Kingdom Rush Empires
Order of Contents:
Story
Setting
Towers
New Concepts
Story:
Kingdom Rush Empires takes place just after Kingdom Rush Frontiers. The aliens have taken the corrupted red jewel back to their mothership which is located in a Eastern-Japan-like land.
You are the finest general in the Mamoru Empire. You are tasked by the Emperor to go defend some coastal towns which have reported being attacked by pirates. After many battles fighting these pirates and a variety of sea monsters you finally defeat the sea goddess herself: Calypso. Upon returning to your empire however, you discover that it is under invasion by another clan. You must gain back your homeland and defend the emperor himself against the enemy general (who does not look well, his head is bulging and he is covered in slime). When you kill the enemy general his last words are "I came for help...They're in the mountains" before he explodes into goo. Upon further investigation you discover that an alien spaceship has crashed in the mountains. The aliens are spawning an army as well as kidnapping people and creatures for experimentation. Worst of all they are using the jewel to power their broken transmitter to call in more aliens. Realizing that you are the only hope to prevent this invasion to save the empire as well as the world you travel into the mountains to fight the aliens and destroy the mothership!
Setting:
As per tradition Kingdom Rush Empires has three main settings. The first is along the coast. The first few levels will be similar to the Buccaneers Den level in Kingdom Rush Frontiers. The pirates will be coming from ships onto the track. It will also take place in many costal towns/cities. The second setting is in the Mamoru Empire. The levels will depict villages, forests, and structures all with an Asian theme. The final level in this setting will be the Emperors castle. The third and final setting will be up in the mountains. Unlike the mountain setting in the first Kingdom rush however, this setting will show evidence of the alien invasion (slime everywhere, incubation sacks, destroyed villages, etc).
Towers:
Barracks
Samurai 230g
Health: 250
Attack: 18-22
Armor: Medium
Respawn time: 14s
Samurai naturally have a 35% chance to do a leaping strike which does double damage
Abilities:
Warhorse
Tier 1 250g: Samurai ride a horse with 100 health (for the leaping strike the horse just rears up while the samurai attacks, also, while mounted Samurai move 100% faster when changing rallying points)
Tier 2 150g: Increases horse’s health to 125 and horse now has low armor
Tier 3 150g: Increases horse’s health to 150 and horse now has medium armor
Reinforced Steel 300g
Tier 1: Increase Samurai melee damage by 10 and they now deal true damage
Archer training 200g for each upgrade
Tier 1: Samurai gain a ranged bow attack of 10-15 damage (similar to the elven barracks, does not stack with reinforced steel to deal true damage)
Tier 2: increase damage to 15-20
Tier 3: increase damage to 20-25
Additional Info:
When you get the warhorse ability the samurai works similarly to that of the orc-warg riders in Kingdom rush. Once the horse is killed the Samurai dismounts and continues fighting on foot. Therefore by fully upgrading the warhorse ability you are effectively adding 150 health to the samurai. If the warhorse dies but not the samurai then the warhorse will respawn after 14s however it cannot respawn if its owner is in combat.
Ninjas 230g
Health: 150
Attack: 25-35
Armor: Low
Respawn time: 12s
naturally have 25% chance to do AoE attacks (similar to the barbarian whirlwind attack)
Abilities:
Into the Shadows 100g for each upgrade
Tier 1: ninjas go into stealth when out of combat
Tier 2: ninjas remain in stealth even in combat (can still be hit by melee attacks but cannot be targeted by ranged enemies)
Master Assassins 300g each upgrade
Tier 1:each ninja has a 5% chance to instakill the enemy they’re fighting
Tier 2: increase instakill chance to 10%
Tier 3: increase instakill chance to 15%
Smoke Bomb 250g each upgrade
Tier 1: A ninja will drop a smoke bomb on the ground (allies in the smoke evade all enemy attacks) smoke lasts for 3s with a 16s cooldown
Tier 2: increase smoke bomb duration to 5s
Tier 3: increase smoke bomb duration to 7s
Mages
Dark Sorcerer 350g
Damage: 35-75
Range: Great
Fire Rate: Slow
Abilities
Drain soul 200g each upgrade
Tier 1: all enemies that walk into the Dark Sorcerer range passively take 10 damage per second
Tier 2: increase damage to 20
Tier 3: increase damage to 30
Summoning circle
Tier 1 300g: summon 2 demon spawn (taken straight from the original kingdom rush) with 150hp and a 15s respawn time
Tier 2 300g: summon a demon hound with 250hp and a 15s respawn time
Tier 3 400g: summon a demon lord with 750hp and a 18s respawn time
The Devout 350g (will always target the enemy with the most hp)
Damage: 200-400
Range: Extreme
Fire Rate: Very, very, slow (4s reload speed)
Abilities
Abolish Evil 200g each upgrade
Tier 1: place a circle on the ground that lasts for 5s. All enemies that pass through it are slowed by 40% for 5s. 20s cool down
Tier 2: enemies affected will be silenced for 5s
Tier 3: enemies affected take 25% more damage from all sources for 5s
Pure Magic 150g each upgrade
Tier 1: each attack will do an additional 20 true damage over 4s
Tier 2: increase damage to 40
Tier 3: increase damage to 60
Artillery
Hailstorm battery (rapidly fires fireworks) 375g
Damage: 35-60
Range: Great
Fire Rate: Fast
