- Joined
- Apr 25, 2020
- Messages
- 37
Until Death Cycle
"In the beginning, it was only a piece of Land. A forgotten island in the middle of the ocean, discovered by travelers.
Its strangely mirrored shape turned the land into a natural stage for war.
Kingdoms, mercenaries, and beasts from distant lands came to fight to the death in exchange for fame, territory, and wealth.
For years, the island knew nothing but blood and glory. Until one day, the center of the island began to twist.
A red mist rose from the heart of the battlefield, and the lives taken by that cursed land began to rise again as undead warriors.
That was the last record ever sung by the bards.
They say the warriors who were there that day are still fighting.
Trapped in a cycle.
Until death."
Version 3.0 released
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UNTIL DEATH CYCLE — CHANGE LOG (v3.0)
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Version 3.0 introduces new escalation mechanics to the Death Cycle,
adding additional objectives and stronger map interactions.
The system now evolves through multiple stages, turning lane deaths
into progressive battlefield events.
[Core Cycle]
• Tier 1 lane units now rise as Skeletons when they die
(Skeleton type matches the original unit: melee / ranged / caster)
• Skeletons deal higher damage but have lower durability
[Conversion Mechanic]
• Last-hitting Skeletons converts deaths into map pressure
• Each Skeleton killed spawns Tier 2 reinforcements
in both side lanes (Dragon Lane and Grove Lane)
[New Escalation System — v3.0]
• Killing 10 Skeletons now triggers a new objective:
→ 2 Necromasters spawn on the map
[Objective Chain]
• Killing a Necromaster advances the cycle
→ Spawns 1 Grave Champion
[Final Stage]
• Killing the Grave Champion unleashes the final response
→ Skeleton waves spawn in both side lanes
[Design Goal]
• Lane deaths generate map pressure
• The battlefield constantly evolves
• Teams fight not only for kills, but for control of the cycle
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