Each of those factions has one custom final boss. For each phase, 3 out of 5 units are randomly chosen from the available options for that faction. This means that even if you play against the same faction twice, you might have a different experience on both runs. There are 4 phases of enemy attackers, with each phase being concluded by a mini-boss. At this point the current wall will be destroyed and you will unlock the next tech-tier.
During the small break you can advance to the next wall and build up new defences. Each player will also have a switch that can be activated as soon as the mini-boss of the current phase has been spawned.
If all players press it, the new phase starts immediately, allowing different timings of RPvE runs. Optional objectives - There are 2 guarded shrines that cast spells to defend themselves. Destroying those will reward you with global buffs and energy.
Defeating those will reward you a free unit of the corresponding faction. Below you can see the map. You spawn at the bottom, and slowly make your way to higher placed defence positions.
As mentioned before, we are still hard at work on this game mode. We are currently working on the bosses for this mode and are in need of a Map Artist to work on the look and feel of the map. If you want to help, please reach out to us! We are curious what you think so far, so please let us know in the comments. This was the first 1vs1 tournament since the big balance patch, so if you are interested in PvP or want to see tier 4 in a pvp tournament! Please keep an eye on our forums in the coming days for the announcement.
Please reach out to our Event Organizer Hiko to have your event prizes sponsored by us. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you. We are developing exciting new cards and game modes, but we would love to speed up the progress.
If you want to help, we would love to have you on our team. Below are three roles highlighted, but you can find more information, desired traits and all our open positions here. If you are unsure if you qualify, please reach out and have a talk! Open Position - Global Moderator As a Global Moderator, you are at the highest level of moderation and responsible to moderate and help players on multiple platforms. In this position you are expected to have a good grasp of how moderation works and how to handle sensitive data that you will receive access to in order to perform required moderation tasks.
You will be responsible to moderate the forums, process Discord tickets from our Discord bot, answer moderation questions that come to us via e-mail and handle in-game reports.
To support you with this, you will work closely with several of our internal moderation tools. Next to this, you will have the chance to shape our moderation tool that is being developed by our web developers by discussing workflow and feature improvements with them. Open Position - Map Developer As a map developer you are responsible to script new official maps or alter scripts of existing maps as a cause of map balance updates. Open Position - Map Designer As a map designer you are responsible to design the gameplay experience of a map from start to finish.
This includes make a rough proposal for the layout and feeling of a map, design the story and goals of the map etc. In Conclusion. We hope you liked this Community Update, thanks for reading!
We will update you again on October 23rd. As always, we are open to feedback so please let us know! Open Position - Global Moderator. Who wants to help us out, i t is a lot of fun. Given you have to cope with degenerates like me, that sounds like a lie.
So defense rpve Firstly i have question how wise it is to make it using 8 enemy factions. I understand that due to the static nature of the map it might be beneficial ot have more enemy factions to prevent it from being stale but i cant help but think this will lead to problems of viability considering how much work has gone into and still has to go into making factions viable in rpve against only enemy factions.
This immediately raises the issue of void return from buildings that must be destroyed every wave. It is hard to see how big the space will actually be from the image but it will definitely be a concern.
The cards offered at t2 are questionable. Obviously spot one is best for root networks but rl is solid in general. Skyelfs are best suited to buildings so frost or shadow would be the best option. Spot 3 would probably be best suited for nature bc of heals or maybe shadow due to ease of summoning feeder units or later combos via fallen elf and single target damage boosts. Spot 4 is mild range buff and mild damage boost, maybe good for idk bandits or twilight to combo with long ranged buildings or a non-root unit based defense.
Hopefully this is prevented with appropriate difficulty levels. Similarly the outside camp cards dont all seem very useful.
The vigil seems like the best via a solid addition to building based defenses likely from spot 2, especially for long ranged since few buildings have long ranges.
The gemeye is probably second best since it is solid but not exceptional. The tortugun is very questionable imo because her upkeep still needs to be addressed. Tortuguns are often only used in deck built specifically around them and still require far too much input for their output so i dont forsee a normal tortugun being of sustained use in most decks.
Twilight hag seems like a highly useless card. Sure she has aoe cc but it is male units only and shes not especially durable and brings nothing else special to the table, i can mostly see her being used as a sacrifical distraction to split enemy forces at best, hopefully she receives a significant buff. Especially the vigils like the left side might not need 3 considering they already have razorleaf. It's a little disappointing that theres no defense without a wall.
Like dont get me wrong walls are great but im thinking maybe later in the match there could be some option switch or something to spawn enemies from behind that then advance on you from an unwalled area so you have to defend without a wall for maybe more gold or maybe to weaken the boss or provide a different reward.
Especially if multiple players run it and or glaciation it can trivialize defense with walls. Both of these effects may need nerfing if tests prove theyre unhealthy for the meta. Dont make the bosses too op, similar to 1 the game isnt even well balanced for enemy factions and if bosses require very niche strategies it will further make a lot of stuff useless exacerbated by the complete disarray of current building strats. Like the outside cards and the cards at t2 if randomized would prevent certain strategies from being best in slot and help to prevent the mode from being stale.
I'm sure ill have more once wave compositions and bosses are released but these are all i can think of off the top of my head for now. I just wanted to let you know how much I love and appreciate the fact that you brought back this game and continue to develop and improve it in so many ways.
I had such a good time with the original battleforge back in the days and really enjoyed coming back to it in the beta phase of the current game. I haven't really touched it since due to lack of time and my friends mostly not being interested in this game I spend most of my gaming hours with League of Legends ans dark Souls right now.
I do continue reading all the community updates though! I am really looking forward to coming back to this game one day and appreciate all of your Work. Cant wait for the defence rpve one. Playing Umbabwe TD 2P and 4P a lot as well as other defence maps and im alwas having a lot of fun trying new strategies.
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A curated list of Warhammer40k Models. This is a lightweight compilation of save files that you can download and install to get everything you need to play. But aims to be a decentralized open-source community run project. If you're interested in helping maintain this community asset, please send me a direct message to me on discord Malice Updates will come slowly at first, but as more contributors come online we hope to get everything completed.
If you yourself have contributed mods or models, please send me a message. We will also be willing to link your workshops at your request. Skip to content. Star Branches Tags. Could not load branches. Could not load tags. Latest commit. Git stats commits. Failed to load latest commit information. Battleforged Mod Pack.
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