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World of Strife: Retribution v1.52d

Submitted by Krath, Saken
This bundle is marked as approved. It works and satisfies the submission rules.
World of Strife: Retribution v1.52d




The Kingdom of Rakasla, a sprawling metropolis nestled in the Valley of Lords, was the capital of a grand empire of megalithic strength and economic might, exerting an age of golden prosperity and peace upon the land.

This age soon came crashing down in a war of pure, unadulterated violence that mutilated the very ground with depraved bloodshed. As turbulent powers raged across the land, sleeping creatures awoke, ancient Dragons emerging from their homes to rage across the world in primal might. Now, heroes have returned to Rakasla to face the source of this great evil and make it face Retribution. The fate of the lands rests in the balance, and the victor of this greater war will become the master of this World of Strife.

World of Strife: Retribution is a 1-8 player game and is the sequel to World of Strife: Tribulations & World of Strife: Exodus

There are three game modes with up to seven human players and one dragon player.


• Normal - This mode is where the humans try and defend against the undeath long enough so that they may strike back and attempt to kill the evil Lord Lothrim.

• No Undead - This mode removes all of the undeath forces and allows the humans to ally and duke it out between each other.

• FFA - This mode is where no one is allied, but the forces of undeath are still present. Whoever is able to kill the Dragon may still be it's Master.



Objectives for Normal:


• Humans - The humans must choose sides and fight their way to the heart of Lord Lothrim and kill him. This is no easy task, however destroying the spawn buildings of his minions will surely ease your troubles.

• Dragon - You are a great mythical beast, though young and ignorant at first, your best bet is to seek alliegance with some of the humans so that they may feed you so you can grow quickly and aid them in a fight against the undeath. If you die as Ignorance, you will respawn in your dragon nest since you don't know any better. Though beware, once you die after you have grown to Knowledge or Wisdom, you will no longer be sheltered by your Ignorance. You will be tainted by the power of the undeath and be forced to join the ranks of Lord Lothrim's minions. If you die to the humans there is no coming back.

• Undeath Humans - At this point, you have failed your first objective to kill Lord Lothrim, and you now have been turned against your fellow men as you join the ranks of the undeath. Now it is your goal to destroy every last human and turn them into one of Lord Lothrim's minions.

• Undeath Dragon - You have proven that you are either foolish or evil at heart and now have become a minion to Lord Lothrim. Your goal is to make life for the humans miserable and turn their bases into rubble. But becareful, if you die once more, you will never come back.



There are three difficulties under normal and FFA that Red chooses. Easy, Normal, and Hard.


• Easy - No Damage or Armor Increase For Undeath Units.
(For 1-3 players)

• Normal - 40% Damage Increase, +10 Armor Increase For Undeath Units.
(For 4-6 players)

• Hard - 80% Damage Increase, +20 Armor Increase For Undeath Units, and units spawn twice as fast.
(For 7-8 players)

Easy is for novices, medium is for a challenge, and hard is for veterans only. You've been warned.



Screenshots
[​IMG]
[​IMG]
[​IMG]
[​IMG]
[​IMG]

Updates:

-v1.44f through v1.50-

• Added Dragon Hunter hero
• Balances made to items
• Minor changes to the build order, and an upgrade for more food
• Fixed all the lag by removing the memory leaks


-v1.51a-

• More balance changes to the Arcane and Mercenary paths
• Updated more units that didn't benefit from the proper upgrades
• Advanced worker now repairs faster than the normal peasant


-v1.52-


• Medium difficulty a little more difficult, i.e. chance for more enemy spawns
• Updated dialog options to reflect the amount of players in game and the recommended difficulty



-v1.52a-

• Fixed Goblin Mortar Teams not having burning oil
• Fixed bug with Troll Berserkers starting out in their upgraded form already
• Fixed the food upgrade to actually give you the +50 food like it should
• Made sure All allied raised skeletons benefit from upgrades




