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Elemental War 0.9.9
As we're still busy with the multiplayer and the work on the map editor will be started for 0.9.10, there is not much for singleplayer right now. But of course we have some stuff for you and the usual multiplayer update.
As leader of an alliance you're now able to create an own flag for your alliance. We added a few different patterns and emblems you can combine and of course you can adjust the colors for background, pattern and emblem. Your flag is shown in your alliance and in the leaderboards next to your alliance members. We might add it also in-game in the future.
So far it was the best tactic to sell all towers right before loosing a game to get a higher gold score for your game. Of course that's a little stupid, so we now added the value of the built towers to the gold value, so you don't need to do this anymore.
In multiplayer now everything is synchronized. We had some first test sessions with a lot of bugs you can be happy to never see. The good thing is that they're fixed. So besides small features and optimization the focus now lies on gameplay testing and improvements.
Enhancements:
As mentioned above, the next multiplayer steps are adding new small features, improving the existing functionality (especially the synchronisation) and testing and improving the gameplay. Furthermore we'll add the first skills. For each match in multiplayer you'll get some experience points that will increase your level. For each level you'll be able to spend a skill point. The skills are meant to specialize on play style and improve your tactics there. For mod support the next step is to create the map editor. I'm not sure if it will be done for 0.9.10, so maybe it will be part of 0.9.11 in four weeks. We'll see. So far it's possible to play maps downloaded via Steam Workshop, but uploading them to the Workshop will only be possible when the editor is done, so currently this feature is useless. But when the editor is done you can freely create new paths or edit existing ones. For singleplayer I would like to further improve the balancing. I have the feeling some towers aren't as good as others. If you have opinions on that, feel free to give us feedback via the discussions, in-game or in our Discord.
[ 2019-03-01 08:20:41 CET ] [ Original post ]
Now it's already March, the multiplayer release is coming closer and closer. And here are the highlights for this update.
Highlights:
As we're still busy with the multiplayer and the work on the map editor will be started for 0.9.10, there is not much for singleplayer right now. But of course we have some stuff for you and the usual multiplayer update.
Alliance Flags
As leader of an alliance you're now able to create an own flag for your alliance. We added a few different patterns and emblems you can combine and of course you can adjust the colors for background, pattern and emblem. Your flag is shown in your alliance and in the leaderboards next to your alliance members. We might add it also in-game in the future.
Balancing
So far it was the best tactic to sell all towers right before loosing a game to get a higher gold score for your game. Of course that's a little stupid, so we now added the value of the built towers to the gold value, so you don't need to do this anymore.
Multiplayer
In multiplayer now everything is synchronized. We had some first test sessions with a lot of bugs you can be happy to never see. The good thing is that they're fixed. So besides small features and optimization the focus now lies on gameplay testing and improvements.
Full changelog:
Enhancements:
- the leader of an alliance now can create a flag for the alliance that is shown in the alliance and the leaderboard
- added functionality to use maps loaded from Steam Workshop
- added more monster sounds
- value of towers now is count into the gold value for the highscores
- Tornados now are smaller to improve the sight
- loading Classic Mode game works properly again
- fixed typo in a tooltip
- fixed another bug that caused player to be able to try to summon a fourth element when third one of a kind was still on the map
- hint on profile page now is only displayed when not already logged in
- Savegame creation now is more robust
- fixed bug that caused tooltip not always being high enough
- fixed bug in the condition of the Gold Fever quest
- several untreated exceptions in code now are handled properly
What's next?
As mentioned above, the next multiplayer steps are adding new small features, improving the existing functionality (especially the synchronisation) and testing and improving the gameplay. Furthermore we'll add the first skills. For each match in multiplayer you'll get some experience points that will increase your level. For each level you'll be able to spend a skill point. The skills are meant to specialize on play style and improve your tactics there. For mod support the next step is to create the map editor. I'm not sure if it will be done for 0.9.10, so maybe it will be part of 0.9.11 in four weeks. We'll see. So far it's possible to play maps downloaded via Steam Workshop, but uploading them to the Workshop will only be possible when the editor is done, so currently this feature is useless. But when the editor is done you can freely create new paths or edit existing ones. For singleplayer I would like to further improve the balancing. I have the feeling some towers aren't as good as others. If you have opinions on that, feel free to give us feedback via the discussions, in-game or in our Discord.
[ 2019-03-01 08:20:41 CET ] [ Original post ]
Elemental War
Clockwork Origins
Developer
Clockwork Origins
Publisher
2018-10-18
Release
Game News Posts:
77
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Mostly Positive
(22 reviews)
Public Linux Depots:
- Elemental War Linux [2.6 G]
Casting a forbidden spell the young apprentice opened a dimension gate through which deadly monsters now enter our world. Can you team up with a cowardly goblin, a dreamy warlock and a self-proclaimed expert to be able to stop the creatures? Or more precisely: Are you ready for the next level of tower defense games?
Heart of the game are its three game modes which present completely different challenges to you:
This mode follows the classic rules of a tower defense game: Survive 60 enemy waves by building your towers at the strategically most convenient positions and strengthen your bastion using combinations of the seven elements.
No pause for breath: In Survival Mode, the enemy waves follow each other directly – and constantly confront you with enormous problems. Here all your skills are required from start to finish. How long are you able to withstand the monsters?
Only for real heroes: There are no limits in this mode. Each enemy has a unique feature that makes your life difficult – in return, you'll find powerful items to reinforce your towers.
Elemental War offers you:
- Endless fun: 3 game modes, 5 difficulty levels, 6 scenarios, countless maps and enemy types – dozens of action-packed hours are waiting for you
- Rankings: Compete with your friends and players from your city, your country and the world – and check out how the best play via detailed rankings
- Hero mode: RPG elements in a tower defense game – monsters with individual characteristics, items to strengthen your towers and quests for special rewards
Heart of the game are its three game modes which present completely different challenges to you:
Classic Mode
This mode follows the classic rules of a tower defense game: Survive 60 enemy waves by building your towers at the strategically most convenient positions and strengthen your bastion using combinations of the seven elements.
Survival Mode
No pause for breath: In Survival Mode, the enemy waves follow each other directly – and constantly confront you with enormous problems. Here all your skills are required from start to finish. How long are you able to withstand the monsters?
Hero Mode
Only for real heroes: There are no limits in this mode. Each enemy has a unique feature that makes your life difficult – in return, you'll find powerful items to reinforce your towers.
MINIMAL SETUP
- OS: Ubuntu 12.04+. SteamOS
- Processor: Dual Core with 3 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 2GB AMD R9 285 (GCN 3rd Gen and above). 2GB Nvidia GTX 680 or better
- Storage: 4 GB available space
- OS: Ubuntu 12.04+. SteamOS
- Processor: Quad Core ProcessorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GTX 970 4GB. AMD R9 290 4GB
- Storage: 4 GB available space
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