Kingdom Rush: Adventures

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Kingdom Rush: Adventures

by AerisDraco » Sat Sep 12, 2015 11:44 pm

My next game idea, for KR4.
So, because RaZoR's KRC is so amazingly made and drawn, the quality bar for everyone else has been raised tremendously. (I think) So, I will be detailing quite a lot, especially menu screens.


Start Screen
When you start a new save file, instead of getting the normal difficulty pop-up, you get a different one, as in this game, you get to choose a race, between the typical Humans, Elves, and Dwarves. And even more so, once you choose, you get to choose a god, which has special benefits.
The god options are as follows: (I used and modified some of BBB's ideas, but I asked)

For the Humans:
-Regnos, God of the Sea and Rivers
-Sagate, Goddess of Wisdom and Balance

For the Elves:
-Elynie, Goddess of Life and Emotions
-Ederus, God of Knowledge, Desire, and Magic

For the Dwarves:
-Zezzar, God of Weather and Strength
-Cetuda, Goddess of the Earth and Fire

Each God has a bonus, which will be detailed later.

When you enter the game, you see a portion of this map: (RaZoR was very nice, and made me a new map. :yey: )

Image

The red dots represent dwarf levels, humans are in blue, and elves in green.

Now, you'll notice a change to the bottom menu, i.e. the thing with the hero room, gnome shop, etc.
This new thing is called the God Altar.
In it, you get to upgrade their Altar, or change it, but I'll explore that after the first level.

Other Map Info:
-The Upgrades are represented by a hammer and chisel (human), the fancy KRO hammer (elf), and an anvil (dwarf)
Note: When something is different for the 3 races, the order will always be human, elf, dwarf, unless specified.

-The Encyclopedia looks similar.

The map areas steadily expand as you progress, before expanding to the full map after beating the final level.

Human Campaign

Elf Campaign

Dwarf Campaign


You know what? In addition to the mini-hangman game with Ninja and being a hub, I think I'm going to make this thread into a story-type post.

Hangman:
Next Level Stuff:
Towers:
Priest (Ninja)
Dart-Gun Arbor (Ninja)
A---------r T---r
Freeze Ray (Ninja)

[+] SPOILER
So are you sure?

[+] SPOILER
Really sure?

[+] SPOILER
Sure sure?

[+] SPOILER
The minor spoilers: (kinda)

Lore-wise:
-Denas' daughter has succeeded him.
-Nyl'san is a child of Lynn and Reg'Son (SHIP ACCOMPLISHED) (His weapon is kind of a mix between Reg'son's blades and Lynn's chains.)
-Eridan x Alleria ship confirmed next human level
Last edited by AerisDraco on Tue Jan 12, 2016 10:19 pm, edited 37 times in total.
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Re: Kingdom Rush: Adventures

by AerisDraco » Sat Sep 12, 2015 11:45 pm

Towers

A picture of all of the buying images for the towers. Drawn by hand! :o
There are two columns for each race. H/H/E/E/D/D
And the rows are the tower types.
The roman numerals detail what order they will be announced in.
Any guesses to what they represent?
Image

Text Format: (In order of row/column, with A-F representing column and 1-4 representing row)

1A: Slingshot Squad
2A: Gunslinger Saloon
3A: Sunsfire Mage
4A: Siege Onager

1B: Sylvan Trackers
2B: DECK (Level 9)
3B: Priest (Level 8) (Ninja)
4B: SPIN (Level 10)

1C: Elven Bastion
2C: Monk Temple
3C: The Awakened
4C: Lithic Lancer

1D: Dart-gun Arbor (Level 8) (Guessed by Ninja)
2D: Changeling Elves (Level 9)
3D: Moonwatcher (Level 9)
4D: Nature Druid (Level 10) (Guessed by Ninja)

1E: Sentry Turret
2E: Deepearth Miners
3E: CARVR
4E: TRITE

1F: Arquebusier Tower (Level 8)
2F: Drone Lab (Level 9)
3F: Freeze Ray (Level 8) (Guessed by Ninja)
4F: Missile Battery (Level 10) (Ninja)

The first set of towers, from the human campaign, drawn by hand:
Image
Last edited by AerisDraco on Mon Feb 15, 2016 11:51 pm, edited 17 times in total.
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Re: Kingdom Rush: Adventures

by AerisDraco » Sat Sep 12, 2015 11:45 pm

Premium Heroes

Cutler, the General ($2.99)

Commander of the 91st Gnome Battalion, Cutler will bring the wrath of the gnomes upon our enemies!