Abilities
Dragon Fire
Tier 1 350g: Two small figures who look suspiciously like Merry and Pippin load up a big dragon firework which explodes into a dragon that swoops down onto the track dealing 150 AoE damage and burning the ground for 40dmg over 3s. 15s cooldown
Tier 2 150g: increase impact damage to 170 and burn to 50dmg over 3s
Tier 3 150g: increase impact damage to 190 and burn to 60dmg over 3s
Flare
Tier 1 200g: shoot a flare that stuns all enemies in a small area for 2s with a 15s cool down
Tier 2 100g: increase area and stun to 3s
Tier 3 100g: increase area and stun to 4s
Ballista
Damage: 100-135
Range (new concept): The Ballista can fire at enemies extremely far away but cannot target enemies that are close to the tower
Fire Rate: Slow
Abilities
Shrapnel shot
Tier 1 300g: launches a specialized bolt that explodes for 200 damage. 18s cool down
Tier 2 200g: reduces cool down to 16s
Tier 3 200g: reduces cool down to 14s
Kamikaze warriors 250g per upgrade
- Tier 1: launches a warrior that impacts the track for 70 damage and then stays and fights for 7s. 10-15dmg, 200hp, low armor. 18s cool down
- Tier 2: launches 2 warriors
- Tier 3: launches 3 warriors
Archers
Chu-Ko-Nu 230g (a special kind of crossbow that uses a clip of bolts that can be fired rapidly rather than one at a time)
Damage: 15-30
Range: Medium
Fire Rate: fires in volleys (fires 4 bolts very quickly and then takes 1.5s to reload)
Abilities
Fire bolts 150g each upgrade
Tier 1: every 15s the crossbowmen will shoot fire bolts for one volley that each deal 15 additional damage over time
Tier 2: shoots fire bolts for 2 volleys and increase damage to 25
Tier 3: shoots fire bolts for 3 volleys and increase damage to 35
Large clips 150g
- Tier 1: Chu-Ko-Nu now shoot 5 bolts each volley
- Tier 2: increase volley size to 6
- Tier 3: increase volley size to 7
Pirate Captains: 230g
Damage: 30-40
Range: Great
Fire Rate: Medium
Abilities
Treasure hunt 200g per upgrade
- tier 1: a chest appears periodically on the track. Tap/click it before an enemy unit touches it to collect 300g
- tier 2: increase reward to 400g
- tier 3: increase reward to 500g
Grappling hook 150g per upgrade
- tier 1: launch a grappling hook at the highest health enemy dealing 50dmg and rooting the enemy in place for 2s. 15s cool down
- tier 2: increase root to 3s and dmg to 75
- tier 3: increase root to 4s and dmg to 100
New Concepts
Multiple Heroes
When I've been playing the last few Kingdom Rush games I've noticed that in the beginning of the game I'm really motivated to always get three stars and complete the iron and heroic challenges on a level so that I can get all the stars so that I can purchase the upgrades as fast as possible. But when all the upgrades are maxed out and i start building up extra stars my motivation drops. In Kingdom Rush Empires you can use 15 stars to purchase an extra hero slot allowing you to choose two heroes to bring into the battle (max of 3 heroes slots). This allows awesome hero combinations as well as gives an extra use for stars.
Towers from other Kingdom Rush Games
I think I speak for all of us when I say that it would be so cool to combine towers from the other games. For some of the later levels you could start with a level 1 barracks tower from the Kingdom Rush game that you can upgrade to Paladins or barbarians or maybe a level 1 Mage tower from the Kingdom Rush Frontiers that can be upgraded into a necromancer or archmage tower, etc. This also ties into the story that the whole world is coming together to fight off the aliens.
Enemy Champions
What if the enemy also had heroes? Not bosses or big units but a unique powerful enemy. Remember that one Kingdom rush Frontiers level when a giant savage warrior came out of a hut with a princess and if you didn’t kill him he would throw the princess in the volcano causing it to erupt onto your soldiers? Enemy champions will have a similar concept. During some of the levels a special enemy unit who has a bunch of different abilities comes out in a special area and starts taunting you. If you ignore him for a certain amount of time then the champion will: gain a health bonus, come onto the track, and will target your barracks and heroes until he dies. Or, to prevent this, what you could do is send your hero (or one of your heroes) to go fight this champion in a duel.
Hero vs Champion Duel
The duel starts when you send your hero to the special place where the champion is. Once your hero enters the area he cannot leave until the duel is resolved. The two characters will fight to the death. If the enemy champion kills your hero then he will: gain a health bonus, come onto the track, target your barracks and heroes until he dies AND give a buff to all enemies increasing their speed and attack damage. Likewise, If your hero wins, then all your ranged towers get bonus attack speed and damage and your barracks towers get increased armour and damage. Of course you will have to have some influence on the outcome of this duel. The champions will have abilities that work similarly to how Vez’nan could trap your towers in the final kingdom rush campaign level. The enemy champion will start channelling an ability and if you don’t tap/click something fast enough then something bad will happen to your hero.
What you guys think of my idea? If you have any suggestions I’d love to hear them. Also, let me know if you want me to post more information on Kingdom Rush Empires such as: Heroes, Enemies, and Upgrades!