Kingdom Rush: Sorrows

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Total votes : 11

Kingdom Rush: Sorrows

by Flamechar33 » Sat Sep 09, 2017 7:39 pm

Kingdom Rush: Sorrows
Before joining, I started coming up with this, roughly around seeing Chronicles by RaZoR, and I have finally got around to posting this. I'm trying to be balanced, but if something does seem unbalanced I will have a look at it, and if it is I apologise :oops:

Anyways, this game is set around a year after the events of Frontiers. The Elves have previously made peace with the Twilight Elves, and after news spread of the Tear of Elynie's supposed reappearance in the North, they have travelled to the Farbakk Reach in search for information. However, an attack on their arrival leads to an epic journey to find the Tear and reclaim it with hopes to cleanse the corruption, ending it's threat (hopefully) for good!

Here is the map of the campaign. When you start, only the Strahta Levels are shown, the rest being under a thick magic fog which reveals the next terrain area (Footless Desert, Dread Tower) until after the mini-campaign, where the rest of the bonus levels are accessible. This map will be updated whenever I introduce new content until the map is finished.

Image

Campaign

Stage 1 - Landing Post
[+] SPOILER
Comic Intro
Panel 1: A great fleet of Gryphons pulling flying chariots is seen above Linirea
Panel 2: The elf hero Lyo speaks from his Gryphon with a twilight elf archer (Mailyn) in the chariot.
Lyo: "We should be able to find information about the Tear easily!"
Panel 3: An elven outpost of two north of the Landing Post watches the fleet with their backs to the mountain.
Lyo: "Our northern kin I am well acquainted with."
Panel 4: The two elves are knocked unconscious with rocks by shadowy figures from behind.
Mailyn: "Still, we do not know what to expect..."
Lyo: "Nonsense! These lands have been safe for years!"

Greetings General! I hope you had a good flight, since things look to be getting worse: a gang of Wolfkin have ambushed our camp. This clan of men with animalistic heritage have not attacked the elves since the days before Veznan, but they seem to be prepared for war. We must establish a defence and fast!


Image

Waves: 6
Strategic Points: 12
Recurring Enemies: N/A/E
New Enemies: Wolfkin Minor, Wolfkin Soldier
Entrances: 1
Exits: 1
Additional Features: None

Events: Lv1 Towers, Wolfkin Minor/Reinforcements/Wolfkin Soldier/Lyo the Gryphon Rider/Lightning/Hero Spell
Events
Wave 1
Tower And Objective Debrief
New Enemy - Wolfkin Minor
"Descendants of a mythical wolf, these warriors hunt in packs."
*Average Speed *Low Health
Wave 2
Reinforcements are Unlocked!
Wave 3
New Enemy - Wolfkin Soldier
"The brunt of the Wolfkin army, they are trained in combat since they are born."
*Light Armor *Slow Speed
Wave 4
:hero: Lyo the Gryphon Rider :hero:
Lyo is the first of 5 free heroes, and starts at level 1 as usual.
Wave 5
Lightning Spell Unlocked!
Wave 6
Hero Spell... Unlocked!
As you see, the usual.


Stage 2 - Strahta Outskirts
[+] SPOILER
It seems we have arrived at a fell time. The Wolfkin have taken the town of Strahta before we arrived! Most the citizens evacuated before the attack, but we must protect those who haven't yet!
For the Queen!


Image

Waves: 8
Strategic Point: 14
Recurring Enemies: Wolfkin Minor, Wolfkin Soldier
New Enemies: Doggi, War Doggi, Wolfkin Enforcer
Entrances: 2
Exits: 1
Additional Features: None

Events: Lvl 2 Towers/Doggi/-/War Doggi/-/Wolfkin Enforcer/-/
Events
Wave 1
Level 2 Towers Debrief
Wave 2
New Enemy - Doggi Pronounced Doe-gi
"These wolves from the reach are known for their tan colour."
*Very Fast *Can Dodge Melee Attacks
Wave 4
New Enemy - War Doggi
"Doggi bred for only one purpose - war and death."
*Very Fast *Can Dodge Melee Attacks *Magic Resistance
Wave 6
New Enemy - Wolfkin Enforcer
"Wolfkin who are set to force captives to build weapons for them."
*Light Armor *Area Attack *Speeds Up Allies *Slow Speed


Stage 3 - Strahta Central
[+] SPOILER
We have finally arrived at the town central, but alas the fiends have the Kitsune royal family held hostage atop the Ceremonial Stone. The Kitsunes have long been the allies of our northern kin, so we must rescue them while reinforcements arrive!


Image

Waves: 10
Strategic Points: 16
Recurring Enemies: Wolfkin Minor, Wolfkin Soldier, Doggi, War Doggi, Wolfkin Enforcer
New Enemies: Wolfkin Raider, Wolfkin Berserker
Entrances: 4
Exits: 1
Additional Features: Kitsune Royal Family (On the Ceremonial Rock)

Events: Lvl 3 Towers/Wolfkin Raider/-/-/-/Wolfkin Berserker, Can Rescue Royal Family/-/-/-/
Events
Wave 1
Level 3 Towers Debrief
Wave 2
New Enemy - Wolfkin Raider
"Large built Wolfkin who can tank lots of damage"
*High HP *Slow
Wave 6
New Enemy - Wolfkin Berserker
"More wolf-like than their kin, they live and die for the hunt."
*Very Fast *Attack Buff
You can also save the Royal Family from this point, since the berserker up there leaves to jump off the peak and attack. Send reinforcements or a flying hero to kill the guards. They reward you with basically what is an archmage tower from the top of the peak in the form of the king, Isao IV.

Achievements
Circle of Life: Save the Kitsune Royal Family
Comic Outro
Panel 1: Lyo and Mailyn are seen conversing with King Isao and a elf from the Boomerang Den about the Tear of Elyrie.
Panel 2: The King Responds to the question.
Panel 3: The Response zoomed in, a Dark Figure surrounded with fire is seen smiling and holding the Tear, while the alien hand is twitching in pain.


Stage 4 - Ihyllm Bridge
[+] SPOILER
The news we received from the boomeranger's guild may hold explanation to these events, General! A mysterious empath has been seen heading for the Footless Desert with the Tear of Elyrie!

We have tracked him to the River Ihyllm. With the guild's assistance and the Kitsune Elementals behind us, we should catch up soon!


Image

Waves: 14
Strategic Points: 14
Recurring Enemies: Wolfkin Minor, Wolfkin Soldier, Doggi, War Doggi, Wolfkin Enforcer, Wolfkin Berserker
New Enemies: Gargoyle, Doggi Rider
Entrances: 4/6
Exits: 2
Additional Features: None

:hero: Beforehand Unlocked Yuki Kohaku the Kitsune Magi :hero:
Events: Boomerang Den and Kitsune Elemental Towers/-/-/-/Gargoyle/Doggi Rider, New Entrances/-/-/-/-/-/-/-/
Events
Wave 1
New Tower - Boomerang Den
"Trained elves that hit three targets to hit really hard."
New Tower - Kitsune Elementalist
"Kitsune trained with a variety of tricks for your enemies."
Wave 5
New Enemy - Gargoyle
"Vile winged creatures that can fly past barracks and druids."
*Flying *Average Speed
Wave 6
New Enemy - Doggi Rider
"Elite Wolfkin Soldiers who only part with their doggi in death!"
*Very Fast *Magic Resistance *Can Dismount
Two Doggi Riders jump from the rocks by the river and leap on the bridge. These paths are used by Doggi, War Doggi and Doggi Riders in the next waves.

