Kingdom Rush: Chronicles - Patch Notes
Posted: Sun Jan 17, 2021 12:03 am
I've decided to share all of my unused and unreleased content that I had for my campaign Kingdom Rush Chronicles. I put a lot of time and effort into making that campaign, and I feel particularly let down that the forum as a whole died before I finished it, considering how much interest there was in it. After the forum died, and the harassment I received on the wiki I lost a great deal of interest in Kingdom Rush, and frankly I don't know if I will ever get it back like I used to.
Never the less, I wanted to share all of this with the few people that might still be active here. Then I can put it all on a hard drive and clear it off my computer.
Plot Points and Lore
The biggest plot point that went unresolved is the one that was hinted at twice in the original thread.
Time Travel Plot
The Present (Post-Campaign)
Levels
Serpent Elite
2 levels
2nd level boss Jormagund, parts of body make up the level. Armoured other than head and spots on body, boss takes up entire path as it slithers towards the exit.
The Snake Pit
Deep Devil Elite
Battle goes UNDERWATER
Completely submerged towers are encased in a bubble allowing them to attack, bt level mechanic can pop bubble temporarily stunning the towers or stalling units.
Boss, something wet from Norse mythology?
Sunken pirate ship, Rusted Anchor mini-tower for undead pirate allies.
Skeleton/Ghost pirate mini-hero
Underwater volcano in DDevil temple
Under the Sea
Shipwreak Cove
Jotun Elite
Utgard, the stronghold of the giants. Boss Ymir, crashes through fortress walls revealing more entry paths. Squarish level.
Enemies
Heroes
No additional heroes were designed.
Towers
A tower of underwater pirate skeletons was conceptualised albeit very basically. It was later adapted fully into my Four Elements contest entry. This would have featured in the Elite Deep Devil levels, and can be seen in the maps as an Anchor strat-point.
Game Details
Customised Style Sets
Unused Produce
The Past
Levels
The Crater
Level Two
Level Three
Enemies
As always, there would be three main enemy groups. For the past, where the land was scorched by fire and a lot wilder the three enemy groups were:
Troglodytes - Cave dwelling creatures that did not venture out into the light. They would be based on typical dark cave creatures like strange bugs, obscure animals, and some kind of proto-caveman.
Wild Things / Badder Bugs - A mixture of wild hunting creatures and overly big bugs. Some of the badder bugs would be adapted from the Song of the Fae campaign I created before Chronicles.
Fire Demons - As the journey led towards the volcano, then the creatures would become more elemental. These would not be demons as we recognised from Kingdom Rush. The name 'fire demons' was only a lace holder for when the enemies would actually be developed.
Bosses - There were no bosses designed for the first two areas, but the final boss would have been some kind of volcano dragon god, most likely a hydra. The boss would spawn its own unique enemies, called Hydrakin. This would then tie in to the storyline of the 'present' i.e. the first part of the game.
Heroes
I had no heroes partially written for the Past, but I had partially created ideas for a young Thor, a Saurian Mage called Saquara (who was crocodilian in appearance and would be later honoured by having a temple built of him in the jungles), and a crossover hero from another game studio; Whisper of Swords, a wasp armed with twin swords from the mobile game Best Fiends. Like the Twilight Elf heroes she was a Badder Bug who turned on her own kind.
Towers
The main towers I had designed were adapted into the towers I used for the Four Elements contest. However, I will post them here in their original format.
Archer I, II, III (Contest Version
T.A.R.G.E.T.
Saurian Skull Splitter
Mage I, II, III
M.E.T.E.O.R.
Saurian Pyromancer congtest version
The Future
Levels
Level One
Level Two
Level Three
Enemies
Future enemies were even less developed, because obviously it was going to be the third part designed. I have conflicting notes in different folders as I was obviously changing things around, but here's what I do have.
Pirates - As a lot of the map was going to be water based, pirates and the like would be ruling the seas.
Jharin - This is based on a VERY old rag I once made, the name was created to name a cat like demon. So the enemies here were going to be feline like. Cats, as hunters of both birds and fish seemed the perfect choice to take on the player.
Slime - They were going to be slimes. Gross slimes in a swamp.
Dead Things - Not sure where this was going.
Bosses - Nope, didn't design any.
Heroes
Fosh - Hawcaran magic user
I also had brief notes for some kind of 'wood folk ninja'
Towers
No towers were adapted for anything else. As with most things, there is very little designed. There would have been:
A Hawcaran barracks featuring Parrotins - Paladin Parrots.
A Hawcaran Artillery based on a Tern's nest of stones.
Allies found in the forest would be an evolved race of Weirdwoods and tree folk. These would have again been adapted from my Song of the Fae campaign.
Random Bits
The last level of the 'Present' (the campaign that was posted and completed) would be in the same map location as the first level of both the 'Past' and the 'Future'. I specifically designed all three level maps to have the same path, just with different sections available. In Chronological order (past, present, future) they show the meteor having crashed, it sunk into the earth and buried by the snow, and finally the crater formed where Hydrakus (the Present final boss) fell into a pit and died.
