The Last Stand v0.7.1

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Map Description
The Last Stand is a multiplayer post-apocalyptic zombie survival game where players build and defend a camp in a large open world.

Day Night Cycle
Build your camp during the day but make sure you get your defenses up before nightfall! The undead spawn around your camp in vast numbers at night and each night introduces a new Elite undead type to contend with.

Build Anywhere!
Build solo or with your friends - with no pre-defined building locations you can set up your camp anywhere! Not sure where to build? Use the "-bases" chat command to show recommend spots identified as Green, Yellow and Red spots on the minimap. Green spots are easy to defend solo with only 1 entrance, Yellow spots are hard to defend solo with 2-3 entrances. Red spots are very hard with 4+ entrances to defend and will require working with a friend. With the Builder job a Survivor can cut down trees to expand your camp. Get creative with your bases!

Survivor Jobs
Assign Survivors jobs to give them new skills and abilities. Give a Survivor the Builders Tools to assign them the Builder job unlocking more advanced buildings in the tech tree. Or, give a Survivor the Rusty Sword item to assign them the Militia job to give them an attack to help defend your camp. There are additional jobs: Spearmen, Marksmen, Medics and even more jobs being added in the future.

Explore and Loot
Send your hero out to explore the map while your soldiers defend the camp. Loot abandoned buildings, mines, piles of junk, etc to find more resources, exciting items, more Survivors or, if you're unlucky, the undead! Bring items back to your camp to beef up your soldiers.




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How to Play

Screenshots

Changes

Credits



  1. Start by looking for a place to build your camp that has few entrances to defend. The more entrances you need to defend the harder the game will be. It might not be possible for you to defend a large area with 4 entrances without working together with a friend.
  2. Your hero starts with a Shelter Tent item in his inventory. Constructing a Shelter provides your camp with room for 1 Survivor. When you place your shelter you will see that a new Survivor will spawn nearby and walk to you. Place that when you are ready to start building your camp.
  3. Your new Survivor is jobless and can only do basic tasks around your camp. He can punch trees to get lumber, build basic structures and repair structures. The most important structure he can build is your Camp Tent; the headquarters for your camp. Have him build one asap.
  4. Now it's important to get more Survivors so that you can get more lumber. Your Camp Tent building provides 4 food for your camp. Each Shelter takes 1 food and (again) makes room for 1 additional Survivor. So, have your Survivor build 3 more Shelters.
  5. After getting your 3 new Survivors get them harvesting lumber quickly. This is a good time to send your hero out to loot buildings for additional lumber, rare gold and items. Simply right-click on buildings owned by the Villagers player to loot them.
  6. Once you have enough lumber have a Survivor build some Barricades or Walls. It is recommended to leave a small opening in one entrance to your base while completely closing off the others. This funnels the zombies into a small gap that you can heavily defend.
  7. Build Spikes outside of your walls to damage the undead as they attempt to make their way into your camp and have your hero pick off any that make it through.
  8. Have your Survivors build a Workshop. The Workshop unlocks many items in the tech tree and can build Builders Tools. The Builders Tools is an item that you can give to a Survivor to assign them the Builder job. When as Survivor is assigned a job they change into a different unit with new abilities. The Builder can build an entirely new set of buildings. Build the Builder's Tools and give them to a Survivor.
  9. Have the Builder build an Armory. The Armory can construct the Rusty Sword job item. Give the Rusty Sword to a Survivor to assign them the Militia job. The Militia are ranged units that can attack undead from a decent range but they cannot attack air.
  10. Eventually, night will begin and the undead will start pouring in. Survive until 6am and you will have made it through the night. Undead are damaged over time during the day so once the sun comes up you'll be in the clear.
  11. During the day send your hero out to loot more buildings since all buildings are now lootable once again.
  12. Repeat this process for as long as you can!