Achievements
The Great River: Help the ship find treasure!


Stage 5 - Farbakk Plains
[+] SPOILER
After the barricade on the bridge, we have followed the trail to this field. The trees here seem to have magical properties similar to the supplies we have currently.

General, our naturist faction have spoken to the local wildlife, and the enemy has supposedly set an ambush up ahead. We must be wary...


Image

Waves: 15
Strategic Points: 9
Recurring Enemies: Wolfkin Minor, Wolfkin Soldier, Doggi, War Doggi, Wolfkin Enforcer, Wolfkin Berserker, Gargoyle, Doggi Rider
Entrances: 3
Exits: 1
Additional Features: 3 Bushes, 4 Windwave Trees

Events: Naturist Hideout, Windwave Trees/-/-/Bushes Activate/-/-/-/-/-/-/-/-/-/-/
Events
Wave 1
New Tower - Naturist Hideout
"Elven elite who have refined a connection with nature"
New Plant - Windwave Trees
"Magical Trees imbued with the essence of winds"
Blows enemies back to out of the tree's range for 3 seconds.
Wave 4
Wolfkin Minors and Doggi start spawning from the three bushes randomly. These do not yield gold on their death.


Stage 6 - Footless Gate
[+] SPOILER
We have now arrived at the Footless Gate, General. The valley is silent, and a approaching booming comes from within the passage...


Image

Waves: 15
Strategic Points: 14
Recurring Enemies: Wolfkin Minor, Wolfkin Soldier, Doggi, War Doggi, Wolfkin Enforcer, Wolfkin Berserker, Gargoyle, Doggi Rider
New Enemies: Wolfkin Ram, Son of Fenrir
Boss: Fenrir
Entrances: 2/3
Exits: 1
Additional Features: None

Events: Boulder-Druid Flats/-/-/-/-/-/-/-/-/-/Wolfkin Ram, New Path/-/-/-/
Events
Wave 1
New Tower - Boulder-Druid Flats
"Druids trained in the way of chucking massive boulders"
Wave 11
New Enemy - Wolfkin Ram
"Battle rams made by captives to siege strongholds"
*Slow Speed *Medium Health *Area Attack
Three rams knock open the gates and continue on with a few Wolfkin. Very little Wolfkin will come out of this path apart from Doggi.
After Wave 15
A deafening howl comes from the valley as a large white wolf lands at the gate's entrance
New Enemy - Son of Fenrir
"Sons of the great wolf, born to kill."
*Magic Resistance *Very Fast
Boss - Fenrir
"Mother of the Wolfkin. Was relatively peaceful until recently enraged."
*Low Magic Resistance *Very Fast
After lowering her health by a quarter, she leaps to the left entrance, then the right entrance, then finally the gate. Sons of Fenrir will appear from the gate.


Stage 7 - Footless Dunes
[+] SPOILER
Comic Intro
Panel 1: Elven soldiers walk along the dunes
Panel 2: One of them turns around with fear...
Panel 3: ...as they are surrounded by unknown figures!

We have stepped onto the Footless Desert, General. The troops are quaking with fear. People say that these lands were left barren due to a curse that makes the dead walk...our twilight archers should be more than useful here.


Image

Waves: 15
Strategic Points: 14
Recurring Enemies: Doggi, War Doggi, Gargoyle
New Enemies: Fallen, Red Ghoul, Dune Devil
Entrances: 7/9
Exits: 1
Additional Features: None

:hero: Beforehand Unlocked Mailyn the Twilight Archer :hero:
Events: Shardshot Archers/Fallen/-/Red Ghoul/-/-/-/Dune Devil, New Paths/-/-/-/-/-/-/
Events
Wave 1
New Tower - Shardshot Archers
"Twilight archers whose arrows split upon impact."
Wave 2
New Enemy - Fallen
"The fallen dead of the dunes, cursed to wander for blood..."
*Slow Speed *Damage increases upon kill
Wave 4
New Enemy - Red Ghoul
"The dune's demonic looking counterpart to the flesh eating Ghouls."
*Fast *Cannibalises Victims
Wave 8
New Enemy - Dune Devil
"Fast spinning undead who deflect all ranged shots."
*Fast *Immune to melee while moving
Dune Devils will only spawn on the two new paths that cross over the sand-covered parts.


Stage 8 - Blood Falls
[+] SPOILER
These lands truly have been cursed! As we trudge on General, troops are reporting waterfalls of blood ahead of us.
The troops are growing wary. With the ghosts of our soldiers and local survivors, we should prepare our defences here.


Image

Waves: 15
Strategic Points: 14
Recurring Enemies: Fallen, Red Ghoul, Dune Devil, Gargoyle
New Enemies: Crawler, Hemomancer, Blood Brute
Entrances: 4/6
Exits: 2
Additional Features: 4 Blood Pools, Wasteland Fort
The wasteland fort is a tower with a ranged attack with upgrades to include melee troops and an RPG to deal mass damage.

Events: Haunted Hall/-/Crawler/-/-/Hemomancer, New Paths/-/-/Blood Brute/-/-/-/-/-/
Events
Wave 1
New Tower - Haunted Hall
"Spawns elven ghosts willing to die again for the Queen"
Wave 3
New Enemy - Crawler
"Corpses who crawl along the ground, leaping at their prey."
*Slow *Leap at units
Wave 6
New Enemy - Hemomancer
"Wicked sorcerers who manipulate blood to attack and heal"
*Slow *Magic Resistance *Uses enemies blood to heal allies
Enemies will now start spawning from the blood pools and from the revealed caves behind the blood falls
Wave 9
New Enemy - Blood Brute
"Large corpses filled with blood."
*High Health *Spawns Blood when killed


Stage 9 - Banner Pass
[+] SPOILER
After the ambush at Blood Falls, the Arachnomancers in our company have finished their preparations and should be able to fight by our side. As we pass through a land filled with banners of a fallen kingdom, we should be prepared for what monsters lay ahead, General.


Image

Waves: 15
Strategic Points: 14
Recurring Enemies: Fallen, Red Ghoul, Dune Devil, Crawler, Hemomancer, Blood Brute, Gargoyle
New Enemies: Fallen Knight, Blood Knight
Entrances: 5/6
Exits: 1
Additional Features: 2 Blood Pools

Events: Arachnomancer Stone/-/Fallen Knight/-/New Paths/Blood Knight/-/-/-/-/-/-/-/-/
Events
Wave 1
New Tower - Arachnomancer Stone
"Twilight Sorcerers that breed and control spiders"
Wave 3
New Enemy - Fallen Knights
"Knights of a kingdom long gone, cursed to wander"
*High Armor *Slow
Wave 6
New Enemy - Blood Knights
"Murderous savages among the cursed, these knights hunt for blood."
*Armor *Medium Speed *Can cause bleeding


Stage 10 - Detahz Chasm
[+] SPOILER
General! We are nearing Detahz Chasm, famous for running through the whole of the Footless Desert and near to the edge! We are getting near to an exit to this horrid place! But first, we must cross the Detahz bridge, and the foul beat of drums are near...


