One last post from me I think.
You can kill the spires without aggroing anything but that might just me being nitpicky.
Quest log says discovered instead of just updated/completed.
Not that important but it is strange the whole army disappears just for parts of it be retrained.
Maste-
The kill counter still doesn't seem to be working.
Istan sold some of my items it seems the bastard.
The banshee can go rather far before being stopped by a path blocker.
The central air faction doesn't have any upgrades nor eventually gets any, not sure if I even want them to get any.
BY THE LIGHT I LOVE THE SMELL OF DEAD HORDE IN THE MORNING.
Istan and Thassarian still do a bit of a dancing jig.
Well I guess that's it as long as nothing else comes up, it's been fun Footman.
Edit: Actually there is one last thing, chapter ten is a bit unstable. You cannot load a chapter ten save or restart from in-level it must be completed in one go.
Added triggers so if a spire is attacked its guards will aggro
Fixed incorrect Quest text (Damn you Copy and paste!)
Yeah... my original plan was for the AI to go in and build up and stuff and to be able to watch it... buuuuut it wasn't working very well so this is a better solution imo but still not ideal or what I had envisioned.
Listen, listen, listen, not every enemy needs master upgrades

Ok, I think I've finally fixed the multiboard.... hopefully.
Fixed Istan selling items, had applied the wrong action to the wrong unit
Made the pathing blockers thicker.
Yeah I don't think its worth giving the air base upgrades imo. I may however need some advice as to how to make the two main Forsaken bases unbreakable.
The jig... is unfixable, I've done as much as I can and it always works fine for me so I think its just luck at this point. I've got actions to make them not dance but if they keep doing it there's not much I can do as far as I can tell.
I'm not sure how to make it more stable, will need to investigate more before I can say it's been fixed.
I appreciate all your effort and bug reporting, so much I've missed in all my testing which has now been fixed
- Chapter 1:
- Easy level, can get through with 0 losses because Battle Roar + basic infantry is OP.
- Istan's sword makes hammer's sound.
- Chapter 2:
- I tried to play it again, but the button for it doesn't pop up on the campaign main screen.
- A full clear is achievable, with barely a few seconds left on the clock.
- I kinda don't like the fact that Pyraelus' Annihilate deals splash damage to allies AND himself. Is there a way to change it.
- Chapter 3:
+ So, we got the Dwarves and the Elves, with custom units and heroes and model, but none of them appear for the rest of the campaign? I thought they would send reinforcements for the Alliance in the few last chapters, or is Candor too much of an ass for them to send help?
- The Red Troll Warlord that I was asked to kill was not the tough named troll, but is instead a nameless warlord tucked in a corner? Doesn't make sense to me.
+ Candor's sword also makes hammer's sound. Me OCD, me no like.
- Chapter 4:
- This is kind of a hard chapter for me. By using the entire gold mine, I barely scrape up an army to beat the Forsaken.
- Or at least, that should have been the case, until I found out that the side quest gave me a broken Blessed Scepter, that basically gives me a free Scroll of Healing (and the passive says that it "increases life regen by 10%", but I think it actually regen 1% of allies' max HP per second.
- Chapter 5:
- With Blessed Scepter and Horse Stomp, this chapter becomes too easy. The Lich who summons Flesh Golem is basically a free XP source.
- Call me stupid, but I really don't know how to summon Jandice Barov, even after I tried dropping a bunch of item into the Circle.
- I was able to get to the lower floor before killing the Instructor and Lorekeeper, by just moving Candor close to the stairs. Don't know if that's intentional.
- Chapter 6:
- Enemy attack from multiple sides which requires early aggression to take out the bottom Forsaken base first. Thankfully, an army juiced up with Level 3 Battle Roar + Endurance Aura is just insanely strong.
- Pyraelus now gains access to Level 3 Spellbound, which can basically lock down a hero or a boss indefinitely, and Power Drain, which basically disables his targets' spellcasting capabilities (even if he's only missing like 10 mana, he can still siphon the full 500 mana amount, which is just broken, considering that many threats in the campaign only have around 500-700 mana.)
- Lastly, the final Forsaken base is tough, but with a bit of luring, a few Siege Engines, a >100 supply army, I managed to send them to their final death.
- If Morwin is killed, he doesn't show up in the final cinematic, but he can still talk.
- Chapter 7:
- Another chapter that requires early aggression. If I don't deal with the Scourge and the Crusade early, their attacks will actually stack up and overwhelm my base. Luckily, each base only have like three production structures + Black Citadel/Castle, so they were dealt with easily.
- I found an exploit that also helped. Since my peasants weren't paused at the start, by watching the cinematic instead of skipping, my starting resources went up to 1100/300 instead 0/0.
- The Forsaken just attack whatever base is the weakest I think. In the early game, when I was weak, they attacked mine, but when I built up my defense, they start to attack Candor's instead.
- Instead of using the Ballista like Candor said, I just attacked the Forsaken from the upper path. Much easier that way.
- Also, why does Candor have like 1 million lumber?
- Chapter 8:
- This is another hard mission which requires precise micro and early aggression.
- By the way, I was speaking from the Undead's side.
- Knights of the Silver Hand are literally unkillable. Four of them (with Holy Empowerment) + some anti-air and they can hold off Forsaken attack waves for the ENTIRE game.
- Candor and Istan mercilessly mowed through waves and waves of Undead tirelessly, empowered by artifacts such as Kul Tiras' Shield of Honor and Blessed Scepters. The Cauldron Lords only managed to send 300 Zombies to Anderhal at the end.
- At some point that I didn't notice, the Undead Ravagers stopped sending attack waves and stopped their production also. Guess they just accepted their fate.
- Chapter 9:
- Invisibility and Saving Grace right through the enemy defense line, and cleaned up Andorhal without the Skysword.
- Although, during this phase, if the Scarlet Crusade Commander is killed but the Phylactery isn't picked up, then the mission will be bugged if a save game is loaded, or if the Spires are destroyed after. The bug causes Araj to always have his reincarnation on, even if the Phylactery is picked up afterwards.
- Also, in the crate near the Commander, there's a Crown of the Deathlord, that's only pickable by using Saving Grace on Pyraelus. But then, both him and the Devotee will be stuck there, and I were to pick it up, I would be force to fight Araj without the two of them.
- Spellbound level 3 is still a problem. No enemy can stand up to it.
- Chapter 10:
- Sylvanas seems to be perfectly fine with wasting her time on chasing Istan, but she doesn't want to show up to help her allies. What a leader.
- Why are some building invincible? I try to cripple the Forsaken's gargoyle nest, but every building there is invincible.
- Istan selling all of the insanely good item that I gave him is just sad to watch. (Or since this is the last chapter, you can just make him drop everything in Candor's base at the start. Whatever I give back to Istan will become undroppable.)
- Also, when I load a save from this map, I got an instant crash.
- Gunships are broken. I don't know if you know about the Destructors in Legends of Arkain, but Gunships are basically Destructors on meth. Insane splash AoE, fortified armor, 2000+ HP and can summon Gyrocopters on demand. All of that only for 10 supply.
- The boss lady Val'kyr however, got too much sustain and high base armor, that not even the Gunships are able to destroy her. A real shame that the funny mage man just walked up and drain all her mana, rooting her for 1000s continuously, while Candor was smashing her real hard from behind (innuendo intended).
- So, canonically, Candor's Field Marshall survived until the end. I feel like she should have been a named character.
Overall, this is a 4/5 for me. Fun gameplay, with big maps that have multiple creep camps and neutral camp to explore, but I think it needs a more diverse techtree, more consistent difficulty curve, and of course, make funny mage man a stronger damage dealer, instead of a Spellbound abuser.
Fixed weapon sounds for Istan and Candor