Never the less, I wanted to share all of this with the few people that might still be active here. Then I can put it all on a hard drive and clear it off my computer.
Plot Points and Lore
The biggest plot point that went unresolved is the one that was hinted at twice in the original thread.
RaZoR LeAf wrote:Without giving too much away, this story is very focused on time.
RaZoR LeAf wrote:There is no post credit comic, instead you are redirected back to the map screen. At the marker for Level Fifteen you will find two portals, one on either side of the marker. Tapping on one gives you a choice: Backwards or Forwards? Whichever you choose, the other will be locked out. For the sake of story continuity, you choose BACKWARDS.
Time Travel Plot
The Present (Post-Campaign)
Levels
Serpent Elite
2 levels
2nd level boss Jormagund, parts of body make up the level. Armoured other than head and spots on body, boss takes up entire path as it slithers towards the exit.
The Snake Pit
Deep Devil Elite
Battle goes UNDERWATER
Completely submerged towers are encased in a bubble allowing them to attack, bt level mechanic can pop bubble temporarily stunning the towers or stalling units.
Boss, something wet from Norse mythology?
Sunken pirate ship, Rusted Anchor mini-tower for undead pirate allies.
Skeleton/Ghost pirate mini-hero
Underwater volcano in DDevil temple
Under the Sea
Shipwreak Cove
Jotun Elite
Utgard, the stronghold of the giants. Boss Ymir, crashes through fortress walls revealing more entry paths. Squarish level.
Enemies
Heroes
No additional heroes were designed.
Towers
A tower of underwater pirate skeletons was conceptualised albeit very basically. It was later adapted fully into my Four Elements contest entry. This would have featured in the Elite Deep Devil levels, and can be seen in the maps as an Anchor strat-point.
Game Details
Customised Style Sets
Unused Produce
The Past
Levels
The Crater
Level Two
Level Three
Enemies
As always, there would be three main enemy groups. For the past, where the land was scorched by fire and a lot wilder the three enemy groups were:
Troglodytes - Cave dwelling creatures that did not venture out into the light. They would be based on typical dark cave creatures like strange bugs, obscure animals, and some kind of proto-caveman.
Wild Things / Badder Bugs - A mixture of wild hunting creatures and overly big bugs. Some of the badder bugs would be adapted from the Song of the Fae campaign I created before Chronicles.
Fire Demons - As the journey led towards the volcano, then the creatures would become more elemental. These would not be demons as we recognised from Kingdom Rush. The name 'fire demons' was only a lace holder for when the enemies would actually be developed.
Bosses - There were no bosses designed for the first two areas, but the final boss would have been some kind of volcano dragon god, most likely a hydra. The boss would spawn its own unique enemies, called Hydrakin. This would then tie in to the storyline of the 'present' i.e. the first part of the game.
Heroes
I had no heroes partially written for the Past, but I had partially created ideas for a young Thor, a Saurian Mage called Saquara (who was crocodilian in appearance and would be later honoured by having a temple built of him in the jungles), and a crossover hero from another game studio; Whisper of Swords, a wasp armed with twin swords from the mobile game Best Fiends. Like the Twilight Elf heroes she was a Badder Bug who turned on her own kind.
Towers
The main towers I had designed were adapted into the towers I used for the Four Elements contest. However, I will post them here in their original format.
Archer I, II, III (Contest Version
T.A.R.G.E.T.
Saurian Skull Splitter
Mage I, II, III
M.E.T.E.O.R.
Saurian Pyromancer congtest version
The Future
Levels
Level One
Level Two
Level Three
Enemies
Future enemies were even less developed, because obviously it was going to be the third part designed. I have conflicting notes in different folders as I was obviously changing things around, but here's what I do have.
Pirates - As a lot of the map was going to be water based, pirates and the like would be ruling the seas.
Jharin - This is based on a VERY old rag I once made, the name was created to name a cat like demon. So the enemies here were going to be feline like. Cats, as hunters of both birds and fish seemed the perfect choice to take on the player.
Slime - They were going to be slimes. Gross slimes in a swamp.
Dead Things - Not sure where this was going.
Bosses - Nope, didn't design any.
Heroes
Fosh - Hawcaran magic user
I also had brief notes for some kind of 'wood folk ninja'
Towers
No towers were adapted for anything else. As with most things, there is very little designed. There would have been:
A Hawcaran barracks featuring Parrotins - Paladin Parrots.
A Hawcaran Artillery based on a Tern's nest of stones.
Allies found in the forest would be an evolved race of Weirdwoods and tree folk. These would have again been adapted from my Song of the Fae campaign.
Random Bits
The last level of the 'Present' (the campaign that was posted and completed) would be in the same map location as the first level of both the 'Past' and the 'Future'. I specifically designed all three level maps to have the same path, just with different sections available. In Chronological order (past, present, future) they show the meteor having crashed, it sunk into the earth and buried by the snow, and finally the crater formed where Hydrakus (the Present final boss) fell into a pit and died.