Monster's Cave IMPLEMENTED

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Alexander82
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Re: Monster's Cave IMPLEMENTED

Post by Alexander82 »

Let me give some tries :D
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Alexander82
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Re: Monster's Cave IMPLEMENTED

Post by Alexander82 »

This one?
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Alexander82
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Re: Monster's Cave IMPLEMENTED

Post by Alexander82 »

Daniel have you tried that?

Also can you edit the monster cave already in game to work on normal terrain and add warg riders?
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Stratego (dev)
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Re: Monster's Cave IMPLEMENTED

Post by Stratego (dev) »

ok, up on serer the 2 version of caves.
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Alexander82
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Re: Monster's Cave IMPLEMENTED

Post by Alexander82 »

Thank you!
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Re: Monster's Cave IMPLEMENTED

Post by Alexander82 »

Daniel i've tested the caves

Both lack wolf rider and the ground version lack the ettin
Last edited by Alexander82 on Fri Aug 26, 2016 7:54 pm, edited 1 time in total.
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Re: Monster's Cave IMPLEMENTED

Post by Stratego (dev) »

ok, ettin is in, will be in next.
wolf rider i dont agree (yet) that we should spread the wolf rider building points (it is the most powerful unit for orcs, fast and buffed it is unstoppable)
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Alexander82
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Re: Monster's Cave IMPLEMENTED

Post by Alexander82 »

I think that there are stronger units. anyway every other race has a factory to build the main unit, undead knights at the graveyard and mummyes in the crypt for undeads, elven archers at the archery range for the elves, knights and mages for humans in their respective buildings.
Orcs cavalry is a good unit but i think that 2 upgraded swordmen might also be better when buffed (only speed is worse), so i don't think we should make them just at the tcs (imho) but wer might allow them in the monster caves.
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