becoming part of the game. There were also some general balance changes to take away the overwhelming edge from some factions.
Newly we also have a global faction control system that allows you to macro better. Big thanks to AidinzWarcraft for helping with that.

EDIT: Included new hotfixed version 0.4a

Changelog:
- Fixed Valkyrion not being to unlock the castle Agamor if he was above lvl 6
  • New smaller camps for multiple factions
  • New city for the Nomads
  • More control points
  • New land-bridge from Border lands to the Troggar landing
  • Two faction paths for Gray - Troggar Slavers
  • Faction paths include new bases, six new units total and two new heroes
  • Changed some unit button positions
  • Changed the walls of Night City
  • New trigger that should recreate a control point if you accidentally kill it
  • The Pre'ki have a second hero placed on the map - Den'har, by the shipwreck of their boat
  • Boosted Sewer Mounted Gun damage
  • Added a demi-hero classification for future unique units
  • Added Helvid as the third Pre'ki hero to Conquerors Gate
  • Camera now moves to key events so you don't miss them
  • Agamor now receives a demi-hero upon gaining Karremburg
  • Two faction paths for Teal - Pre'ki Raiders
  • Faction paths include new bases, new buildings, 12 new units total, two new heroes and two demi-heroes
  • Gray received more initial units in their main base
  • Faction control, global unit commands have been added (Big thanks to AdinizWarcraft, would've never figured it out without them)
  • Nerfed pulverize
  • Removed command aura and cleave attack from cyclops
  • Doom now spawns an Otherworld Monstrosity instead of Doomguard
  • Tar'vhuul is now an actual warlock (definetly did not forget to add abilities)
  • Cyclops limit decreased to 3
  • Gray now has more limits on their units: Ogre Slavedriver 6, Ogre Shaman 8, Troll Blood Mage 8, Wild Troll 3
  • Teal unit limits: Industrial Demolisher 6, Pre'ki Ascended 5, Pre'ki Conqueror 5, Pre'ki Maniac 5
  • Syndicate unit limits: Cockatrice 6, Ratman Deadeye 10, Ratman Soldier of Fortune 10, Ratman Gunner 5
  • Akamiri unit limits: Decreased mammoths to 4, Akamiri Berserk 8
  • Orralor unit limits: Orralor Centurion 10, Centaur Pretorian 6
  • Night Unity unit limits: Family Member 7, Unity Alchemist 10
  • Northern Kings unit limits: Giant Slayer 14, Master of the Blade 12, Northern Kingsguard 9
  • Agamor unit limits: Otherworld Monstrosity 6, Agamor Chosen One 10
  • Mor'vuuk now has a tooltip
  • You can no longer recruit demonologists at the Tower of Gu'haal if you're not Maroon
  • Catherine Mortem now has female voice lines
  • Hadroz recieved a new mage hero
  • Heroes have smaller collision and more consistant speed
  • Added autocast to certain units
  • Flamestrike got a bit nerfed
  • Removed brilliance aura from Troll Blood Mage
  • Daemonic Valkyrion now has more Daemonic abilities
  • Hadroz has been expanded
  • Game message when a players leaves the game
  • Hadroz druids now have different forms then the default Nelf ones
  • New Nomad and Creep bases
  • New model for Hadroz Pretorians
  • New model for the city of Hadroz
  • Renamed Wood Elf Archer to Wood Elf Ranger
  • Faction paths now give levels to specific heroes
  • Taking Whitedawn Laverdale by one of the three competitors now also awards an extra level for specific heroes
  • Two new faction paths for Hadroz that overhaul the faction with new heroes, buildings and units
Hotfix 0.4a
- Fixed the path level up to an actual level up, instead of a level reset
- Scalps Screaming Enemies now matches the level of Chews Human Bones instead of Zad'liir
- The Hadroz paths now have the correct tooltips

