A total conversion cooperative tower defense mod in the style of the classic Warcraft 3 custom map Burbenog. Play by yourself or with up to 7 (!!! not advised !!!) other players: select a kingdom, which will start out with level 1 towers unlocked for you, wait for all other players to join, select their kingdoms, and get in the game, and then you can build your towers and unpause to start the first wave! It’s highly recommended to check out the Reference Window (the “?” menu icon), especially when you first start looking at the tooltips for all the towers. Tower attack priorities can be adjusted by selecting the tower and dragging/checking/unchecking filters.
Very clearly most of the graphical assets are placeholders: models and icons in particular, but also projectiles and effects. If you would like to contribute models, though the format isn’t completely solidified yet (currently it’s just a single model, but ideally the weapon models will be separate from the tower base model, and then the weapon model could turn to face the primary target), or any other assets, please let me know.
DISABLE ALL NON-BASE MODS, INCLUDING ACE! This is a total conversion mod and may not play well with mods designed to work with the normal game.
- Check out the Reference Window (the “?” menu icon) for information on buffs and other iconography.
- Mouse-over the weather icons in the upper right to see information on upcoming waves. The most important counters you’ll need to have ready in time are towers that can attack Air and towers that can reveal invisible monsters.
- Click on the “Enemies” tracker underneath the game state information (in the upper right) during a wave to open the Spawned Monsters view.
- Donated gold goes to the common pool: any player can use resources from the common pool, and bounty (from killed monsters and wave end bonus) is awarded in equal shares to all players and the common pool. Wood cannot be donated.
- Saving and reloading works pretty well, as long as you’re not in the middle of a wave. If you’re in the middle of a wave, existing projectiles, “ground presences”, other attacks in progress, and monster AI will all get canceled, generally resulting in a small loss of effectiveness upon reload.
- Tower statistics aren’t fully reliable, I have plans to improve those for better use balancing.
- Speaking of balance, it may not be great.
- Landmarks around map edges might be a little funky; they’re a very recent addition and will hopefully be improved soon.
Buff durations in tooltips are still in game time (“hours” / “minutes”) while everything else uses actual seconds. Monsters each have one of a very few chicken names, regardless of species (besides the beetles, which have Beatles names).
- Tower tooltips don’t account for dynamic adjustments (e.g., from buffs granted by other towers or by weather).
- Some planned features, like tower attack accuracy (and monster avoidance) have not yet been implemented.