Image

Waves: 15
Strategic Points: 18
Recurring Enemies: Doggi, War Doggi, Fallen, Red Ghoul, Dune Devil, Crawler, Hemomancer, Blood Brute, Fallen Knight, Blood Knight, Gargoyle
New Enemies: Vulture Riders, Cursed Drummer
Entrances: 3/5
Exits: 3
Additional Features: 2 Blood Vines

:hero: Beforehand Unlocked Nanetta the Gnomish Fighter :hero:
Events: Twilight Sorcerers/-/-/Vulture Riders/-/New Paths/-/Cursed Drummer/-/-/-/-/-/-/
Events
Wave 1
New Tower - Twilight Sorcerers
"Sorcerers Deal Both magic and melee damage and have a plethora of tricks."
New Plant - Blood Vines
"Red foliage with life to spare"
Shakes upon touch, forcing all enemies on them to fall.
Wave 4
New Enemy - Vulture Riders
"Vile birds that drop their dead riders, increasing speed"
*Flying *Ranged Attack *Releases Mount
Wave 6
Fallen, Crawlers and Blood Knights start climbing up the blood vines.
Wave 8
New Enemy - Cursed Drummer
"Carries a cursed drum that bolsters allies"
*Magic Resistance *Boosts allies' attack


Stage 11 - Serpentine Gates
[+] SPOILER
General! We have arrived at a dark, tall tower which has not appeared on our maps! This must be from powerful magic, therefore meaning that this is where the empath is hiding. However, the gates are shut from the inside, so we will have to fight!


Image

Waves: 15
Strategic Points: 16
Recurring Enemies: Doggi, War Doggi, Wolfkin Enforcer, Wolfkin Berserker, Doggi Rider, Fallen, Red Ghoul, Dune Devil, Crawler, Hemomancer, Blood Brute, Fallen Knight, Blood Knight, Vulture Riders, Cursed Drummer, Gargoyle
New Enemies: Iron Guard, Iron General, Gate Construct
Boss: Ruby Guardian
Entrances: 4
Exits: 2
Additional Features: 4 Blood Pools

Events: /-/-/-/Iron Guard/-/-/Iron General/-/-/-/-/-/-/
Events
Wave 4
New Enemy - Iron Guard
"Guards of an old era with magical armor"
*Low armor *Magic Resistance *Armor Lowers in combat
Wave 7
New Enemy - Iron General
"Fallen Commanders of the battlefield, boosting moral."
*Medium Armor *Magic Resistance *Armor lowers in combat *Deal True Damage if among Iron Guards
After Wave 15
The snake eyes glow and summon in a red ghostly construct with dark metal armor
New Enemy - Gate Construct
"Constructs created to guard the gate to the dark tower."
*High Armor
Boss - Ruby Guardian
"The Guardian of the dark tower. Can alter its body's density."
*Immune to Melee until damaged
It will start off only able to be damaged by magic or true damage. After 100 damage each time it will be stunned for ten seconds and normal attacks will harm it for 20 seconds until it reforms its armor. Gate Constructs will appear out of the 'fire' on the gates.
Once you finish this level, the dark tower will appear on the map.


Stage 12 - Meeting Hall
[+] SPOILER
Comic Intro
Panel 1: Archer and Kitsune Elemental are looking around the meeting hall commenting on;
Panel 2: An unstable, red crystal that is zapping an Arachnomancer's Spider
Panel 3: The portals to
Panel 4: As they look elsewhere, the portal starts flickering red, a demon hand reaching through...

WIP


Image

Waves: 15
Strategy Points: 17
Recurring Enemies: Fallen, Hemomancer, Fallen Knight, Iron Guard, Iron Construct, Gargoyle
New Enemies: Demon Spawn, Demon Lord, Demon Hound, Demon Imp
Entrances: 8
Exits: 3
Additional Features: 2 Crystal Towers
These unstable crystals zap any 3 random units on the paths surrounding. Spend 300 to stablise to target enemies only.

:hero: Beforehand unlocked "Hero" the "Community Made One" :hero:
Events: -/Demon Spawn/-/Demon Lord, Demon Hound/-/-/-/Demon Imp/-/-/-/-/-/-/-
Events
Wave 2
New Enemy -Demon Spawn
"Terrible infernal creatures that explode when they die, damaging nearby soldiers."
*Magic Resistance *Medium Speed *Infernal Combustion
Wave 4
New Enemy -Demon Lord
"They lead their fiendish armies into battle, protecting their minions with infernal shields."
*Infernal Combustion *Shields Allies
New Enemy -Demon Hound
"Vicious terrible creatures, they serve as hunting dogs for the demon lords."
*Fast *Infernal Combustion
Wave 8
New Enemy -Demon Imp
"Flying mischievous infernal creatures that are often seen in the company of gargoyles."
*Flying *Infernal Combustion


Stage 13 - Prison Quarter
[+] SPOILER
WIP (Prisoners, Break them out)


Image

Waves: 20
Strategy Points: 14
Recurring Enemies: Doggi, War Doggi, Gargoyle, Demon Spawn, Demon Lord, Demon Hound, Demon Imp
New Enemies: Witch Hag, Demon Legion, Flareon, Infernal Mage, Infernal Archmage
Entrances: 6/8
Exits: 1
Additional Features: 2 Hag Cauldrons (With Witch Hags), 3 Witch Guilds
The Witch's on the cauldron's are the standard KR witches, the witch guilds are only named that because I wouldn't class them as mages. They do medium magic damage and can be upgraded to polymorph enemies and throw a poison potion

Events: -/-/-/Demon Legion/-/-/Flareon/-/Cauldrons Start Releasing Enemies, Witch Hag/-/-/Infernal Mage/-/Infernal Archmage/-/-/-/-/-/-
Events
Wave 4
New Enemy - Demon Legion
"Evil spawn from the abyss...Their name is Legion, for they can become many..."
*Infernal Combustion *High Armor *Duplicates
Wave 7
New Enemy - Flareon
"These vile creatures can hurl devastating balls of fire, and they always attack in groups."
*Infernal Combustion *High Magic Resistance *Ranged Attack
Wave 9
The Witch Hags at the cauldrons finish their potion, creating a gateway which acts as new entrances for Witch Hags, and then start flying.
New Enemy - Witch Hag
"These eerie black robed women fly on their brooms casting wicked spells."
*Flying *Toad's Curse *High Magic Resistance
Wave 12
New Enemy - Infernal Mage
"The Infernal Mages devout their immortal lives to serving their Demon Lords with their pyromancy."
*Infernal Combustion *High Magic Resistance *Magic Attack
Wave 14
New Enemy - Infernal Archmage
"The highest of the Infernal order turn their foes to fine ashes with ease."
*Infernal Combustion *Medium Magic Resistance, *Magic Attack *Reduce Enemy Armor


Stage 14 - Summoning Chambers
[+] SPOILER
WIP ALSO.


Image

Waves: 30
Strategy Points: 16
Recurring Enemies: EVERY ENEMY (Typically: Wolfkin from top left & bottom right, Undead bottom left & top right, Demons from centre)
New Enemies: Demon Guards, Hellon Tridents, Gulaemon
Entrances: 12
Exits: 4
Additional Features: 2 Pyromancer Stones, 2 Dwarven Artillery, 2 Paladin Halls, 2 Pirate Quickshots

Events: -/-/-/-/-/-/Demon Guard/-/-/-/-/-/-/-/-/Hellon Tridents/-/-/-/-/Gulaemon/-/-/-/-/-/-/-/-/-
Events
Wave 7
New Enemy - Demon Guard
"Heavily trained demons meant to guard royalty, their explosion is much larger."
*Slow *Medium Armor *Medium Magic Resistance *Infernal Nova
Wave 16
New Enemy - Hellon Tridents
"Demons who have perfected their art of trident warfare."
*Ranged Attack *Medium Magic Resistance *Infernal Combustion
Wave 21
New Enemy - Gulaemon
"Oversized demons with limited flight ability, able to withstand a lot of punishment."
*High Health *Bursts of Flight *Infernal Combustion


Stage 15 - Dread Summit
[+] SPOILER
WIP. Final Battle. Tear used to summon large portal to demon realm. Bad guy was a demon all along (doesn't look it, acts like he's in the right, e.c.t.)