A single gnome, wearing a large hat. He is armed with a small knife.

HP: 80 (+10) [170]
Melee: 6-14 (+1, +1) [15-23] {Slashes with a knife every second}
Armor: Low
Speed: Fast
Respawn: 10 seconds

Skills:

Army of Gnomes (Innate)
Summons 3 gnome infantry. The infantry array in a triangle around Cutler.

Gnome Infantry
HP: 50
Damage: 3-7 (Stabs with a bayonet every 1.5 seconds/fires a short-ranged rifle every 2 seconds)
Speed: Medium
Respawn: 8 seconds

Gnome Snipers (Passive)
Summons 1/2/3 additional Gnome Snipers. They array in a triangle behind Cutler.
HP: 40
Damage: 1-2/8-13 (Hits with rifle barrel every second/Fires a sniper rifle every 2 seconds)
Speed: Slow
Respawn: 10 seconds

Gnome Cavalry (Passive)
Summons 1/2/3 additional Gnome Cavalry. They array with the Infantry to form a hexagon around Cutler. They ride small ponies.
HP: 70
Damage: 8-12 (Stabs with a spear every 1.75 seconds)
Speed: Fast
Respawn: 12 seconds

Gnome Aces (Passive)
Summons 1/2/3 additional Gnome Aces. They aren't visible when not in combat, as they are hovering above the screen. To attack, they swoop down and release machine gun fire upon the track.
HP: 60
Damage: 2-5 (Fires 4 minigun shots) (A full attack cycle takes around 8 seconds)
Speed: Fast
Respawn: 14 seconds

Morale (Passive)
All troops gain +5/+10/+15 health and +1/+3/+5 damage.

Artillery Barrage (Hero Spell, 55 seconds)
This hero spell consumes "shells", a resource unique to the spell. There are two variants to the spell, changed by holding your finger on the hero spell icon.
Has 2/4/6/8 shells. Each deals 50-80 physical damage.
Precision Target:
Fires precision targeted shells. Guaranteed to hit at least one enemy per shell. May slightly vary enemy target if the enemy is about 2 meters away.
Blanket Fire:
Fires a blanket of shells. Not guaranteed to hit, but has a much larger AoE per shell.

Great General (Requires Level 2) (Passive)
Cutler broadcasts an aura which improves the damage of nearby troops by 10%/15%/20%. It also grants a passive regen of 2/3/4 points per second.

Cover Tactics (Requires Level 4 and Gnome Snipers) (Active, 15 seconds)
All Infantry and Snipers take cover behind bushes/barrels/other scenery. From this position, they take 40% less damage from ranged, and Snipers deal 20% more ranged damage. Lasts until melee is engaged. Countdown begins once melee is over.

Bull's Horns Formation (Requires Level 6) (Active, 18/16/14 seconds)
Uses a Bull's Horns Formation. A single Infantry (or more) engages the enemy head on, while 2 others sneak around and flank, dealing 1.5x damage for the duration of the ability.

Envelopment (Requires Level 8 and Gnome Cavalry) (Activated Support, 45/40/35 seconds)
Readies a group of soldiers, Infantry, and Cutler for Envelopment tactics. The weakest group of soldiers is in the middle, with Cutler standing behind them. Enemies with melee will prioritize them. Stronger units, like Cavalry, will then sneak around and envelop the group of enemies, insta-killing any under 150 HP.

Strategic Bombing (Requires Level 10 and Gnome Aces) (Hero Spell, 50 seconds)
Calls 1/2/3 bombers, each dropping 3 bombs dealing 100-150 AoE true damage. The bombers will automatically target the largest group of enemies, especially if they have low health. At the tapped location, smaller escort fighters will quickly deal 2x the damage of the normal Gnome Aces in a straight line. Summons 2 escorts.


