Page 3 of 3

Re: Monster's Cave IMPLEMENTED

Posted: Fri Aug 19, 2016 10:56 pm
by Alexander82
Let me give some tries :D

Re: Monster's Cave IMPLEMENTED

Posted: Fri Aug 19, 2016 11:06 pm
by Alexander82
This one?

Re: Monster's Cave IMPLEMENTED

Posted: Fri Aug 26, 2016 2:21 pm
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?

Re: Monster's Cave IMPLEMENTED

Posted: Fri Aug 26, 2016 7:25 pm
by Stratego (dev)
ok, up on serer the 2 version of caves.

Re: Monster's Cave IMPLEMENTED

Posted: Fri Aug 26, 2016 7:28 pm
by Alexander82
Thank you!

Re: Monster's Cave IMPLEMENTED

Posted: Fri Aug 26, 2016 7:37 pm
by Alexander82
Daniel i've tested the caves

Both lack wolf rider and the ground version lack the ettin

Re: Monster's Cave IMPLEMENTED

Posted: Fri Aug 26, 2016 7:46 pm
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)

Re: Monster's Cave IMPLEMENTED

Posted: Fri Aug 26, 2016 7:54 pm
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.