Image

Waves: 20
Strategy Points: 16
Recurring Enemies: All enemies so far (Demons from the portal, witches from the top middle, anything else from portals, animals from bottom 2)
New Enemies: None
Boss: (Demon Empath)
Entrances: 11
Exits: 1
Additional Features: 2 Witch Guilds, (Demon Empath)
Now, (Demon Empath) has some generally annoying abilities to hinder you. He can: make units upset, slowing their attack speed; make enemies faster; and terrify towers, disabling them

Events: -/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
Events
After Wave 20
(Demon Empath) seems like he is in a mixture of boredom/terror, and gets up to attack.
Boss - (Demon Empath)
"Leader of a group of demons. Believes in justice, just very unfortunately misguided."
*Disables towers *Tower Destruction *Insta-kill
(Demon Empath) has 3 stages: for stage one, he moves to the left then to the right and retains his ability to disable towers; in stage two he goes to the top and goes the other way, gaining the ability to occasionally destroy towers; in the final stage his armor and resistance drop to low but he is a little faster and gains an insta-kill attack

Comic Outro
WIP (Basically, capture (Demon Empath), found in prison with a teacher, the heroes and the King celebrate them obtaining the Tear of Elynie.


Mini Campaign

Stage 16 - Coming Soon

Bonus Levels

Stage 22 - Coming Soon

Endless Levels

Endless 1 - Open for Suggestions
Last edited by Flamechar33 on Sat Dec 01, 2018 8:04 pm, edited 19 times in total.
Time to get a new signature, and to replace my avatar.
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Towers

by Flamechar33 » Sat Sep 09, 2017 7:40 pm

Buildable Towers

All Towers at no Upgrades are functionally the same as their Origins counterparts.

Archers
[+] SPOILER
The trees are white, and the planks are a shade of orange.

Boomerang Den
Image
Build Cost: 250
Damage: 20-30
Range: Long
Fire Rate: Medium

Passive: Attacks hit the nearest 3 consecutive enemies.
Skills:
Razor Boomerangs (300/150/150)
Level 1: Increases attack damage by 20% (22-32) and adds chance to ignore armor (5%)
Level 2: Increases by additional 20% (24-34) and increases chance (10%)
Level 3: Increases by additional 20% (26-36) and increases chance (15%)
Road Spikes (200/175)
"Hate to burst your bubble..."
Level 1: Drops road spikes that slow the enemies and deal 3-5 damage per 2 seconds.
Level 2: Road Spike damage increased to 5-8.
Wild Brew (125/125/125)
Level 1: Coated Boomerangs lower magic resistance of targets for 3 seconds.
Level 2: This brew weakens enemies' resistance for 5 seconds.
Level 3: This potent brew weakens enemies' resistance for 7 seconds.

Splitshot Archers
Image
Build Cost: 275
Damage: 20-25, 5-10
Range: Great
Fire Rate: Fast

Passive: Arrows split into 2 extra projectiles upon impact - can hit any nearby enemy.
Skills:
Splitting Edge (250/200/200)
Level 1: 3 Projectiles split off from the main arrow upon impact.
Level 2: 4 Projectiles now spilt off.
Level 3: 5 projectiles split off for more damage!
Wind Blown (150/150/150)
Level 1: Split off projectiles can travel further from the original target.
Level 2: Split off projectiles can travel even further.
Level 3: Split off projectiles can travel anywhere within the tower's range
Rune of Weakening (250)
Level 1: These enchanted arrows have a 25% chance of halving enemy attack.

Barracks
[+] SPOILER
The Metal is changed to be more of a copper-like colour.

Naturist Hideout
Image
Build Cost: 275
HP: 245
Damage: 8-10
Armor: Medium
Respawn: 12

Passive: Plants nearby regen quicker.
Skills:
Dove Ally (150/175/200)
Level 1: An ally dove appears, dealing 4-8 damage at a medium range
Level 2: The dove deals 6-10 at a medium range
Level 3: While not attacking, the dove regens the naturist 1 HP each second.
Earthen Blades (300)
Level 1: The naturist swords are imbued with the earth, slowing enemies.
Wasp Swarm (250/250/250)
Level 1: A swarm of wasps deal 3 damage every 2 seconds to one enemy.
Level 2: The swarm deals 4 damage to two enemies.
Level 3: The swarm deals 5 damage to three enemies.

Haunted Hall
Image
Build Cost: 325
HP: 50
Damage: 12-18
Armor: Immune
Respawn: 12

Passive: 6 different types of units: either Slain, Drowned (Game Icon), Burned, Fell, Crushed or Murdered
Skills:
Heart Beat (200/200) "So it Begins"
Level 1: Regain 10% of health at the start of a new wave
Level 2: Regains 20% of health
Beyond the Grave (300/300) "Everybody Dies"
Level 1: Enables passive abilities for units (Bleed Chance/Water Trails slow enemies/Burn Chance/Knockback/Stun/Invisible out of combat)
Level 2: Enables special attack (Blade Flurry/Whirlpool/Scorch Earth/Blows Groups Away/Ground Pound/Insta-Kill)
Lost Souls (200/150/150) "Lost in the Wind"
Level 1: Increase rally range by 10%
Level 2: Increases by 15%
Level 3: Increase by 20%

Mages
[+] SPOILER
The Dias is a more brownish rock.

Kitsune Elemental
Image
Build Cost: 300
Damage: 40-67
Range: Great
Fire Rate: Slow

Passive: Basic attacks have 30% chance to stun.
Skills:
Fire of Eiju (375/125/125)
Level 1: Can blast enemies with holy fire, dealing 30-60 area true damage
Level 2: Damage increased to 40-80
Level 3: Skill now sets the enemies on fire
Frost of Rei (300/150/150)
Level 1: Can freeze a single enemy into ice for 5 seconds, slowing enemies around it.
Level 2: Freezing now deals 5 DPS
Level 3: Duration increased to 10, can hit up to 3 in an area.
Sora's Might (250)
Level 1: Can shoot chained lightning at several enemies, stunning them and dealing 20-40 true damage.

Arachnomancer Stone
Image
Build Cost: 300
Damage: 16-54
Range: Long
Fire Rate: Medium

Passive: Spawns Spiderbroods at the path
Skills:
Spider Brood (225/225/225)
Level 1: Can spawn Sword Spiders (75/25%)
Level 2: Can spawn Webspitter Spiders (50/30/20%)
Level 3: Has 2 Driders spawned (like death knight) which breed from defeated enemies
Thread Shot (185/185/185)
Level 1: Shoots out web at enemies slowing them for 3 seconds
Level 2: Web slows enemies for 5 seconds
Level 3: Web slows enemies for 8 seconds
Poison Shot (200/175)
Level 1: Poison magic now poisons enemies for 4 seconds
Level 2: This potent poison is effective for 8 seconds

Druids
[+] SPOILER
The Druid towers have more brownish rocks...and slightly more of them.

