2p - Isle of Mists [1.15/1.16]

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderator: Forum Moderators

User avatar
Moderator Emeritus
Posts: 526
Joined: May 3rd, 2007, 12:44 pm
Location: Malaysia

Re: 2p - Isle of Mists [1.15/1.16]

Post by anakayub »

It's that hard now?
The issue was me trying to play sleepy. The early part was okay, until the combo of Djin before dawn with the change in water level allowing him to strike first; I had positioned my units just out of reach the turn before. The issue with the Djin was more of the fact that the weather changed before his turn and not after; they're just Ulf fodder anyways.

With the second water level I was zoc'd from killing anyone, making the dune skirmisher a sacrificial lamb.
Take a breath.
User avatar
Discord Moderator
Posts: 1482
Joined: May 24th, 2010, 5:26 pm
Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.

Re: 2p - Isle of Mists [1.15/1.16]

Post by Lord-Knightmare »

The IoM has been updated for 1.15.13!
Final wave has been laxed in terms of the time given and normal waves have been split to 2 and have had their strengths halved.
Suffer! Enjoy!

Code: Select all

--> IoM:
    --> reduced difficulty of waves so that the scenario is at least passable and not impossible.

--> updated .pot file
--> added a note to specify that IoM is not beginner friendly.
--> Dark Forecast (both) version:
    --> removed movement cost modification code segment
--> Isle of Mists:
    --> Final wave duration 16 turns
    --> Final waves spawn 2-3 turns after one another
    --> regular waves split into 2.
    --> Slider adjusted to +/- 15 increments
Post Reply