Mischa, the Drone Master ($4.99)

A master of technology, Mischa wields drones to their fullest effect versus her foes.

Mischa wears chrome armor, with lines of green. Her head is exposed, but she has a blue visor as well. She actually pilots a large kind of turbine like vehicle, with a large downward pointing engine and holes on the sides.

HP: 150 (+10) [240]
Ranged: 8-10 true (+1, +1) [17-19] {Fires a laser cannon every 1.5 seconds}
Armor: High
Speed: Medium
Respawn: 30 seconds

Skills:

Flying (Innate)

Drone Hive (Innate)
Has 2 drone swarms on hand.
Each swarm can hover over enemies, dealing 2 damage per second.

Nano Dissemblers (Active, 25/23/21 seconds)
Sets a swarm to offensive mode, targeting one enemy and slowly weakening them by 1% of their damage output per second, as well as dealing 4 dps.

Drone Shield (Active, 20 seconds)
Sets a swarm to defensive mode, where they orient into a shield, defending allies from ranged attacks. Takes up to 100/150/200 damage.

Repair Nanites (Passive)
A few nanites are used to heal nearby allies at a rate of 1/2/3 HP/s.

Converter (Passive)
Allows for 1 additional nano swarm, and reduces the cooldown of nanite-related abilities (Nano Dissemblers, Drone Shield, Angelnet, Constructor Nanodrones, Build Mech, and Replicator Swarm) by 1/2/3 seconds.

Angelnet (Hero Spell, 75 seconds)
Activates an Angelnet, creating a large web of drones which heals allies at 2/4/6/8 HP/s, and gives them +10%/20%/30%/40% armor and magic resist. It also strengthens attack by 10%. Lasts for 10 seconds.

Constructor Nanodrones (Requires Level 2) (Active, 30 seconds)
Uses a drone swarm to create a turret, which fires 3 bullets per second, each dealing 5-10 physical damage, over the course of 5/10/15 seconds.

Resonance (Requires Level 4) (Active, 25 seconds)
Creates a resonant frequency pulse, which weakens enemies by 2%/4%/6% permanently.

Destablizer Beam (Requires Level 6 and Nano Dissemblers) (Active, 20 seconds)
Fires a powerful beam that deals 75/150/225 true damage and stuns a single enemy for 1/2/3 seconds.

Build Mech (Requires Level 8 and Constructor Nanodrones) (Activated Support, 60/55/50 seconds)
Creates a mecha suit around one soldier. The suit boosts HP by 100, armor by 40%, and makes attacks deal partial true damage. Barracks in this form keep the same attack rate and can preform some (but not all) specials. Lasts until death.

Replicator Swarm (Requires Level 10 and Converter) (Hero Spell, 80/75/70 seconds)
Drops a bottle holding replication/conversion nanites, which consume living matter and create more of their own.
In the animation, a bottle is dropped, which then splashes silver over nearby allies and enemies. The silver deals 10 dps until death, and is spread by either direct contact while enemies walk or through combat. Allies are also affected by this. If Mischa is affected by this, she will not take damage, but will be disabled from using her basic attack for 3 seconds.
Last edited by AerisDraco on Tue Feb 16, 2016 1:55 pm, edited 11 times in total.
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Re: Kingdom Rush: Adventures

by AerisDraco » Sat Sep 12, 2015 11:45 pm

Menu Screens

God Altar

When entering this room, you have two god altars, the one currently in use and the one that isn't.

From that screen, you can see what the passives and negatives are for each god.

How it works:

The worship system
Kudos to Ninja for this idea.
When you start a level after level 1, in a far corner of the map, away from the track, there'll be a temple-like structure. You can tap on it, and then tap on a barracks soldier to send them to worship. Depending on the wave and level, this will add to how much "Worship points" you get, which can be used to level up. The temple is also where you activate the God Spell.

There is an equation of sorts for determining the amount of worship you get from sending soldiers to the temple.
W = (UH/10)(DPS)(W2)
Where:
W = Worship
UH = Unit HP
DPS = Average Damage per second
W2 = Wave #

So for example, a level 3 elven soldier sent on wave 10 would give you a whopping 1650 points.
Level up costs:
1- 1000
2- 1750
3- 2500
4- 3250
5- 4000
6- 4750
7- 5500
8- 6250
9- 7000
10- 7750

Similar to KR heroes, as Gods advance in level, they gain new powers. For the powers, see the individual campaigns.