Boulder-Druid Flats
Image
Build Cost: 375
Damage: 75-125
Range: Long
Fire Rate: Very Slow

Passive: None
Skills:
Spiky Boulders (350/350)
Level 1: Boulders are formed more rugged, ignoring 1 armor level
Level 2: Boulders ignore 2 armor levels
Weighed Down (250/250/250)
Level 1: Boulders become targetable with 50 HP
Level 2: Used Boulders now have 75 HP
Level 3: Used Boulders now have 100 HP
Shrapnel Shot (200/200)
Level 1: Chuck a weakened stone that breaks into 3 for half damage, but may miss
Level 2: Weakened stones break into 4 now for slightly increased damage

Twilight Sorcerers
Image
Build Cost: 400
Damage: 40-60 (35-55 Melee)
Range: Long
Fire Rate: Medium

Passive: Either magic blast or drops a rock on enemies
Skills:
Disintegration (300/300/300)
Level 1: Instantly kill an enemy below 300 health every 10 seconds
Level 2: Can instantly kill enemies up to 800 health
Level 3: Can instantly kill any enemy
Geomancy (250/200/200)
Level 1: Chucks two rocks instead of one.
Level 2: Now chuck three!
Level 3: 4 rocks are chucked maximising damage potential
Levitating Toss (250/200)
Level 1: Very fast enemies within half max range can be tossed at others for half their total health damage (not bosses)
Level 2: Fast enemies can be thrown and enemies can be thrown further
Last edited by Flamechar33 on Sat Dec 01, 2018 10:28 pm, edited 10 times in total.
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Enemies

by Flamechar33 » Sat Sep 09, 2017 7:40 pm

Enemies

:skull: Wolfkin :skull:
[+] SPOILER
Wolfkin Minor
"Descendants of a mythical wolf, these warriors hunt in packs."
HP: 40/50/60
Damage: 4-6
Armor Rating: None
Magic Resistance: None
Speed: Fast
Lives Taken: 1
Bounty: 5

Wolfkin Soldier
"The brunt of the Wolfkin army, they are trained in combat since they are born."
HP: 125/150/175
Damage: 6-12
Armor Rating: Low
Magic Resistance: None
Speed: Medium
Lives Taken: 1
Bounty: 15

Doggi
"These wolves from the reach are known for their tan colour."
HP: 30/35/40
Damage: 2-3
Armor Rating: None
Magic Resistance: None
Speed: Very Fast
Lives Taken: 1
Bounty: 5
*Can Dodge Melee Attacks

War Doggi
"Doggi bred for only one purpose - war and death."
HP: 100/120/140
Damage: 12-18
Armor Rating: None
Magic Resistance: Medium
Speed: Very Fast
Lives Taken: 1
Bounty: 10
*Can Dodge Melee Attacks

Wolfkin Enforcer
"Wolfkin who are set to force captives to build weapons for them."
HP: 75/100/125
Damage: 5-12
Armor Rating: Low
Magic Resistance: None
Speed: Slow
Lives Taken: 1
Bounty: 25
*Area Attack *Speeds Up Allies
This enemy has the ability to speed up allies up a stage for 3 seconds. This can be dangerous when he is with groups of Doggi and War Doggi.

Wolfkin Raider
"Large built Wolfkin who can tank lots of damage"
HP: 600/750/900
Damage: 30-50
Armor Rating: None
Magic Resistance: None
Speed: Slow
Lives Taken: 3
Bounty: 50

Wolfkin Berserker
"More wolf-like than their kin, they live and die for the hunt."
HP: 150/200/250
Damage: 20-25
Armor Rating: None
Magic Resistance: None
Speed: Very Fast
Lives Taken: 3
Bounty: 50
*Attack Buff
The berserker is the first more wolfish Wolfkin enemies. They also increase their damage output by the damage they take: really dangerous in veteran!

Doggi Rider
"Elite Wolfkin Soldiers who only part with their doggi in death!"
HP: 120/140/160
Damage: 20-25
Armor Rating: None
Magic Resistance: Medium
Speed: Very Fast
Lives Taken: 3
Bounty: 40
*Can Dismount
Basically a weaker version of the Worg Rider in the original KR.

Wolfkin Ram
"Battle rams made by captives to siege strongholds"
HP: 200/250/300
Damage: 10-15
Armor Rating: None
Magic Resistance: None
Speed: Slow
Lives Taken: 3
Bounty: 100
*Area Attack

Son of Fenrir
"Sons of the great wolf, born to kill."
HP: 150/200/250
Damage: 15-25
Armor Rating: None
Magic Resistance: Medium
Speed: Very Fast
Lives Taken: 2
Bounty: 80

:skull: Footless Undead :skull:
[+] SPOILER
Fallen
"The fallen dead of the dunes, cursed to wander for blood..."
HP: 225/280/335
Damage: 5-15
Armor Rating: None
Magic Resistance: None
Speed: Slow
Lives Taken: 1
Bounty: 8
*Damage increases upon kill

Red Ghoul
"The dune's demonic looking counterpart to the flesh eating Ghouls."
HP: 295/340/385
Damage: 15-25
Armor Rating: None
Magic Resistance: None
Speed: Fast
Lives Taken: 1
Bounty: 20
*Cannibalises Victims

Dune Devil
"Fast spinning undead who deflect all ranged shots."
HP: 170/200/230
Damage: 5-15
Armor Rating: None
Magic Resistance: None
Speed: Fast
Lives Taken: 1
Bounty: 35
*Immune to melee while moving

Crawler
"Corpses who crawl along the ground, leaping at their prey."
HP: 95/120/145
Damage: 10-20
Armor Rating: None
Magic Resistance: None
Speed: Slow
Lives Taken: 1
Bounty: 20
*Leap at units

Hemomancer
"Wicked sorcerers who manipulate blood to attack and heal"
HP: 450/550/650
Damage: 20-40/60-120
Armor Rating: None
Magic Resistance: Medium
Speed: Slow
Lives Taken: 3
Bounty: 50
*Uses blood to attack and heal
Blood is gained from nearby unit deaths. If a Hemomancer has blood, an orb of blood surrounds it. Stores up to 3

Blood Brute
"Large corpses filled with blood."
HP: 2200/2500/2800
Damage: 26-68
Armor Rating: None
Magic Resistance: None
Speed: Slow
Lives Taken: 5
Bounty: 125
*Spawns Blood when killed
When these guys die, all nearby Hemomancers are filled up on blood.