v0.7.1

Balancing
  • Reduced the size of the Camp Fire and Lamp Post based on player feedback
  • Camp fire and lamp post are vulnerable again
  • Ranged units will always prefer organic targets over structure targets
  • Undead will switch targets from structures to organic units when possible
  • Reduced the duration of the Abom's Disease Cloud debug from 120s to 30s
  • Increased Mutant life drain hit points drained total from 55 to 250
  • Aboms now drop a Ceremonial Dagger along with 10g
  • Ghosts now fade in and out of combat every 10s and can fly over trees/terrain/walls/etc
  • Reduced Ghost hp by 50%
  • Increased Lamp Post sight to 600
  • Reduced Hero night sight to 500
  • Reduced Hero's strength scaling to compensate for revive, increased agi scaling for damage
  • Reduced Hero collision size from 16.0 to 8.0
  • Reduced Medic's Heal cooldown by 50%
Bug Fixes
  • Fixed a bug where Zombies thrown by an Abom would have Disease Cloud when they were recycled
  • Fixed a bug that made Mutants melee

v0.7.0

Gameplay
  • Lose condition has been changed from the player’s hero dying to the player’s HQ tent being destroyed
  • When killed the hero drops the Heart of a Hero item which can be used at an Altar to be revived
  • Replaced Marksman’s attack damage research with attack speed research
  • Decreased the collision size of many elites to reduce chance of blocking zombies
  • Added tier 4 attack damage item
Looting
  • Reduced lootable retrigger chances for all lootable tiers
  • Reduced lootable gold range for all lootable tiers
  • Made reward trigger changes more consistent across lootable tiers
  • Looted zombies now also award lumber equal to a typical lumber reward
Acolytes and Altars
  • Added the Acolyte job which can be assigned using the Ceremonial Dagger job item
  • The Acolyte can build the Altar building which is used to revive dead heroes
  • To revive your hero you must place the Heart of a Hero item in an Altar and choose an Acolyte to sacrifice in his place
  • When revived your hero takes the XP of the sacrificed Acolyte
  • The Acolyte’s XP is the sum of all other job XP, so choose carefully
  • You can get the Ceremonial Dagger item by killing Aboms (adding more ways to get Ceremonial Daggers soon)
Survivor Job Refactor & New UI
  • Survivors now equip job items and can equip more than one at a time
  • Job items no longer take up an inventory slot once equipped
  • The new Survivor job UI panel lets the player quickly assign jobs to selected Survivors
Balancing
  • Reduced Archimonde rain of chaos cooldown from 60s to 30s
  • Aboms have disease cloud that deals 10hp/s to nearby units
  • Ghosts can cast curse
  • Ghouls have unholy aura
  • Skeleton champions have command aura
  • Mutants can cast life drain once every 30s
  • Fire archers can cast fire bolt
  • Frost archers can cast frost bolt
  • Doubled infernal damage but attacks 2x slower
  • Doubled crypt fiend damage
  • Increased Archimonde health by 3.5x
  • Increased Archimonde damage from 166 to 220
  • Medic heals now scale according to level of 10 + (level * 5)
  • Mana cost to 30 (fixed)
  • Reduced total int on medic but increase base damage (Reducing total mana pool)
  • Nerfed campfire mana regen, but buffed AoE to 500 (To adjust based on the value of thunderlizard and medic heals)
  • Changed damage type of Dark Minion from Pierce to Normal
  • Changed damage type of SkeleOrc from Normal to Siege
  • Changed Marksmen Agi nerf towards attackcooldowntime instead.
  • Grenade buffed to x2, stun duration reduced to 2 from 3.
  • Reduced thunderlizard damage by half
  • Reduced mark start agil from 30 to 20
  • Reduced mark agil per level from 5 to 4
  • Changed crypt fiend attack type from magic to pierce
  • Reduced crypt fiend collision size from 16 to 12
  • Reduced wirts leg stack max from 5 to 3

v0.6.2

Balance Changes
  • Change Camp Fire mana regen from percentage to flat 20 mana/second
  • Cleave damage no longer scales per level and max aoe was reduced from 200 to 180
  • Decreased militia armor from 8 to 4
  • Decreased footman armor from 10 to 5, str per level from 10 to 5
  • Decreased captain armor from 12 to 6, str per level from 15 to 5
  • Decreased the hero's int per level from 5 to 3 - max mana at level 10 is reduced from 1075 to 670
  • Decreased armor gained from defense bonus from 2 to 1 for all human non-structure units
  • Reduced max number of crows alive at a time per player from 3 to 2
Bug Fixes
  • Fixed a bug where previous levels of gather/return would not be removed when the lumber harvest research was maxed
  • Fixed a bug where dropping the monster tooth item would cause a unit to permenantly take damage on attack
  • Fixed a bug where the survivor name was incorrect when announcing that a survivor has joined your camp
  • Fixed a bug with the Crypt Fiends logic that would throw lots of errors
  • Fixed a bug where cancelling the HQ Tent construction would not return the item back to the player
  • Fixed a bug where chat command aliases were throwing errors, e.g. "-base"