The issue with buttons is concerning as the triggers all
seem to be fine, I'll need to investigate possible causes more.
Sadly this is unchangeable and will always hurt both irregardless of attack targets allowed etc.
They do send help

every elf and dwarf unit you use is from them.
I'll see about maybe making that side quest more interesting.
The Blessed Sceptre is very powerful, and I did nerf it from its even more broken state, but decided to leave it up to the player whether they want to use it or not to make the gameplay easier

I might nerf Horse Stomp and the Sceptre some more then.
You need to destroy one of the torches in the room which opens a chest later on with a lamp and you then enter the circle of power with the lamp and it should spawn her

Fixed that issue, was a holdover from where you used to get a dialogue option to go down or not which I scrapped because it broke.
I've nerfed Spellbound.
Removed Morson from the final cinematic since he refused to play ball and turn up.
I've equalised the resources from watching or skipping the intro

The AI logic doesn't take into account base strength, however the AI does what it wants and can only be guided in the vaguest of ways by the editor.
Candor likes to stockpile lumber just in case, don't question it

I'm joking but I've honestly no idea why that trigger isn't working as intended.
I might nerf the Knights of the Silver Hand then.
I'll also maybe see about nerfing Istan and Candor.
Added a trigger for loading the game to make sure the Phylactery trigger works.
Changed the hidden crates layout to prevent getting stuck.
Spellbound has been nerfed

I was in two minds about having Sylvanas show up but decided against it since I wanted to focus on the heroes.
You're not meant to destroy the air base is the short answer

Istan will no longer sell items.
I'll need to work more on finding causes of crashes to see if they're fixable.
Gunships have 1600 hp not 2000+ but I've changed their amour type to heavy and increased their food cost.
I've nerfed Aradne's armour a bit to make her less tough.
I'm glad you noticed the recurring Field Marshall

I was tempted to make her a named character but felt she works better this way.
I'm glad you enjoyed it and I'm open to any and all suggestions for improvement, especially in terms of difficulty, when testing it myself I thought I'd struck a good balance but I'm impressed by people's ability.