Fallen Knight
"Knights of a kingdom long gone, cursed to wander"
HP: 230/300/370
Damage: 15-25
Armor Rating: High
Magic Resistance: None
Speed: Slow
Lives Taken: 1
Bounty: 30

Blood Knight
"Murderous savages among the cursed, these knights hunt for blood."
HP: 250/325/400
Damage: 20-40
Armor Rating: Medium
Magic Resistance: None
Speed: Medium
Lives Taken: 2
Bounty: 65
*Can cause bleeding

Vulture Rider
"Vile birds that drop their dead riders, increasing speed"
HP: 160/200/240 (100/120/140)
Damage: 40-80 (None)
Armor Rating: None
Magic Resistance: None
Speed: Medium (Fast)
Lives Taken: 1
Bounty: 25 (15)
*Flying *Ranged Attack *Releases Mount

Cursed Drummer
"Carries a cursed drum that bolsters allies"
HP: 475/550/625
Damage: 10-15
Armor Rating: None
Magic Resistance: Low
Speed: Medium
Lives Taken: 1
Bounty: 35
*Boosts allies' attack

Iron Guard
"Guards of an old era with magical armor"
HP: 550/600/650
Damage: 15-25
Armor Rating: Low
Magic Resistance: Medium
Speed: Slow
Lives Taken: 3
Bounty: 75
*Armor lowers in combat

Iron General
"Fallen Commanders of the battlefield, boosting moral."
HP: 750/800/850
Damage: 20-30
Armor Rating: Medium
Magic Resistance: Medium
Speed: Slow
Lives Taken: 3
Bounty: 125
*Armor lowers in combat *Deal True Damage among Iron Guards

Gate Construct
"Constructs created to guard the gate to the dark tower."
HP: 500/600/700
Damage: 15-25
Armor Rating: High
Magic Resistance: None
Speed: Slow
Lives Taken: 3
Bounty: 150

:skull: Demons :skull:
[+] SPOILER
Gargoyle
"Vile winged creatures that can fly past barracks and druids."
HP: 72/90/108
Damage: 1-2
Armor Rating: None
Magic Resistance: None
Speed: Medium
Lives Taken: 1
Bounty: 12
*Flying
The exact same as in KR.

Witch Hag
"These eerie black robed women fly on their brooms casting wicked spells."
HP: 480/600/720
Damage: 35-50
Armor Rating: None
Magic Resistance: High
Speed: Fast
Lives Taken: 2
Bounty: 80
*Flying *Ranged Attack *Toad's Curse

Demon Spawn
"Terrible infernal creatures that explode when they die, damaging nearby soldiers."
HP: 250/300/350
Damage: 10-30
Armor Rating: None
Magic Resistance: Medium
Speed: Medium
Lives Taken: 1
Bounty: 20
*Infernal Combustion

Demon Lord
"They lead their fiendish armies into battle, protecting their minions with infernal shields."
HP: 800/1000/1200
Damage: 30-75
Armor Rating: None
Magic Resistance: Medium
Speed: Slow
Lives Taken: 5
Bounty: 70
*Infernal Combustion *Shields Allies

Demon Hound
"Vicious terrible creatures, they serve as hunting dogs for the demon lords."
HP: 280/350/420
Damage: 25-45
Armor Rating: None
Magic Resistance: Medium
Speed: Fast
Lives Taken: 2
Bounty: 25
*Can dodge Melee Attacks *Infernal Combustion

Demon Imp
"Flying mischievous infernal creatures that are often seen in the company of gargoyles."
HP: 280/350/420
Damage: 3-5
Armor Rating: None
Magic Resistance: Medium
Speed: Medium
Lives Taken: 2
Bounty: 25
*Flying *Infernal Combustion

Demon Legion
"Evil spawn from the abyss...Their name is Legion, for they can become many..."
HP: 533/666/733
Damage: 10-30
Armor Rating: High
Magic Resistance: None
Speed: Slow
Lives Taken: 1
Bounty: 60
*Infernal Combustion *Duplicates

Flareon
"These vile creatures can hurl devastating balls of fire, and they always attack in groups."
HP: 200/250/300
Damage: 15-30
Armor Rating: None
Magic Resistance: High
Speed: Medium
Lives Taken: 1
Bounty: 20
*Infernal Combustion *Ranged Attack

Infernal Mage
"The Infernal Mages devout their immortal lives to serving their Demon Lords with their pyromancy."
HP: 400/450/500
Damage: 20-40
Armor: None
Magic Resistance: Medium
Speed: Slow
Lives Taken: 2
Bounty: 50
*Infernal Combustion *Magic Attack

Infernal Archmage
"The highest of the Infernal order turn their foes to fine ashes with ease."
HP: 600/650/700
Damage: 40-100
Armor: None
Magic Resistance: High
Speed: Slow
Lives Taken: 3
Bounty: 100
*Infernal Combustion *Magic Attack *Lowers enemy armor

Demon Guard
"Heavily trained demons meant to guard royalty, their explosion is much larger."
HP: Don't Want to guess
Armor: Medium
Magic Resistance: Medium
Speed: Slow
Lives Taken: 3
Bounty: 150
*Infernal Nova

Hellon Tridents
"Demons who have perfected their art of trident warfare."
HP:
Damage:
Armor:
Magic Resistance:
Speed: Medium
Lives Taken: 2
Bounty: 125
*Ranged Attack *Infernal Combustion

Gulaemon
"Oversized demons with limited flight ability, able to withstand a lot of punishment."
HP: 2000/2500/3000
Damage: 40-80
Armor: None
Magic Resistance: Medium
Lives Taken: 2
Bounty: 80
*Bursts of Flight *Infernal Combustion

:skull: More Wolfkin :skull:
[+] SPOILER
Coming Soon

:skull: Coming Soon :skull:
[+] SPOILER
Winter is coming...

Bosses
[+] SPOILER
Fenrir
"Mother of the Wolfkin. Was relatively peaceful until recently enraged."
HP: 1000/1500/2000
Damage: 15-17
Armor Rating: None
Magic Resistance: Low
Speed: Medium

Ruby Guardian
"The Guardian of the dark tower. Can alter its body's density."
HP: 7000/8500/10000
Damage: 35-100
Armor Rating: Immune (None)
Magic Resistance: None
Speed: Slow
*Immune to Melee until damaged

(Demon Empath)
"Leader of a group of demons. Believes in justice, just very unfortunately misguided."
HP: 6000/6600/7200
Damage: 40-60/40-80
Armor Rating: Medium/Low
Magic Resistance: Medium/Low
Speed: Slow/Medium
*Disable Towers *Tower Destruction *Insta-kill
Last edited by Flamechar33 on Sun Dec 02, 2018 4:26 pm, edited 22 times in total.
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Heroes

by Flamechar33 » Sat Sep 09, 2017 7:40 pm

Free Heroes

Lyo the Gryphon Rider
[+] SPOILER
Image
Lyo is a hero whose main focus is laying down damage with his spear and tank hits with his armor and shield.

Lyo is captain of the Gryphon Guard, an elite team of Gryphon Riders trained in both land and air combat. He takes his role with pride and conviction, even thought he may seem too chill to care. Gifted with the best lightweight armor and weaponry, he is a force on the battlefield!

Skill 1: Spear Throw (active) (2/2/2)
Bestows Lyo a strong ranged attack which deals 50/100/150 damage while it leaves him with a 50% attack debuff for 10/7/3 seconds.

Skill 2: Shield Parry (passive) (1/2/3)
Gives him a 10/20/30% chance to deflect attacks directed at him and allies.

Skill 3: Guardian Bash (passive) (1/1/1)
Deals a blunt 10/15/20 true damage while stunning for 1/2/3 seconds.

Skill 4: Dash of Winds (active) (2/2/2)
Enables Lyo to dash towards an enemy, knocking them back for a distance of 1/2/3 seconds while dealing normal damage.

Hero Spell: Flight of the Gryphon Guard (4/5/6)
Summons 2/3/4/5 Gryphon Guardians and Lyo's trusty Greyback Gryphon, enabling him to fly and land. Greyback has 75/100/125/150 HP.

HP: 300/330/360/390/420/450/480/510/540/570
Damage: 5-8/6-10/7-11/8-12/9-13/10-15/11-16/12-17/13-18/15-20
Armor: Low until Lvl 6 when he has Medium
Speed: Fast up until Lvl 9 when he is Very Fast
Respawn: 13 Seconds.
Passive: Ignores any debuffs from enemies

Quotes:
"Have at thee!"
"We must prevail."