Gnome Shop

The items are actually the same for all races.

Ritual Scroll (150 gems)
A special scroll which calls upon the gods to help their followers.
The god spell recharges twice as fast for 5 seconds, and sending soldiers to the temple grants double worship points.

Microburst (200 gems)
A short but powerful burst of air which causes damage to those near it.
Creates a small, but deadly burst of air that pushes enemies back along the track. It also deals damage, and pushes flying enemies downwards, to be targeted by Artillery and Elven Bastions w/o Vortex.

Freezing Rain (400 gems)
Call upon a storm of icy rain to freeze your foes!
While at first it may sound like a chill wand, this is different. It creates a storm which lasts for 7 seconds, which rains down AoE particles which freeze enemies for 6 seconds. Over the whole screen. It will prioritize closer to the exit.

Engineer Draft (600 gems)
Draft a cadre of gnomes to construct better defenses!
Upgrade 3 towers for free in an area, probably a little bigger than a horn of heroism. The price under any upgrade (including specials) will turn to 0.

Necrotic Extractor (850 gems)
Use this piece of technomancy to draw life from the dead!
Places a machine, which glows green, on the track. It will suck the lives from opponents that die around it in a small range (Eldritch Doom, or less) and turns them into lives for you. Each enemy is worth one life.

Shatter Wave (999 gems)
Deploy this magical device upon the track to wreak havoc by resonant frequency!
Insta-kills everything on-screen. If a boss is present, takes around ~1500 damage and halves attack/special damage.


Hero Room

So, there is one main change to heroes in KRA. This would be 2x as many skills. Now, you can only choose 4 at a time and a Hero Spell, because balance, but you can combine them in anyway to ensure the hero is good/OP.
Regrading upgrades, you get enough hero points to ensure you can have all skills fully upgraded whether in use or not, but there is a catch. To unlock the secondary/more powerful skills, you must have a certain level and sometimes another skill.

* All of the requirements for another skill require the skill to have been used at least once in combat, but doesn't have to be upgraded at the specific point in time.
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Re: Kingdom Rush: Adventures

by AerisDraco » Sat Sep 12, 2015 11:46 pm

Just in case...
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Re: Kingdom Rush: Adventures

by Big Bad Bug » Sun Sep 13, 2015 12:11 am

Expect reviews soon. I'm looking forward to reading this. :mrgreen:
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Re: Kingdom Rush: Adventures

by Ninja » Sun Sep 13, 2015 2:37 am

I like the idea of different factions a lot and you executed
it well. :)

So far,the enemies are cool,but their HP may be a little OP
for so early in the game. ;)
I really love the Stalis enemy's concept. :D

The heroes are okay,the one that is really cool is the elf. :hero:
(But,what are the upgrade tiers for the HS's?) :?:

I really like the idea for God Spells and I love the spells themselves.
But there is one thing I think would be more interesting for them.I
think there should be some system of having your units worship them
to recharge the spells.(Or maybe there could be some way to collect
Divine Energy{you can use a different name if you want.}to charge them
up to be used,rather than a recharge time.)But that is just a suggestion
and I do not expect you to use it. :D

Okay,on to the towers.
I love the Dwarven Archers' and Human Mages' passives. :yey:
The human barracks and archers seem rather UP compared to their mages and
their artilleries. ;)
I think the elven barracks should deal 1-1 more damage to be accurate to its'
description.(Just my opinion.) :P
I don't see how a large AoE is an ability for the Burster Druid.Do you mean it covers
his entire range or what? :?
The Dwarf towers are all cool :) except the artillery,which just seems rather bland and
unoriginal to me. :|

So far,it's a good idea,has a lot of potential,and is very nicely put together.
I look forward to reading more of this idea! :D