v0.6.1

Bug Fixes
  • Fixed a bug where researching the final level of Lumber Harvesting would cause Survivors to be unable to harvest lumber anymore

v0.6.0

Gameplay
  • Added Waygates to make moving around the map easier
  • Added Engineering Workshop building (does nothing atm)
  • Walls can be upgraded to gates at all tiers
  • Added some research for Marksman
  • Medic now has a ranged magic attack
  • Aid Station can build stamina potions
  • Portable Turret has 10% of hero's base damage when placed
  • Portable Turret lasts 5 minutes
  • Walls and barricades now have a 4th tier (to match gates)
  • Added the "-split" command that will split item stacks in a selected unit's inventory
  • Added the Lumber Mill building that serves as a drop-off point for lumber and is the new home of the lumber harvest research
  • Renamed "Operations Tent" to "Headquarters Tent" and visa versa
  • Shelters are no longer a drop-off point for lumber (lumber mill building coming soon)
  • Players build their Headquarters Tent via an item instead of a Survivor
  • The Headquarters Tent can be Disassembled back into an item
  • Survivors can no longer build Headquarters Tent
  • Randomly spawn Deer around players during the day that drop the Raw Meat item when killed (see below)

Camp Fire
  • Reworked the Camp Fire significantly
  • Camp Fires drains mana over time and becomes "extinguished" when its mana reaches zero
  • Users can manually "add more firewood" to restore mana at the cost of lumber (-10 lumber for +30s duration)
  • Users can enable automatically "adding firewood" which costs 10 wood ~30 seconds
  • When extinguished, a Camp Fire no longer heals or restores mana
  • Healing is now a flat rate which means it is strong early game but falls off late game (Medic heal will become percentage-based to scale with the game)
  • Mana restoration is percentage based so it is has consistent value
  • Adding the new Raw Meat item to the Camp Fire will convert it to a Cooking Camp Fire which temporarily increases healing by 1.5x, mana restoration by 2x and AOE by 1.5x

Militia/Footman/Captain
  • Removed the ability to switch between melee and ranged attacks - now melee only!
  • First draft of rebalancing (unit stats, resources, research) for a (very difficult) militia-only strategy
  • Gave Militia the Cleave ability to make them effective against groups of enemies
  • Gave Militia the Taunt ability which can be used to pull zombies off of weaker survivors
  • Gave Militia the Defend ability to increase survivability against ranged units
  • Reduced Militia's attack range so that they cannot attack through walls

Balance Changes
  • Reworked gold and lumber prices across the board
  • Players get gold more consistently now (less rng)
  • Archimonde's attack no longer deals aoe damage
  • The workbench is no longer locked behind HQ Lvl 2
  • Zombies and elites no longer award lumber
  • Nerf'd the Captain, buff'd the Spearman/Assassin
  • Increased the amount of crows and gave them more armor
  • Many researches have more levels and more balanced pricing
  • Walls have 25% more hp than gates
  • More balancing of Militia, Footman, Captain, Spearman, Assassin, Marksman
  • Decreased Marksman crit chance from 50% to 25%
  • Camp Defenses research rebalanced to encourage multi-wall bases
  • Rebalanced looting to award less gold
  • Survivor (jobless) movement speed increases with each level
  • Each level of Lumber Harvest research gives +1 lumber per hit and no longer increases lumber carry capacity
  • Survivors carry more lumber per level and no longer gain lumber per hit
  • Looted zombies have greater chances to drop an epic/rare/legendary item

Bug Fixes
  • Fixed attack ranges for elites
  • Units no longer occasionally stand around at their spawn point
  • Blood Red Cape no longer triggers on structures
  • Zombies spawned from looting no longer take DoT
  • Aboms and Ghouls no longer randomly respawn at their corpse
  • Fixed a bug where survivors sometimes wouldn't spawn
  • Fixed a bug where several epic items were in the rare set
  • Gates no longer return lumber as gold when recycled
  • Portable turrets can be placed again
  • Camp fire does not start healing until construction has finished
  • Survivors now spawn when upgrading from a Shelter to a House