Yuki (Kohaku) the Kitsune Mage
[+] SPOILER
A 6-tailed Kitsune who used half of her tails to master fire and ice. She is young and wild, but can become as hard and cold as ice very quickly. Whatever you do, don’t get on her wrong side.

Skill 1: Rage of Eiju (active) (1/2/3)
Can boost her attack speed and attack by 20/30/40% for 5/10/15 seconds.

Skill 2: Burning Aura (passive) (2/1/1)
Enemies around her have a 30/50/70 chance to catch fire every 3 seconds.

Skill 3: Blessing of Rei (passive) (3/2/2)
Gains 20/40/60% chance to heal herself for 50% of what damage she deals to enemies.

Skill 4: Frost Shield (active) (1/2/2)
Can block 10/20/30% of damage dealt to her.

Hero Spell: Frost Fire (4/5/5)
For 10/20/30/40 seconds all Magic attacks leave frost fire on the ground which lasts for 2/4/6/8 seconds, burning enemies and slowing them.

HP: 200/205/210/215/220/230/240/250/260/270
Magic Damage: 5-10/10-15/15-20/20-25/25-30/30-35/35-40/40-45/45-50/50-55
Armor: None, Magic Armor: Low
Speed: Fast
Respawn: 10 Seconds.
Passive: 10% Chance to deal physical damage if beneficial

Mailyn the Twilight Archer
[+] SPOILER
A twilight archer and master of the shadows. Her skills are some of the best among her kin.

Skill 1: Shadow Sneak (active) (1/2/2)
If engaged in melee, will send enemy back 2/4/6 paces along the path dealing damage to the target and those nearby.

Skill 2: Split Bone (passive) (2/2/2)
Arrows split into 2/3/4 projectiles dealing half damage.

Skill 3: Cursed Arrow (active) (3/2/2)
Shoots an arrow which silences enemy for 3/6/9 seconds dealing 15/20/25 true damage.

Skill 4: Bone to Pick (passive) (1/1/1)
Melee damage increased by 25/37/50% of standard.

Hero Spell: Shadow Warp (4/5/6)
In a medium radius, all enemies cannot move, are silenced and dealt 5/10/15/20 damage evere second for 5/10/15/20 seconds.

HP: 175/200/225/250/275/300/325/350/375/400
Damage: 11-16/12-17/13-18/14-19/15-20/16-21/17-22/18-23/19-24/20-25
Armor: Low Magic Armor: Low
Speed: Very Fast
Respawn: 15 Seconds until Lvl 8, then 13 seconds.
Passive: Slightly increase archer tower's speed.

Quotes:
"You'll never hit this target."
"Be afraid. Very Afraid."
"Darkness is my ally."
Death: "Light... no..."

Nanetta the Gnomish Fighter
[+] SPOILER
Nanetta is a gnome who wields the giant sword Feyburst, she stowed away in the elves' food supplies to go on an adventure.

Skill 1: Fey Beam (active) (1/2/3)
Fire a sword beam for 30/60/90 magic damage

Skill 2: Sword Spin (active) (3/2/2)
Spin sword for 25-50/50-75/75-100 damage in a small area

Skill 3: Critical Strike (passive) (3/2/1)
10/20/30% chance to deal double damage and stun enemy

Skill 4: Heavy Blow (passive) (1/1/1)
!0/20/30% chance to knock enemy backwards slightly

Hero Spell: Feyblast (4/5/5)
Feyburst glows magenta and blasts the target area with magical lightning dealing 50/75/100/125 total true damage which targets stronger enemies more often.

HP: 125/150/175/200/225/250/275/300/325/350
Damage: 6-21/7-22/8-23/9-24/10-25/11-26/12-27/13-28/14-29/15-30
Armor: None
Speed: Medium
Respawn: 12 seconds
Passive: Attacks partially ignore armor.

Quotes:
"I'm no hero."
Death: "Uh Oh"

Premium Heroes

Ilphas the Drowned Soldier
[+] SPOILER
Image
One of the several elves and kitsune to have drowned on the voyage to the shore near what became Strahta led by Isao, Ilphas quickly gained a reputation when he returned to the world of the living.

Skill 1: Cursed Tides (active) (1/2/3)
Send out a wave that pushes back 1/2/3 enemies dealing 15-20/17-22/20-25 damage

Skill 2: Waterlogging (active) (2/3/3)
Deals 20/30/40 true damage and slows enemy for 2/4/6 seconds

Skill 3: Ghostly Presence (passive) (2/2/2)
Decrease respawn rate to 16/14/12 seconds

Skill 4: Water Shuriken (active) (3/2/1)
Throws 1/2/3 shuriken at enemies with 10/20/30% chance to bounce off into another enemy for 10-22/14-26/18-30 magic damage.

Hero Spell: Tidal Wave (4/5/5)
Summon a huge tidal wave which sends all enemies further back on the path dealing 5-10/10-15/15-20/20-25 true damage and slowing for 2/4/6/8 seconds.

HP: 225/230/235/240/250/260/270/280/290/300
Damage: 6-11/7-12/8-13/9-14/10-15/11-16/12-17/13-18/14-19/15-20
Armor: High until level 6 when he is Immune
Speed: Medium
Respawn: 18 seconds
Passive: Unable to be targeted by physical ranged attacks

Quotes:
"Dead men tell no tales."
Death: "I'll be back."
Death: "Already dead."

Coming Soon
Last edited by Flamechar33 on Sat Dec 01, 2018 10:08 pm, edited 12 times in total.
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Other

by Flamechar33 » Sat Sep 09, 2017 7:41 pm

Upgrades
Archers
[+] SPOILER
1:
1:
2:
2:
3:

Barracks
[+] SPOILER
1:
1:
2:
2:
3:

Dias
[+] SPOILER
1:
1:
2:
2:
3:

Druid
[+] SPOILER
1:
1:
2:
3:
3:

Lightning
[+] SPOILER
2:
2:
3:
3:
3:

Reinforcements
[+] SPOILER
2:
3:
3:
3:
4:

Heroes?
[+] SPOILER
3:
3:
3:
3:
3:


Achievements

Lore

Hero Poll
Poll 1 - The Hero will be:
[+] SPOILER
In Progress
Last edited by Flamechar33 on Tue Dec 04, 2018 4:39 pm, edited 2 times in total.
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Re: Kingdom Rush: Sorrows

by RaZoR LeAf » Sat Sep 09, 2017 9:18 pm

Awesome start, I'm so happy I've been able to inspire you with your campaign. Your maps look great, and I love the Wolfkin. I picture them as a mix between the Gnolls and Werewolves/Lycans.

For 'Dash of the Winds' you have a question mark for the distance they ate moved. Rather than units, perhaps change it to the distance the enemy moves per second. So it goes back 1/2/3 seconds worth of its movement speed. A fast enemy going back three seconds worth of travel which would be quite significant.

I know the problems you have with balance, I have them too. Hopefully, you will get the same help I did. Otherwise I am looking forward to seeing more from you!
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Re: Kingdom Rush: Sorrows

by Minuet » Sat Sep 09, 2017 9:46 pm

This looks really cool, I'm excited to see more from you.