P.S.Love the map. :)
Last edited by Ninja on Sun Sep 13, 2015 8:07 pm, edited 1 time in total.
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Re: Kingdom Rush: Adventures

by SealDarklight » Sun Sep 13, 2015 6:04 am

I realy think that was a split 3 maps with 3 barracks. I like how they make a 3 gamed game however i dont like the God concept as much. I mean it would be nice if heroes had full level buffs for anything i mean i made the new idea viewtopic.php?f=5&t=9908 and 3 spells is enough. God is just boring thing i mean i could understand that you can choose but i dont realy think people get gods help allot i mean if god gaved them allot of these that would be like god give me tons and tons of bacons however well made idea :)
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Re: Kingdom Rush: Adventures

by Kowaghuz » Sun Sep 13, 2015 6:11 am

I like it so far(I haven't been able to watch other suggestion threads due to internet and RL business), although the dwarf magic tower is a bit out of place. Why not use a rune-tower instead? That would fit in more with the theme since runes have been the dwarven method of casting magic in quite a few settings.
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Re: Kingdom Rush: Adventures

by The Kingmaker » Sun Sep 13, 2015 7:07 am

Whoooa.

This is so in-depth and well executed - Bravo

I need to make my MC better now.
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Re: Kingdom Rush: Adventures

by AerisDraco » Sun Sep 13, 2015 12:04 pm

Ninja wrote:I like the idea of different factions a lot and you executed
it well. :)

So far,the enemies are cool,but their HP may be a little OP
for so early in the game. ;)
I really love the Stalis enemy's concept. :D


I'll nerf them a little.

Ninja wrote:The heroes are okay,the one that is really cool is the elf. :hero:
(But,what are the upgrade tiers for the HS's?) :?:

I really like the idea for God Spells and I love the spells themselves.
But there is one thing I think would be more interesting for them.I
think there should be some system of having your units worship them
to recharge the spells.(Or maybe there could be some way to collect
Divine Energy{you can use a different name if you want.}to charge them
up to be used,rather than a recharge time.)But that is just a suggestion
and I do not expect you to use it. :D


I'm working on the spells and skills, it'll be added in some of the reserved sections, along with god stuff. I think I'll still implement a recharge time, but worship could be a cool idea for other parts.

Ninja wrote:Okay,on to the towers.
I love the Dwarven Archers' and Human Mages' passives. :yey:
The human mages and archers seem rather UP compared to their mages and
their artilleries. ;)
I think the elven barracks should deal 1-1 more damage to be accurate to its'
description.(Just my opinion.) :P
I don't see how a large AoE is an ability for the Burster Druid.Do you men it covers
his entire range or what? :?
The Dwarf towers are all cool :) except the artillery,which just seems rather bland and
unoriginal to me. :|


:D Don't worry, as all the towers have a specialized function later on. Some towers, like human archers, don't get a special, but most do.
I do think that the Garrison is okay.
And the druid has a larger AoE than other comparable artillery. I'm not sure how big, but definitely bigger than the catapult or mortar.

Ninja wrote:So far,it's a good idea,has a lot of potential,and is very nicely put together.
I look forward to reading more of this idea! :D


Thanks!

Ninja wrote:P.S.Love the map. :)

Took all of my MS Paint skills to create. ;)

SealDarklight wrote:I realy think that was a split 3 maps with 3 barracks. I like how they make a 3 gamed game however i dont like the God concept as much. I mean it would be nice if heroes had full level buffs for anything i mean i made the new idea viewtopic.php?f=5&t=9908 and 3 spells is enough. God is just boring thing i mean i could understand that you can choose but i dont realy think people get gods help allot i mean if god gaved them allot of these that would be like god give me tons and tons of bacons however well made idea :)


Took me a while to decode this, but I figured it out. The heroes won't have full-level buffs, I have another idea in mind. And the God powers replace Rain of Fire/Thunderbolt.

Kowaghuz wrote:I like it so far(I haven't been able to watch other suggestion threads due to internet and RL business), although the dwarf magic tower is a bit out of place. Why not use a rune-tower instead? That would fit in more with the theme since runes have been the dwarven method of casting magic in quite a few settings.


The mages will stay the same, however there will be a dwarven runemaster hero.
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Re: Kingdom Rush: Adventures

by Oof_Shunt » Sun Sep 13, 2015 2:31 pm

I love the idea of the different God Powers and that it'd be following 3 different stories ... waiting for those level 4 towers!!!!!

