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Autor Thema: Edain 4.6:Tower Defense  (Gelesen 516 mal)

FG15

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Edain 4.6:Tower Defense
« am: 14. Dez 2020, 21:47 »
Greetings, companions of Edain!

For quite some time, Edain didn't have an official Tower Defense anymore, therefore we are happy to present you the new Edain 4.6 Tower Defense.

And in this Tower Defense, the player has to actually build towers.


Click on the image to open the video on YouTube

Enemies follow the river that flows through the map from the top left to the top right. If an enemy reaches the end of the river, the game is over.
Each player has two ravens as their starting units. They can be used to capture the buildplots along the river where each player can build their towers after capturing the buildplot.


Different towers have different strengthes and weaknesses. They differ in their base stats, how much damage they deal, how fast they attack, how far their attack range is or which damage type they deal. But they also differ in their upgrade possibilities. Building a tower is only the first step. Once it is finished it can be upgraded in a variety of ways. Some upgrades improve the base stats, while others change the damage type, weaken enemies for some time, or buff nearby towers.
These upgrades are unique for each tower and different towers have different upgrade paths.
Simply having the money to build a tower or purchasing an upgrade doesn't mean that spending it right away is always the best choice. Planning ahead and thinking about the positioning of your next tower might be what gives you the edge over the incoming waves of enemies.


The enemies will appear in waves, each consisting of 7 subwaves. Each of those subwaves is approximately of equal strength - except that it is completly random. No game will be like the other and the player has to adapt his strategy to the enemies that arrive.
Because each enemy that tries to break through your defenses has different strengths and weaknesses, you have to make sure that you have an answer for each of them. You will have to balance the risk of overcommiting with taking care of certain enemies easily.

An overview of the different traits that enemies can have can be seen here:
  • Orcs: Orcs and their kin are simple and weak creatures, but become stronger for each other nearby kind of orc
  • Heavily Armored Foes: Heavily armored enemies like the Men of Gondor, the Uruk-Hai of Isengard, the Elven Warriors of Imladris or Mirkwood, the Men of Carn Dum and the Dwarves of the Iron Hills take a lot less arrow damage due to their armor.
  • Wood Elves: Wood Elves know secret paths through the woods.
  • Dwarves: Dwarves are unstoppable and can be only slowed by 20% per unique source.
  • High Elves: High Elves take reduced magic and elemental damage.
  • Large Monsters: Large Monsters have an especially thick skin and take no damage from weak attacks.
  • Northlings:The inhabitants of Angmar are immune to ice damage and can't be slowed by the cold.
  • Heroes:Heroes aren't affected by any damage or effect of which they aren't the main target.
  • Leaders: Banner Carriers, Overseers and Drummers motivate nearby allies and give them specific advantages depending on their faction.
  • Riders: Riders are faster than normal units, but take more damage from Pikes.
  • Hasharin: Hasharin are masters of disguise and already appear at the midpoint of the river.
  • War Machines: War Machines take a nearly no Arrow, Magic, Ice and Poison damage. They also protect allies in different ways so they take less damage.
  • Undead: Undead take less damage from anything but magic.
  • Minions of the White Hand: The minions of the White Hand gain special effects and attributes when their health drops below a certain threshold.
But while those are the most common traits that enemies can have, some traits are more varied and units also can have multiple traits at once.


The Towers


The player has a variety of buildable towers to choose from

After presenting you how the enemies might look, here is also an overview of the towers the players can build and what they specialize in:
  • Lothlorien Tower: Great arrow damage output, great range and supporting nearby towers.
  • Mirkwood Sentry: Great arrow damage against single foes, and can also deal magic damage.
  • Mordor Barricades: Weak on their own, but great in numbers, they deal arrow and also fire damage and are able to weaken their enemies.
  • Westfold Watchtower: High Pike damage, but no target control.
  • Rohirrim Tower: Enemies are crushed by the Rohirrim, but once a Rohirrim dies, it takes some time until they return.
  • Ranger Camp: Is able to launch an Arrow Volley at enemies and weaken them.
  • Gondor Border Fortress: Great arrow damage output, but also fire damage and area damage.
  • Traveling Camp: Levels up through experience and gets stronger on higher levels, slowing enemies and dealing great magic damage.
  • Dwarven Citadel: The Mighty Catapult launches attacks that crush its enemies and can also deal fire damage.
  • Dwarven Mineshaft: Spawns mineworkers, which dig a tunnel towards the nearest other mineshaft dealing siege damage to each enemy they cross.
  • Isengard Sentry: Deals great damage against single foes, and can deal extra damage against heavily armored enemies and monsters,
  • Wizard Tower: Deals great magic damage against single and multiple foes. Can also actively disrupt them.
  • Angmar Tower: Is able to massively slow single and multiple foes and deals ice damage in an area.
  • Tower of Sorcery: Curses enemies with a variety of spells, turning them into undead, poisoning them, or freezing them.
  • Plunder Tunnel: Low damage, but generates resources with any attack that can be improved by poison over time, and plunder for nearby allies.


We hope you enjoyed this preview of the Tower Defense in 4.6. As always, we are looking forward to your feedback!

Your Edain Team