So the game takes place north of Frontiers/KR1?
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Re: Kingdom Rush: Sorrows

by Flamechar33 » Sun Sep 10, 2017 7:43 am

RaZoR LeAf wrote:Awesome start, I'm so happy I've been able to inspire you with your campaign. Your maps look great, and I love the Wolfkin. I picture them as a mix between the Gnolls and Werewolves/Lycans.

For 'Dash of the Winds' you have a question mark for the distance they ate moved. Rather than units, perhaps change it to the distance the enemy moves per second. So it goes back 1/2/3 seconds worth of its movement speed. A fast enemy going back three seconds worth of travel which would be quite significant.

I know the problems you have with balance, I have them too. Hopefully, you will get the same help I did. Otherwise I am looking forward to seeing more from you!


I see the basic Wolfkin as more human, but they do get to that stage later on.

I did not know how far the units actually are in game, so I may do that. It would be interesting, and slightly realistic seeing that the very slow units are usually very heavy, preventing major knockback.

Thank you for the confidence!

Minuet wrote:This looks really cool, I'm excited to see more from you.

So the game takes place north of Frontiers/KR1?


It takes place to the East of the original KR, therefore being North East of Frontiers. I saw the Footless Desert and got ideas :twisted:
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Re: Kingdom Rush: Sorrows

by Flamechar33 » Sun Sep 10, 2017 7:44 am

I accidentally commented twice, so I'll use this to say that I'll start filling in the Enemies and Towers section soon, as well as stages 3 & 4. I will also give the hint that next level has a reference to a Disney film in a (sort of) similar setting.

Sorry about the second comment :oops:

Edit: Released levels 3 and 4. Enemies being added soon.
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Re: Kingdom Rush: Sorrows

by SealDarklight » Tue Sep 12, 2017 4:24 pm

I must say that taking the towers concept of Frontier for elves sounds kinda great. I do have to say that the towers are not that bad.
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Re: Kingdom Rush: Sorrows

by Flamechar33 » Tue Sep 12, 2017 5:37 pm

SealDarklight wrote:I must say that taking the towers concept of Frontier for elves sounds kinda great. I do have to say that the towers are not that bad.


I do not exactly know what you mean. The boomerang tower is only similar to the axethrowers because I wasn't thinking. Though where towers are unlocked is based off of Frontiers. If I misunderstood the comment, please correct me.

I would like to think that most if not all towers are original, but I may be wrong.
On a side note, I just finished designing the towers, so I'm ready to release 5 & 6 when I'm ready.

Anyways, thanks!

Edit: Okay, there is one purposely made similar to a frontiers tower, but none are exact copies of previous towers.

Edit 2: I think I understand what you meant now. Thanks!
Last edited by Flamechar33 on Thu Aug 09, 2018 1:28 pm, edited 1 time in total.
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Re: Kingdom Rush: Sorrows

by Flamechar33 » Thu Jan 04, 2018 1:49 pm

Finally back and uploaded level 5 and level 6. I also, as a side note, have drawn out all the main campaign levels.
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Re: Kingdom Rush: Sorrows

by Flamechar33 » Thu Aug 16, 2018 9:02 pm

I'm back after a while.

I've realised I might have been a bit insensitive at times so I will try and be more considerate/understand the comments better.

Anyways, I've released level 7 along with the third here and the first twilight elf tower. More to come soon.


Edit: And now level 8. I might end up finishing the main campaign soon.
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Re: Kingdom Rush: Sorrows

by Flamechar33 » Fri Aug 17, 2018 6:26 pm

If anyone is interested, I'll be starting some polls to create the fifth and final free hero of the main campaign, similar to the "A Hero is Born" event in which Lilith was created.
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Re: Kingdom Rush: Sorrows

by RaZoR LeAf » Fri Aug 17, 2018 10:33 pm

Ooh you fiend, I was going to do a poll for a hero for Chronicles! I'm glad to see you’ve come back and there’s so much more to see. Very impressive, it took me a long time to come up with my stuff (and I’m far from finished (spoilers)). I've only had a quick look through but I’m liking what I see (I will give it a proper read through soon). I love the blood levels and the Hemomancer gain8ng boosts from slain units is very cool.
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Re: Kingdom Rush: Sorrows

by Flamechar33 » Sat Aug 18, 2018 11:23 am

RaZoR LeAf wrote:Ooh you fiend, I was going to do a poll for a hero for Chronicles! I'm glad to see you’ve come back and there’s so much more to see. Very impressive, it took me a long time to come up with my stuff (and I’m far from finished (spoilers)). I've only had a quick look through but I’m liking what I see (I will give it a proper read through soon). I love the blood levels and the Hemomancer gaining boosts from slain units is very cool.


It was slightly easier in that the cursed and Hemomancers were planned from the beginning, but I forgot about vultures and what the Wasteland Fort originally was. It also helped I had pre-drawn all the main campaign levels ahead of time (accidentally), but I have yet to do the secondary campaign maps and the bonus levels. Though I believe your stuff probable is more quality considering the effort put in. Your images are definitely better than mine.

Anyways, It will be great to see what our hero polls create (though it may take a while)
Last edited by Flamechar33 on Sat Aug 18, 2018 5:13 pm, edited 1 time in total.
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Re: Kingdom Rush: Sorrows

by AerisDraco » Sat Aug 18, 2018 5:00 pm

>pre-drawn all campaign levels
*Aeris seethes in jealousy*
KRA is now complete.
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Re: Kingdom Rush: Sorrows

by Uranato » Sun Aug 19, 2018 1:50 pm

First of all, I want to appreciate you on your great work on Sorrows! PS, I really like the Footless Undead.

I'm not quite sure how the Crawlers work. Are they like Dune Terrors from frontiers?

Also, the Hemomancer's ability is more of a liability, as once all their blood orbs have been used, the magician won't be able to attack or do anything at all, and would basically become a gold-granting sitting duck. But if they're surrounded by other Undead, then they can be quite intimidating.

Overall, the campaign is great and I'll have to integrate a lot more stuff into my campaign (Legends) if I want to keep up!
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Re: Kingdom Rush: Sorrows

by Flamechar33 » Sun Aug 19, 2018 2:32 pm

Uranato wrote:First of all, I want to appreciate you on your great work on Sorrows! PS, I really like the Footless Undead.

I'm not quite sure how the Crawlers work. Are they like Dune Terrors from frontiers?

Also, the Hemomancer's ability is more of a liability, as once all their blood orbs have been used, the magician won't be able to attack or do anything at all, and would basically become a gold-granting sitting duck. But if they're surrounded by other Undead, then they can be quite intimidating.

Overall, the campaign is great and I'll have to integrate a lot more stuff into my campaign (Legends) if I want to keep up!


Thanks!

Crawlers are not like dune terrors. They are still targetable, but leap a large distance towards your units, pinning them down

For Hemomancers, I should say that I am giving them a large boost in blood orb damage and clarify that they are not reliant on blood to attack. They also take the blood from your units as well as fellow enemies. I feel that strong magic enemies are needed to balance out the Haunted Hall as they're immunity to melee.
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Re: Kingdom Rush: Sorrows

by Uranato » Mon Aug 20, 2018 9:56 am

Crawlers are great shock troops, and now that I've understood them, Hemomancers seem a bit too powerful.

Hey, I noticed that all the Footless Undead give too much bounty, which makes the levels quite easy. I would suggest halving the gold of the Undead. Also, I noticed that you haven't designed any 'super-strong' Undead enemy (like Saurian Brute or Twilight Golem). Was that on purpose?
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