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Marble Kingdoms 23 Part 1
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Not just a marble battle, but the entire war.
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Join this channel to get access to perks:
Signup form for having your name appear in Marble Kingdoms:
Changes since last version:
- Mage increased push spell cooldown, reduce magic missile homing ability
- Attack trigger minimum garrison size reduced from 20 to 10, making it easier for high level heroes to go out
- Weapons will no longer collide with the edge of the battle arena
- Hammerman unlocks splash damage one level earlier
- Fixed magic missiles staying into the next battle
- Made it easier for the king to stay in the back of the castle
- Captains will now only spawn when an attack is launched while the player has no captain.
- Battle max time to retreat changed to 60 seconds
- New battle arenas
- Fixed named marbles being able to flee off the game world map
- Fighters attempting to retreat is now indicated using a white flag icon. They can retreat by touching any side of the arena, with the exception of the inside of the castle walls.
- If a nameless unit becomes a kingslayer, they will get a name.
- Flee mechanic removed.
- Defenders can retreat from a town just like attackers - when all defenders flee, the attackers will conquer the town. The fleeing units will form a new party that will retreat to their home city.
- Ranged units need more distance in order to retreat.
- Bunch of other small stuff I forgot about
Credits:
Music by:
PhatPhrogStudios - RPG Music Collection, Epic Dungeons, Heraldry Medieval Combat Music Collection
Dark Fantasy Studio - Shadows Guild Epic Adventure Music Pack, Forgotten Realms Epic And Adventure Music Pack
Andrew Sitkov - Fantasy Adventure Orchestral Loops Pack, Heavy Riffs - Modern & Heavier
Artwork:
BluBerrey - new battle arenas
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Join this channel to get access to perks:
Signup form for having your name appear in Marble Kingdoms:
Changes since last version:
- Mage increased push spell cooldown, reduce magic missile homing ability
- Attack trigger minimum garrison size reduced from 20 to 10, making it easier for high level heroes to go out
- Weapons will no longer collide with the edge of the battle arena
- Hammerman unlocks splash damage one level earlier
- Fixed magic missiles staying into the next battle
- Made it easier for the king to stay in the back of the castle
- Captains will now only spawn when an attack is launched while the player has no captain.
- Battle max time to retreat changed to 60 seconds
- New battle arenas
- Fixed named marbles being able to flee off the game world map
- Fighters attempting to retreat is now indicated using a white flag icon. They can retreat by touching any side of the arena, with the exception of the inside of the castle walls.
- If a nameless unit becomes a kingslayer, they will get a name.
- Flee mechanic removed.
- Defenders can retreat from a town just like attackers - when all defenders flee, the attackers will conquer the town. The fleeing units will form a new party that will retreat to their home city.
- Ranged units need more distance in order to retreat.
- Bunch of other small stuff I forgot about
Credits:
Music by:
PhatPhrogStudios - RPG Music Collection, Epic Dungeons, Heraldry Medieval Combat Music Collection
Dark Fantasy Studio - Shadows Guild Epic Adventure Music Pack, Forgotten Realms Epic And Adventure Music Pack
Andrew Sitkov - Fantasy Adventure Orchestral Loops Pack, Heavy Riffs - Modern & Heavier
Artwork:
BluBerrey - new battle arenas
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
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