-v1.52b-



• Demolisher now benefits from upgrades
• Redeemer now mechanical and can be repaired
• Nightmare spawn is now pinged



Custom Icon Credits:
Shaeam
Pyramidhead


Model credits to:
Bart_Illidan
Elenai
jigrael
Sellenisko
Callahan
Kwalit
WolfmanArc
Pyramidhead
JesusHipster
armel
Afronight_76
General Frank
Tarrasque


Skin Credits:
Just_Spectating
67chrome
Ampharos_222
Daenar7
Cloudwolf


Terrain:
Saken

Triggers:
Krath

Unit Editing:
Krath & Saken


Keywords:
World of Strife, Defense, Survival, Undead, War, Dragon, Human, Strategy, FFA, Teams, Team, Krath, Saken, WKRE, Undeath, Free For All, Retribution, WP, WOLF PACK
Contents

World of Strife: Retribution v1.52d (Map)

Reviews
Moderator
20:41, 1st Aug 2010 ap0calypse: Approved
  1. 20:41, 1st Aug 2010
    ap0calypse: Approved
     
  2. -Kobas-

    -Kobas-

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    Use BB code to improve your description with colors, hidden tags, pictures etc etc
     
  3. Saken

    Saken

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    I'll work on getting a few in-game screen shots to put in, but other than the lacking description, have you gotten a chance to play the game yet?
     
  4. Ironside

    Ironside

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    I checked the map, and it has the needs to be approved, I will contact the moderator.
     
  5. Saken

    Saken

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    What needs to be improved upon? So my friend and I can get to working on making World of Strife better.

    Edit:

    Well we're in the works of ballancing the heros better, and fixing some known and new bugs.
     
    Last edited: Aug 6, 2010
  6. ImperialShadow

    ImperialShadow

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    can change the undeath to undead?It sound better
     
  7. Saken

    Saken

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    My partner and I are keeping it as "Undeath", simply because all games that have an undead force calls it undead and nothing else, this is our way of being 'different'. That doesn't go to say though that our game isn't different from the rest due to one name difference, but it really is a fun and challenging game.
     
  8. -Kobas-

    -Kobas-

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    Please add screenshots into hidden tags, credits can be added as well if they take a lot of place.
     
  9. Saken

    Saken

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    Hidden tags didn't work, and is there anything you can tell me about the game itself and not focus so much on the description of the map, but rather the actual gameplay of the map?
     
  10. ImperialShadow

    ImperialShadow

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    maybe u can separate the name of the peasent and the town hall peasent name
     
  11. Saken

    Saken

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    We are finally updating World of Strife.

    We will for sure re-name the peasant, and allow you to be rewarded for keeping the starting peasant alive.
    We recently discovered quite a few new bugs and imballances and we are working to fix all of that as well.
    I plan to expand the terrain to allow more options for bases and add more depth to the terrain itself.
    We also might possibly add another undead unit to help make this tough game even tougher.

    You can look forward to a new version within a week or so.
    Not all of the above fixes will be set in place, such as terrain, but we are mainly focusing on ballancing and the existing bugs.
     
  12. ArchangelTyrael

    ArchangelTyrael

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    I've found a bug on the Dragon, after morphing to Knowledge, the Dragon loses the Devour ability thus being unable to morph further.
     
  13. Krath

    Krath

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    Hi ArchangelTyrael, thanks for your input.

    I've just tested the map myself, and Knowledge does in fact have the Devour ability. Have you played it more than once? If so, was it a recurring bug? I've made the necessary changes to ensure that bug won't happen again but still, I'd like to know.
     
    Last edited: Nov 17, 2014
  14. ArchangelTyrael

    ArchangelTyrael

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    Yeah it happened twice (we played only twice), the first time my friend was playing the Dragon and the second time I was playing the Dragon, both times the Devour ability was not present among his skills.
     