EDIT: I actually think there'd be too many level 4 towers/there'd be too much going on ... maybe you could pack it all into 1 campaign and have a single new 'God Power' replace Thunderstorm/Rain of Fire and have the 3 free heroes be a man/elf/dwarf? Just a suggestion idk.

EDIT: Also the dwarf hero's name is impossible.
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Re: Kingdom Rush: Adventures

by Big Bad Bug » Sun Sep 13, 2015 2:58 pm

Regnos and Zezzar have OP passives. Hero damage is far more valuable than reinforcements' damage or specific tower types in most cases. The main OP thing is his second passive, because slowing enemies in a TD game is one of the most guarenteed effective things at all times, as all enemies have speed. Zezzar's second passive is also too good if it lets attacks deal True Damage almost half of the time. Either nerf these or make the other passives equally useful.

I don't have much to comment on for the enemies, since they seem balanced when you take into account the additional effects of God bonuses. However, I looked back and realised that in the comments, God powers replaced Rain of Fire/Thunderbolt. We really, really ought to have both the spells and God bonuses. The deific assistance is an addition to the game to make it more fun, not a replacement for something since it was already fine. Plus, it would balance out the extra-strong enemies. The current God Powers are really cool effects, but players will miss the old stuff, especially the spells as they were a fundamental concept in every game and were never obstructed from the player in any mission or challenge, with the exception of Malicia's power, but that was a very light hinderance nonetheless.

The towers also seem good, as they have decent starting stats and already begin with some personality, especially mages and artillery/Druids. They all seem better statistically than previous level 1 towers.

Do heroes start at level 0 or reach level 11? If not, then he should only gain stat increases 9 times, not 10. I'm waiting for more detail on the heroes before I leave further comments.
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Re: Kingdom Rush: Adventures

by AerisDraco » Sun Sep 13, 2015 3:09 pm

Oof_Shunt wrote:EDIT: I actually think there'd be too many level 4 towers/there'd be too much going on ... maybe you could pack it all into 1 campaign and have a single new 'God Power' replace Thunderstorm/Rain of Fire and have the 3 free heroes be a man/elf/dwarf? Just a suggestion idk.

EDIT: Also the dwarf hero's name is impossible.

Nyet! That kind of defeats the purpose... :?
Tihkinor (Tea-ki-nor)

Big Bad Bug wrote:Regnos and Zezzar have OP passives. Hero damage is far more valuable than reinforcements' damage or specific tower types in most cases. The main OP thing is his second passive, because slowing enemies in a TD game is one of the most guarenteed effective things at all times, as all enemies have speed. Zezzar's second passive is also too good if it lets attacks deal True Damage almost half of the time. Either nerf these or make the other passives equally useful.


I'll work on some nerfing and balancing.

Big Bad Bug wrote:I don't have much to comment on for the enemies, since they seem balanced when you take into account the additional effects of God bonuses. However, I looked back and realised that in the comments, God powers replaced Rain of Fire/Thunderbolt. We really, really ought to have both the spells and God bonuses. The deific assistance is an addition to the game to make it more fun, not a replacement for something since it was already fine. Plus, it would balance out the extra-strong enemies. The current God Powers are really cool effects, but players will miss the old stuff, especially the spells as they were a fundamental concept in every game and were never obstructed from the player in any mission or challenge, with the exception of Malicia's power, but that was a very light hinderance nonetheless.


The pseudo-problem is that at max level (because there will be upgrade levels), I think the God Powers would be equivalent to RoF/T. Either way, I don't know what I would put.

Big Bad Bug wrote:The towers also seem good, as they have decent starting stats and already begin with some personality, especially mages and artillery/Druids. They all seem better statistically than previous level 1 towers.

Do heroes start at level 0 or reach level 11? If not, then he should only gain stat increases 9 times, not 10. I'm waiting for more detail on the heroes before I leave further comments.


They are, and will get even better...
Crap. I just realized that I might have been doing that for every hero I've ever made... *facepalm*
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Re: Kingdom Rush: Adventures

by Oof_Shunt » Sun Sep 13, 2015 3:14 pm

Maybe you could have a free man/elf/dwarf ... premium man/premium wizard ... and 1 premium OP Power Rangers zord-thing.