v0.5.0

Gameplay
  • Undead no longer take damage over time during the day
  • Undead stop spawning at 75% of the night
  • Added the -bases command that shows players the different bases and their difficulties
  • Hero is invulnerable for 10 seconds after respawning
  • Spikes damage themselves with each attack and become disabled when their health reaches 1. They must be repaired in order to become enabled again. This should make spikes much less op and will de-incentivize players from building tons of spikes.
  • Militia can switch between ranged and melee attacks
  • Add upgraded unit for Spearman: Assassin
  • The active state of activatable abilities are persisted (repair, heal, etc)
  • When a player leaves or loses the game their spawns take damage over time
  • Spikes gain xp per kill but evenly distribute all of it to nearby survivors.
  • Lootable buildings are visible in the fog
  • Added a victory message at the end of the game
  • Added the Spectator player
  • Removed the Raiders player until that’s actually a thing
  • Typing ‘-clear’ or hitting the ‘Escape’ key clears text on the screen
  • Only defensive buildings are left behind when a player loses or leaves the game
  • Removed survivor inventory research and gave each unit upgrade more inventory slots
  • Increased the range of repair from 50 to 128
  • Added the first draft of a final boss Archimonde

Balancing
  • Balanced the Survivor, Builder, Hero, Militia, Footman, Captain, Spearman, Assassin, and Marksman
  • Survivor harvest ability scales with their level
  • Loot rewards scale with game progress
  • Barricade scale better with walls and gates
  • Gate has the same stats as the equivalent tier wall
  • XP gained from finishing a night scales better
  • Building hq near a lootable increases its cooldown
  • Increased hero damage at the cost of increased cooldown.
  • Increased the length of days after the first day by 25%
  • Decreased the cost of Stone Wall and Gate Lvl 2 from 440 to 300
  • Decreased Stone Wall and Gate LvL 2 hp to 1000
  • Decreased Metal Wall and Gate LvL 3 hp to 2000
  • Decreased default lootable cooldown from 1-3 days to 1-2 days
  • Decreased new-camp lootable cooldown from 3-6 days to 2-3 days
  • Decreased Gate Lvl 4 hp to 4000
  • Decrease abom health by 20%, increase attack by 25%, limit 1 spawn
  • Decreased the health of Crypt Fiends by 50%, limited to 2 alive at a time
  • Zombies that spawn from looting deal ~50% less damage, move slower and have less armor (less likely to get 1-shot)
  • Rebalanced looting mana cost with new hero mana

Map
  • Added many easy bases with only 1 entrance to defend

UX
  • Implemented camera controls
  • A countdown timer appears to let players know when night and day will start
  • Renamed Workshop to Workbench and changed the model
  • F1 is no longer the alliances hero to trigger the alliances menu
  • Added a button for the alliances menu on the menu bar
  • Added map version to the leaderboard title
  • Added player commands to quests
  • Workshop description explain builder tools for new players
  • Add Hive Workshop logo to splash screen
  • Add Hive Workshop button to menu bar

Bugs
  • Fixed a memory leak with the spawn manager that caused an out of memory crash at ~1 hour
  • Fixed bad lag caused by not using a unit recycler
  • Fixed several memory leaks that also contributed to lag
  • Fixed an issue that caused zombies and elites to stand around instead of attack
  • Really fixed Aboms for real this time
  • Fixed a bug where every day was “Day 2”
  • Blue buildings are lootable again
  • Fixed a bug that caused a players units not to be given to the Villagers player when they leave the game
  • Post Lantern can now be recycled
  • Spikes recycle the correct amount of gold and lumber
  • Fixed an issue where looting progress bars disappeared or floated into the sky
  • Reduced the volume of the Blood Red Cape sound effect
  • Replaced broken lootable buildings that couldn’t be targeted
  • Fire Pit tooltip is finally correct
  • Upgrade and open gate are no longer the same hotkey
  • Fixed the “No item found in main item library” bug
  • Crypt Fiends are no longer targettable when burrowed
  • Crypt Fiends no longer sit outside your camp but actually burrow in as expected
  • Spikes no longer damage allies when attacking enemies

v0.4.0

Gameplay
  • Added 25+ new items to the game
  • Increased the length of days after the first day by 25%
  • Decreased the length of nights by 25%
  • The camp headquarters building has more upgrades, each granting +2 to the food cap
  • Gates now have multiple levels of upgrades
  • Added Post Lantern building that provides visibility
  • You can now upgrade your survivor lumber carry capacity in the Workshop
  • You can now upgrade the inventory size of your survivors in the Workshop
  • Camp Fire healing aura no longer stacks
  • Increased the cost of Building Tools
  • Increased the cost of Spikes Lvl 2
  • Heroes are respawned the same day the grace period ends
  • Heroes respawn at their dead body instead of at a random position
  • Removed the Scout Tower for now until I figure out what I’m doing with it
  • The camp headquarters building has 8x8 instead of 6x6 pathing map
  • Grace period now ends on day 3
  • Hero now gains experience from attacking the ranged target

