Latest update "Malice mayhem" added a few hardships (game modifiers for custom survival games). One of them allows you to have both heroes from the same faction, however their level is capped at 6 instead of 10.
Indeed they do, this is a map, where there is only one way to enter the base and it is that choke point. No wood lines, no nothing. You could play order, not clear the map at all and win there with like 30 catapults and nothing else Imo.
In my opinion this game needs wall and defence mechanics like age of empires 4. You have to be able to construct thicker and impactful walls with arming archers on top of them. Great video btw love your contents !
Yesterday I made it to death night 4 on EASY haha, it seems like the AI can choose the route for the wave, it won't ALWAYS take the shortest route... or maybe it did yesterday - but I had a glaring vulnerability in my defenses, there was a split in the road from the crystal, and I was building all on one side (still grasping the 'how-to' of sweeping), and the death wave just breezed by one gate to attack another more center of the map. I've been critical of this game, I'm not a fan of the story mode, but the survival mode MORE than makes up for it. Cheers man thanks for the uploads!
When the death night starts and the fog rolls in, there is a path of lightning that shows where the wave will go, from the crystal. That same path can be revealed in a large area, if you build a red tower, when the crystal becomes active. Good luck!
Cmon man I want to hear that beautiful accent! Cheers man, especially if you're from RU ;) Bought this game long ago and just now diving it, loving it so far.
Hey, I think that now that Volatists can no longer be emboldened, Harbingers have a bit more of a role to play. Using them to horrify defenders, to speed up melee units feels good. But for that you only need like 1-4 Harbingers. Mass harbingers are kind of shit, even in towers their range is low. But a single Harbinger does a LOT of damage, especially when horrified. Overall Volatists benefit too well from being horrified. Therefore I recommend NOT using fire sconces or anything that removes horrify unless it's a farming/non combat area.
How many hours did you have to spend in the game, learning and maximizing absolutely every little thing to do something so utterly impossible? How many rounds did you spend on just that map seed to make this possible? Huge respect.
Thank you! As of right now, I have a bid over 300 hours of gameplay. The map in the video was only played once by me. Having knowledge of certain niche game mechanics is what allows me to succeed in these "Off meta" strategies.
being able to do they are billions on hardest difficulty with my eyes closed, i thought this game would be easy....but i cant even get past wave 3 on normal..
Spearmen have 10 armour, if you don't lose it to Axemen or Banshees you can tank spitter shots because armour gives 70% damage reduction. And they don't die to suicide guys, because with enough attack speed they push them away faster than they can walk towards the spearmen.
While any faction can do this with enough units camping the spawn, getting to that stage in the game is super hard with melee only, unless you play Aurelia.
Hi i am learning the game, i just see this, all the video AND blow my mind how good AND compact it's your base on early game. Whats are your objetives or goals to complete in every death Night? Thanks and keep uploading videos like this
Hey @mrvasilitv6169, a simple build order to get your keep upgraded early on is one of the more important things (mostly for storage), unless you have a lot of stone and can get a warehouse instead. Death nights need a certain level of preparedness. N1 - 2-3 ballista towers and a few extra units is enough for any difficulty. N2 - need 3-4 ballista, 6-12 arbalets/hunters. Possible to do with only 12 spearmen and Aurelia too.. N3 - need 3-4 impalers or 2 flamers, 20 or more hunters/arbalets. A lot more on higher difficulty. N4 and N5 are the same, just bring like 40 arbalets and 20 impalers or what ever you have.. By the end of N5 you ought to have around 120 arbalets and 40 impalers to feel comfortable. What is most important though is not these numbers ^ but to expand and take as much space as quickly as possible. Therefore you should go for areas closer to middle of the map with weaker enemies and only really go for map edge when you have enough units to do it in reasonable time.