EDIT:
The map is atrocious!!!!! Just put a Warhammer world map or something.
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Re: Kingdom Rush: Adventures

by The Kingmaker » Sun Sep 13, 2015 3:39 pm

Oof_Shunt wrote:The map is atrocious!!!!! Just put a Warhammer world map or something.


That's actually quite rude!!!!!!!!! Especially seeing as from initial google searches the Warhammer world map looks like a map of earth...

through the eyes of the kind of people that think taking something that exists and airbrushing it a bit counts as their own, new idea.

The maps look great Aeris, I tried to dabble with paint in adapting the KRO map and gave up, I have no idea how you managed to make that map and incorporate the KR and KRO maps (and completely making the dwarven lands up)
Last edited by The Kingmaker on Sat Oct 17, 2015 3:32 pm, edited 1 time in total.
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Re: Kingdom Rush: Adventures

by Big Bad Bug » Sun Sep 13, 2015 3:43 pm

Wail? This is Aeris's map... :?

I see that both Aeris and Wailwail had the idea of multiple factions for their games. I hope this doesn't become competitive.

@Aeris Regarding the God Powers and normal spells, it doesn't matter if it balances out during the end of the game, because the enemies right now are stronger than normal enemies, which makes it imbalanced. Plus, old fans will miss the mechanic while new players will find incentive to play the other games rather than this one because of that inferiority.
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Re: Kingdom Rush: Adventures

by AerisDraco » Sun Sep 13, 2015 3:55 pm

Oof_Shunt wrote:Maybe you could have a free man/elf/dwarf ... premium man/premium wizard ... and 1 premium OP Power Rangers zord-thing.
The map is atrocious!!!!! Just put a Warhammer world map or something.


There'll be 3 free heroes for each, however the 4 premium ones remain the same no matter which race you play as.

:cry: That's really kind of mean... Map-making is one of my pseudo-hobbies, and I take pride in my maps.

The Kingmaker wrote:The maps look great Aeris, I tried to dabble with paint in adapting the KRO map and gave up, I have no idea how you managed to make that map and incorporate the KR and KRO maps (and completely making the dwarven lands up)


It took a lot of rescaling and cropping. Powerpoint helped to save the images before I edited in case I made a mistake. ;)

Big Bad Bug wrote:I hope this doesn't become competitive.

@Aeris Regarding the God Powers and normal spells, it doesn't matter if it balances out during the end of the game, because the enemies right now are stronger than normal enemies, which makes it imbalanced. Plus, old fans will miss the mechanic while new players will find incentive to play the other games rather than this one because of that inferiority.


It shouldn't be. I'm not trying to compete with RaZoR or Wail.

Okay, I'll re-add those spells, however they'll be unlocked on the second level. I'll keep the RoF and Thunderbolt for the Humans and Elves, but do you have any suggestions for the Dwarves?
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Re: Kingdom Rush: Adventures

by Oof_Shunt » Sun Sep 13, 2015 3:58 pm

The Kingmaker wrote:
Oof_Shunt wrote:The map is atrocious!!!!! Just put a Warhammer world map or something.


That's actually quite rude!!!!!!!!! Especially seeing as from initial google searches the Warhammer world map looks like a map of earth...

through the eyes of the kind of people that think taking something that exists and airbrushing it a bit counts as their own, new idea.

The maps look great Wail, I tried to dabble with paint in adapting the KRO map and gave up, I have no idea how you managed to make that map and incorporate the KR and KRO maps (and completely making the dwarven lands up)


Okay maybe that was rude, and yea I'm gonna remove my pictures, although I explicitly put that I indeed copied from x/y/z Stages! I just think we should all leave the pictures out because they're too distracting/they take away from our idea descriptions.
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Re: Kingdom Rush: Adventures

by AerisDraco » Sun Sep 13, 2015 4:09 pm

Too distracting? Pictures are for emphasis, if you have the time to devote to them.
BBB has done multiple campaigns with few pictures, and yet they are still regarded as gems of this forum.
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