Balancing
  • Militia can now attack air units but do 25% less damage
  • Militia do extra damage to normal zombies and less damage to elites
  • Spearman do 25% more damage to air units
  • Spearman do extra damage to elites and less damage to normal zombies
  • Marksman do extra damage to elites
  • Zombies now drop 1 lumber, elites drop 3
  • Decreased default xp gain to 1 for zombies, 10 for elites
  • Reduce spike movement speed slow from 0.5/0.6/0.7/0.8/0.9 to 0.2/0.3/0.4/0.5/0.6
  • Drastically reduced damage of higher level spikes
  • Scale up enemy difficulty and elite difficulty curve is exponential instead of linear
  • Grenade damage scales on caster base damage

Map
  • Minimap is no longer black (sorry wizard)
  • Added ~50% more places to loot around the map

UX
  • Added a timer in the top right to show how long players have been playing the game
  • Added a leaderboard to show kill counts and wave progress for players
  • Added a discord link button
  • Changed icon of Unassign Job to Villager Male hopefully to make it easier to spot
  • Disabled Black Mask so players can more easily see the map
  • Reworked models and icons to work in classic mode

Looting
  • Completely reworked lootables and searching
  • Search is now a channeling ability that can be canceled and costs mana per second instead of a flat rate
  • Lootables have a chance to retrigger and give additional rewards to the player. The larger the structure the higher the chance to retrigger. The Lucky Horseshoe item increases this chance.
  • Added a Lootable player for lootable buildings
  • A timer dialog is displayed for the looting player
  • A countdown timer text tag is displayed above the structure
  • Search has an assigned hotkey and tooltip was updated
  • Rebalanced lootables to grant more materials to make the trips worthwhile
  • The hero is no longer hidden when looting buildings
  • Hero is no longer selected when looting is finished



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Previews
Contents

The Last Stand v0.7.1 (Map)

Reviews
deepstrasz
Approved after credits update. (previous comments: The Last Stand v0.4.0)

Ozymandias

Hosted Project TLS
Level 7
Joined
Jul 17, 2019
Messages
14
Looks cool so far, thought I died right at night one (I was playing solo) and I couldn't find a one way defendable space

Thanks! There aren't many spots with only one defensible entrance currently but that could change. There's a grace period active for the first 3 nights and if you die during the grace period you are respawned the next day. Your buildings will be given to the Villagers player but you can reclaim them using the Rescue Survivor / Claim Building ability.
 

deepstrasz

Map Reviewer
Level 54
Joined
Jun 4, 2009
Messages
15,939
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in Use by The Last Stand v0.4.0 | HIVE

Camp Fire says it restores 0 stamina/second.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Shar Dundred
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
 

Ozymandias

Hosted Project TLS
Level 7
Joined
Jul 17, 2019
Messages
14
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in Use by The Last Stand v0.4.0 | HIVE

Camp Fire says it restores 0 stamina/second.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Shar Dundred
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
Thanks deepstrasz. I updated the map description to include the credits. The next version will fix the camp fire tooltip issue.
 
Level 3
Joined
Mar 8, 2011
Messages
25
So having played this map for a while now, i can safely say that it's one of the better maps i've played in.... well long enough that i cant remember when the last map that i could spend this much time on came out.

The gameplay idea is super fun, and everytime i search a building i feel like a child at christmas, though being disappointed more often than not the hope of an amazing item or another survivor is keeping me at enticed, the zombies and special units are while quite stupid nothing to scuff at early on if you are new to the map.

There are a few bugs specificly on the Cryptfiend lvl where they dont know where to burrow and my entire screen is filled with bug reports so i can hardly see anything, though the issue is solved before the next night so not really an issue.