  15. Krath

    Krath

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    Thanks for the info, Saken and I will test my fix and re-upload later tonight.
     
  16. Mech_Warrior

    Mech_Warrior

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    Hello Krath and Saken,

    I just played the map twice with my friends, and figured I'd take the time to give some feedback.

    First, I'd like to verify the report by Archangel; Knowledge loses Devour and never gains it back.

    Second, I'd like to comment overall on the income mechanic and the effect it has on gameplay. My main issue with income structures in general is that players spend the first 5-10 minutes of the game simply massing income. Since there's a cap on income, this ends relatively quickly, and it ensures that players all have around the same income level if they mass income structures. However, if players simply build one tier 3 Farm and then start building their base, they will quickly run out of income and fall behind very quickly. That's the fundamental issue here: In my estimation there is no real viable strategy that does not start with: "Okay, build 8 tier 3 Farms, 8 tier 2 Farms, and 8 Tier 1 Farms." You honestly might as well just give players the end result income from the beginning and let them spend more time on choosing their Path and constructing defenses.

    The other problem is that with the levels of income as they are, and the cost of units (even elites) so low, it's almost impossible to NOT have a 100 food army on the field at any given time. I found that late-game, when attacking the undead, It was more a question of army composition; I was always able to have my full army regardless, and lots of income left over to spare.

    As far as the Dragon element goes, it was interesting and well implemented. The Devour glitch limited the evolutions, but I'm sure there was more than 1 evolution. The Dragons from the tavern were fairly weak, but the ability to semi-mass them was good, and the cooldown forces the Dragon to use them strategically.

    I did not try the mode of PvP with no undead but I could see it being somewhat viable as well.

    Overall a solid map, with a flawed, albeit simple and intuitive income mechanism. I'm rating it 4/5.
     
  17. Krath

    Krath

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    Thanks a lot Mech_Warrior, for a well thought-out and extended review.

    Firstly, with the new version Saken just posted, we've found and fixed the Devour glitch. I think you'd like to play again now, as the possibilities you've explored due to this glitch were quite limited as the Dragon. After the second evolution, you can become a Mother Dragon and evolve your children. Anyhow, moving on...

    As per the income system, although your points were valid, there actually are multiple strategies you can use to build up your income. Upgrading them right away to level 3 does not help, it is in fact quicker to build up your income by building 8 level 1 farms, upgrading them to level 2s, building more level 1s, etc. This allows your peasant to work throughout the whole preparation time instead of waiting around for the income timer to reach 0. Another strategy is to find a base close to a Magic Vault, and capturing it as quickly as possible to receive the massive income boost it provides.

    We are aware that income becomes pretty much infinite late game. It allows, as you said, to focus more on army composition, whether mixing Paths with an ally or just using your own. Once all your upgrades have been done, all your Vaults protected and you've built an outpost near the undead base, there isn't many uses for the income you've amassed apart from elite units, or more outposts. However at that point in the game, what else would you need? Raising the prices of Path-exclusive units could make the late game more difficult and sensible, though. I might just do that.

    We appreciate the valid pointers and the kind words alike, thanks again for your review.
     
  18. Fang

    Fang

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    Its good! :D
     
  19. Saken

    Saken

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    Thanks Fang!

    Krath and I are in the works on a few more fixes for things we've found, as well as, I'll be adjusting some of the aesthetics with the sky and terrain along with making one of the bases in the game a little harder to defend from. (Mostly because I've used it too many times and it's way too easy to defend from.)

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    We will be updating World of Strife sometime soon with some minor changes to reflect the prequel game we have made to World of Strife, titled Exodus of Strife or EoS. EoS will be more of a Hero Defense/RPG game with a fun and competitive arena mode at the end that survivors can partake in to see who has the strongest hero. Stay tuned to my profile for further info on release. Or stop by Clan WP on US East if you're ever interested in more info.
     
    Last edited: Apr 6, 2016