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Quest became much easier
If it's too easy for you, you can try to beat the advanced version ;)
2ghyujkilop24
The monsters HP was halved, but their gold doubled
The gap between the waves increased from 60 seconds to 2 minutes
The number of monsters increased slightly
have a nice play
Just uploaded a bit more difficult version of this quest ;)
Expert version:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1649474548
Just uploaded a bit more difficult version of this quest ;)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1602753478
It is a easier than before the update, but it is still fun
After destroying first lair, I tried for the second but a plague broke out to all of my units. It slowed them down so much, the fighting turned away from my side. In this play through, I fought the rat king which I did not have to fight in the previous playthough (maybe I won it too early?)
I was overun and my kingdom destroyed.
I think that the krypta route is possible to do now, but it might take being lucky and diligent with healing plague, and also to build high level guard houses near the lair. I found the high level guardhouse much more useful in this ession. I also noticed high level guardhouse seemed to kill spiders in one shot!
Also, I learned that rangers can apparently learn "power shock" from the library...!
I tried the scenario again after the new update. I wanted to try the krypta line again
I was able to destroy one lair, and it was pretty fun to see so many vampires turned friendly. But things were going much slower compared to my paladin run (which was victory in turns around 40-45)
I had:
5 Krypta
6 Warrior
3 Wizard
5 Lunord
6 Fervus
2 Embassy
6 Ranger
Nice setup, mobs at day 100+ is quite hard, but I think your Adepts at level 30+ can destroy everything ;)
1. Fixed bug with display of the Lair health (could still be overhealed by 500 when the damage is less than the regeneration)
2. Significantly reduced regeneration and chance to spawn defenders of the first and second lair, but slightly increased in the last Lair.
3. When the Lair dies, it increases the life of other Lairs.
Its looks like a bug, but it is not a bug its a feature)
You win?! Greetings! Maybe the map is still too easy ?)
I'll fix the lair's health bar.
Eventually the lairs hit around 10,000 health if you do not overwhealm it right away and you need to have a large number of heroes doing high damage to get past the regeneration (and all the bosses and monsters spawning)
When I tried to attack them, they increased maximum health and spat out bosses. Eventually one got to 10000 health, and with so many bosses I was unable to scratch it. Maybe the regeneration is adding to the maximum health when it heals? I do not know
Either way, it is fun regardless
1. The fire range of the guardhouse has been increased to 450 units.
2. Added two lairs.
3. Now lairs have small HP regen and can generate defenders when damaged.