There are a few things i would change though.
#1. After the first 2 nights you should be able to have a solid defence of spearmen maybe even a marksman or 2 if you have done perticularly well you can take your camp leader and just walk about even during the night enemies only spawn around your camp so the camp leader is free to loot even during the night with no threat at all, i would recommend to make it so zombies spawn around the camp leader aswell if that is doable, maybe not as many as aroudn the base but just enough so that if you wanna play the night robber there is risk to it.

#2. Game is difficult enough that a new player might struggle a little on his/hers playthrough of the map, but after having played it 2 or 3 times the game becomes... well easy i myself only died once before figuring out a strat that basicly meant that no matter how many enemies were outside my walls i didnt have to give a damn, except for the abomination boss, maybe add different difficulties, for more experienced players?

#3. Game is fun and while a typical playthrough takes about 75 min, i feel like the game actually really fast and it ends way too fast, 75 min is a good length for a map i think but i would love to see maybe a survival mode after beating the last boss? where the game throws all the enemies you've beaten so far at you scaling higher every night. kinda like how it was done in fortress survival.

Anyway these are just my opinions and suggestions, and maybe some of these are already on your to do list. The maps is great and im looking forward to see where you are gonna take it.

I give this a 5/5 actually as it is now i think it's only a 4/5 but the potential is up there so im gonna show some favoritism caus i think the map is great.
 
Level 2
Joined
Jul 6, 2016
Messages
14
This map is great! The difficulty is very well balanced.
The Stamina drain is 10stamina per second and not 3 as listed in the tooltip.
I am very supriised how well the map is. Not many flashy animations. So far i managed to survive 5-6 nights with one friend.
The first game we struggles super hard because we didn't create more shelters, the 2nd night was better but still hard. After the 3rd and fourth attempt we got it figured out and it was a nice difficulty. On the one hand adding higher difficulties would be nice, but a player can do that him/herself by just choosing a more difficult spot to defend so no need to add more.
Getting Gold is super random. In one game i got about 20g in the first 2 nights, the next game I didn't get any gold until the 4th or 5th night. Maybe adding a little shop in the middle of the map where you can trade wood for gold for an expensive price. Maybe 1gold for 2000wood or so.
Otherwise we were positively surprised how great the map is.
 
Level 10
Joined
Nov 15, 2007
Messages
780
So I really like these types of projects, enough that I'm coming out of retirement to give a mini review of this one. I've played a few rounds of it solo now, got wiped out my first couple attempts but managed to complete it twice so far. The first time around, one of my first survivors spawned as a rifleman, which honestly made the game feel like such a cake walk. That might be too much of an advantage to receive by random chance like that considering how high up in the tech tree and expensive the rifle is, plus the fact that getting it that early on meant he leveled up quickly and could more or less hold the base alone with a few good items.

After that clear I got wiped again on the ghost round trying a more militia heavy strategy, which seems to absolutely get shut down on that wave because of the heavy magic damage and the fact that long range units are more likely to ignore your walls and attack the militia directly. It was also in this run that I realized upgrading a militia to a footman resets their experience which seems like an oversight? Either way it feels weird to pay to upgrade a unit only for it to be substantially weaker.

The attempt after that was my next clear and revealed to me what I think might be a fundamental flaw with the gameplay loop. I decided to try walling off completely and leaving my main survivor to loot buildings 24/7 and only return to restore stamina or drop off items when necessary. Honestly the main survivor isn't strong enough that their presence is missed if you do this beyond the first few nights (and if you get a lucky start and manage to get some early defenders your hero isn't even needed then). While it's a lot more micromanagement, the resources you rack up from not spending nights sitting in base is huge, and makes the game pretty trivial. There should probably be some risk to roaming around at night, currently because all zombies spawn near your base rather than your survivor there's nothing threatening about it except having a little less damage at home. I guess in a full multiplayer game this wouldn't be as much of an issue because you'd frankly run out of things to loot if everyone did it.

Aside from that other things that seem like issues to me are the randomness of gold when it's so necessary for more than rudimentary tech to the point where your progression is entirely bottlenecked by RNG, how squishy your melee fighters are even with a priest and buffed up campfire (and how little that matters because of the strange priority the enemies place on attacking walls) and the fact that gates are more expensive and more fragile than walls for seemingly no reason - you're better off just having one sturdy wall and leaving empty space to walk through since again enemies will go right for your walls even if you don't wall off completely.