- Tried to fix a few potential memory leaks

Screenshots:
InvasionPointTreeKiller.png

1. The Troll king arrives at Invasion Point Treekiller with his troll hordes.
InvasionPointSightDodger.png

2. The Arch-warlock of the Troggar arrives at underground Invasion Point Sight Dodger.
PrekiBirthplace.png

3. The shipwreck that brought the Pre'ki to Skaalrid - The Freedom's Begining.
CityStateSmog.png

4. The industrial orc city state of Grummuzhar.
AncientPrekiCity.png

5. Ancient city of Pre'ki traditionalists - Pre'minar Ki'varin
NewHadroz.png

6. Improved and expanded city of Hadroz.
TwinCity.png

7. The twin forts Tor Gemius and Tor Gemistrum.
BigTowerAndLegolas.png

8. High elven fort Tor Malicus and Wood Elven grove Aer Glamdrel.
HadrozOutdoors.png

9. Hadroz countryside.
EternalSpring.png

10. The home of the dryads - The Palace of Eternal Spring.
HadrozBigShot.png

11. The entire region of Hadroz.
PrekiTroggarTheatre.png

12. The entire Pre'ki and Troggar region.

Terrain Work Done
mapsmallnew4.png

Mapbignew4.png
 

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Conquerors of Skaalrid - V.04c
Singleplayer Testing update and more
Hey everyone I'm back with version 0.4c of Skaalrid. This is a big update for testing of the map as it introduces singleplayer commands for anyone that wants to try and experiment on their own, and eliminates the need for a full loby of a lot of players. Alongside this update there is also some QoL and changes done, balancing efforts, new demi-heroes to boost factions up and add new gameplay elements. And also a new hint system to help you during the game. Lastly I started introducing items into the game alongside merchants.

Singleplayer commands:
To use the singleplayer commands you need to fill the whole custom game lobby with AI's - The system will not work if you leave any slots open!

Simply type in "-test" which will enable the other commands and also spawn a test unit which has the ability to set any hero to max lvl.
The other two commands are:
"-control" - Which gives you control over all factions in the game allowing you to test them even if you don't play as them
"-uncontrol" - Removes control of all other factions.

Changelog:
- Added a hint system
  • Added a custom loading screen
  • Changed the visuals of some places, like Night Unit walls
  • Bandits in Hadroz are now neutral hostile
  • Northern Expansion for Pre'ki gets an additional smaller base
  • Hadroz paths now don't flip all buildings to neutral hostile, only buildings owned by Hadroz
  • Added singleplayer test commands. Triggered by typing -test. The commands include -control and -uncontrol which gives control over all controled factions (does not work on open slots), and adds a test unit that can level up heroes
  • Trozdinn Ogrebane now has Storm Bolt instead of Battle Roar to avoid buff stacking
  • Reworked abilities of Scalps Screaming Enemies
  • Tarlon recieved a new melee hero - Alxmal the Ascended
  • Replaced ensnare with web on Dark Widow
  • Dwarf Gryphon Rider limited to 8, Pre'ki Dragon Glider limited to 12
  • Tony Santura model can now be targeted (Thanks a lot to HerrDave)
  • Added a neutral merchant that sells a few utility items
  • Faction leader heroes now start with a healing potion
  • Added new demi-heroes for Night Unity, Gnoll Syndicate, Troggar Slavers and Elves of Hadroz
  • Nerfed Jeremy Hemlick
  • Changed some pathing especially glaciers
  • Fixed a few voice lines
  • Reworked Town Portal to target other structures
  • New Nomad outpost and hero
  • Added a moat feature to Pre'minar Ki'varin
  • New terrain features and control points
  • Changed orc unit icons to be more aligned with the models
  • Removed a tower that was pulling creeps during the cinematic
  • Removed Moon Well water model from Replenish Mana and Life
  • Enabled recruitment of Imperial Golems, for the Supreme Empire of Hadroz path

Screenshots:
lucathediabolical.png

1. Luca the Diabolical, fighting for the Gnoll Syndicate
damepenelopevidmoore.png

2. Dame Penelope Vidmoore, protecting the interests of the Night Unity
noorzmuthepungent.png

3. Noorzmu the Pungent, serving the ogres of the Troggar Slavers
whipsdisobedientslaves.png

4. Whips Disobediant Slaves, arriving alongside the trolls of the Troggar Slavers
TelsmellaFriendofDryads.png

5. Telsmella Friend of Dryads protecting the wood elves of the Woodrealm
leandermistherevenant.png

6. Leandermis the Revenant, marching to once more fight for the Hadroz Empire
 

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