I appreciate that the map is still in progress so I'm just highlighting things that seem like flawed parts of the core.
 

Ozymandias

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So I really like these types of projects, enough that I'm coming out of retirement to give a mini review of this one. I've played a few rounds of it solo now, got wiped out my first couple attempts but managed to complete it twice so far.

Thanks for the thoughtful review!

The first time around, one of my first survivors spawned as a rifleman, which honestly made the game feel like such a cake walk. That might be too much of an advantage to receive by random chance like that considering how high up in the tech tree and expensive the rifle is, plus the fact that getting it that early on meant he leveled up quickly and could more or less hold the base alone with a few good items.

I agree that this isn't ideal and I will be addressing it shortly.

After that clear I got wiped again on the ghost round trying a more militia heavy strategy, which seems to absolutely get shut down on that wave because of the heavy magic damage and the fact that long range units are more likely to ignore your walls and attack the militia directly. It was also in this run that I realized upgrading a militia to a footman resets their experience which seems like an oversight? Either way it feels weird to pay to upgrade a unit only for it to be substantially weaker.

It's intentional but I understand how it feels like a bug. A Footman's stats at level 1 are about equivalent to a Militia's stats at level 7. A Captain's stats at level 1 are about equivalent to a Footman's stats at level 7. Resetting the xp makes progression feel more apparent, imo, since you watch your units gain levels more frequently over all.

The attempt after that was my next clear and revealed to me what I think might be a fundamental flaw with the gameplay loop. I decided to try walling off completely and leaving my main survivor to loot buildings 24/7 and only return to restore stamina or drop off items when necessary. Honestly the main survivor isn't strong enough that their presence is missed if you do this beyond the first few nights (and if you get a lucky start and manage to get some early defenders your hero isn't even needed then). While it's a lot more micromanagement, the resources you rack up from not spending nights sitting in base is huge, and makes the game pretty trivial. There should probably be some risk to roaming around at night, currently because all zombies spawn near your base rather than your survivor there's nothing threatening about it except having a little less damage at home. I guess in a full multiplayer game this wouldn't be as much of an issue because you'd frankly run out of things to loot if everyone did it.

Your strategy of sending the hero out at night to loot while your other units defend your base is exactly what I intend for skilled players to do. I plan on adding additional things for your hero to do around the map to further encourage that strategy and I plan on adding several different threats to make moving around the map more risky.

Aside from that other things that seem like issues to me are the randomness of gold when it's so necessary for more than rudimentary tech to the point where your progression is entirely bottlenecked by RNG

Yeah this is something I'm constantly trying to balance. RNG is an important part of the game but I think gold is a resource that necessarily needs to be skill based and less RNG-based. On this note, elite's drop a consistent amount of gold each night (equal to the night number) so as long as you are consistently killing your elites you'll be getting gold consistently. Furthermore they have an additional chance to drop even more gold so the faster you kill elites the higher chance you'll get gold for a night. All the gold from looting is RNG and a bonus on top of the regular elite gold drops. The combination of all these methods of receiving gold make it feel very dependent on RNG. All I can say is that it's better than it used to be and it will probably get better in the future.

how squishy your melee fighters are even with a priest and buffed up campfire (and how little that matters because of the strange priority the enemies place on attacking walls)

This strategy is more or less brand new with 0.6.0 and we are still working on balancing here. The militia build is very item dependent and naturally risky so in it's current state it's meant to provide a challenge. With version 0.7.0 medic's healing scales better so this strat may become easier.

the fact that gates are more expensive and more fragile than walls for seemingly no reason - you're better off just having one sturdy wall and leaving empty space to walk through since again enemies will go right for your walls even if you don't wall off completely.

Gates are weaker in order to encourage building larger bases with multiple walls instead of just one gate. This was partially introduced to nerf "hermit" bases where players carve out an base in a thick group of trees and put one gate down at the entrance.

The zombies focusing the walls instead of units is my attempt at strong-handing Warcraft's attack priority system to do something it doesn't want to do. It's less than ideal and I have a few more ideas on how to deal with this. I've been trying different solutions to make this issue feel better for years and I think this is the best it's gotten so far. Still, there may be additional strategies I can implement to improve it.
 
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Also can you add some voiceline to the main character? Pleaaaaaaaaaaaaaaaaaaasssssssssssssssseeeeeeeeeeee? #orcpeonWII
 
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