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Dragonchampion

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  1. Hm, alright, I'll redo and work on condensing and making it better. I have a new plotline I may work on, and see what I can do. This is one of the reasons I was worried about trying to write as it was; I'm not one to really be able to read the underlying themes and instead have a topical look at things. I'll see what I can come up with to help, but doesn't seem like this one was a good one. Ah well.
  2. Does that mean I should stop working on the other two expansion ideas?
  3. Been a fan of Battleforge through most of its life back when it came out. Dumped almost $500 back then on packs, and always adored playing it. One thing that always excited me was the story, and what could happen in it... imagine my sadness when the game closed its doors. However, now that it's got new life, and the story has progressed, I have had a lot of fun, but would love to see more campaign maps, and a couple new factions, since there are some nice ones that could be added! So, I'm going to have three Expansion Ideas, each with a new faction. Each will have their owon forum post so it won't get too cluttered with ideas. Even if they aren't used, maybe some of my ideas for worldbuilding or cards could be helpful for the devs. Who knows! Now without further ado... Fall of the Twilight Cult With the Twilight Plague having been destroyed and the Lost Souls put to rest, dangers are still abound from the remains of the Twilight Cult. Scattered and without a way to transmit the plague, the Cult seeks another method to infect and spread the plague: the remainder of the missing Gods, who have been missing since Brannoc's betrayal. However, deep within the ranks of the Twilight Cult, something evil stirs, far beyond what the mortals of Lyr or even the Skylords can dream of... NEW LEGENDARY CARDS: T2 LEGENDARY: The Great Archive - [Retexture + Scaled Up: Power Well] Essentially is a mix of the Juice Tank and the Resource Booster. Gives 25% faster power and raises the cap by 30% for all power wells around it. The balancing factor is that you can have only one on the map, like The Incredible Mo. T4 LEGENDARY: Erla - [Retexture: Evil Eye] A slightly stronger Twilight Evil Eye. Gains an active ability: "Bountiful Harvest" that heals all allies within 100m around half the strength of a Rebirth spell. T4 LEGENDARY: Oxar - [Retexture: Ironclad] A stronger version of the Ironclad that has a book motif, if possible, as well as Twilight coloring. Does not root like the Ironclad, instead does an AOE attack that is around as powerful as the Treefiend Twilight unit all around him. NEW TWILIGHT CARDS: T3: Twilight Cultist (R) - [Retexture: Cultist Master] Similar to the card it's modelled after, the Twilight Cultist has the Active Ability [Twilight Call] which summons 2 Twilight Brutes. R Infusion: All surrounding Twilight units deal 20% more damage. T3: Twilight Cultist (G) - [Retexture: Cultist Master] G Infusion: The Twilight Cultist heals for 5% of its max Hp per second when near a Twilight Brute. Campaign: Fall of the Twilight Cult The campaign would be based around the return of the Twilight Cult's attacks, as happened in the early years of the Twilight. Unknowning where this new wave of Twilight is coming from, the Skylords have to spread out to discover the source, and end the Twilight Curse once and for all. All of the following maps are Advanced difficulty or higher only Chapter 1: Old Enemies (1 Player) This single player map begins with a group of Lyrish soldiers patrolling near the edge of an old forest. When they get closer, they are ambushed by Twilight Slayers, and they flee back to the Power Wells, where the Skylords appear. The mission then has the player hunting down three Twilight camps, with the soldiers commenting how they thought the Twilight Plague was over, and how they built up so much. After the third camp is defeated, the focus goes to a larger Twilight Camp, and a large building that has to be gotten close to. Once the player attacks the large camp and gets close, a Twilight Cultist appears and transforms himself into a stronger than normal Skycatcher (Higher difficulties adds more cultists). When the player wins, it's revealed that there's a strange liquid inside the building, that reeks of foul magic. The soldiers find a book on the old pantheon, and wonder if one of the old gods are behind this. The soldiers state that they have to hurry and inform the others in Lyre about the return of the Twilight. Chapter 2: Knowledge Hunt (1 Player) This mission revolves around two phases. Cutting through the large waves of enemies long enough to set up in the central area, and holding the central area and the Great Archive. The western part of the map is well-defended and allows the player to recuperate between each attack, while the middle area is right in the way of the massive horde as it comes each wave. There are 5 waves, (7 in Expert) each larger than the last, with the 5th (and 6th and 7th) being incredibly dangerous. The difficulty increases in Expert difficulty, but not too much, as the difficulty comes from Wave 6 and 7. Around the map there are several different twilight camps that assist with the caves. Destroying them reduces the amount of enemies in each wave, 4 camps in total. By destroying all 4 camps, the waves are reduced to half strength. After the 5th (Or 7th) wave has been defeated, the player wins. Chapter 3: Infected Blood (1 Player) This mission begins with the SKylords appearing in the Temple of Harvest. Built of Nature and Twilight towers and creatures both, it is lightly defended, but the main feature is the Evil Eye boss in the center, "Erla". Erla explains that when the Harbinger was banished, he slowly regained more and more of his senses, and was able to be calmed and led back to his sanity by his loyal priests. Once he did, he took the Twilight he controlled, and came to his temple to recover from the curse that had befallen him. He would ask about Brannoc, and be glad that he is dead, but would be sad about Viridya, who he thought of as "His Little Flower" (Bonus points if you can get him to say some special lines if Viridya is summoned like what happens with Ravenheart in a Mo mission). However, he explains the other Twilight are still mad, and once they discovered his Temple, started attacking it. One of his former priests, by the name of Carnog, is leading the assault, and he begs the help of the Skylords to protect his temple and his followers. This begins a large defense mission, where the player must defend 3 routes (5 in expert) into the temple. The temple is very defensive, but the waves are strong, and require a heavy defense. Carnog has a lieutenant at the end of each of the defense points, allowing the player to attack them to remove the threat of being attacked from each direction. Each one has 3 main camps, leading to a total of 9 (or 15) camps to destroy to end the siege. Once the siege is over, Carnog taunts the players and comes out, turning into a powerful Nightshade plant and telling how much better it is to simply succumb to the Curse. He challenges the skylords to defeat him, if they can, leading to a large boss fight where he spawns enemies from caverns nearby every so often. In his last breath, he mentions that everything is futile, because they have limitless numbers, and taunt the Skylords to go south, if they want to save their precious gods. Erla thanks the Skylords, and comments how he knew they could do it, and chose them well as guardians. Chapter 4: God Hunt (1 Player) This mission is based around getting to three gods in time. Two of the gods use the same model as Mora, and are Vor, God of Stone, Jrat, God of Ice, Oxar, God of Knowledge is the final one, using a model for a Legendary card, mentioned above. Each one is defended by a large Twilight camp, which is set up in a multi-ringed city similar to Minas Tirith. The player has to get through and save the gods before they succumb to insanity from the torture, If the God reaches 10% HP, they will go insane, and become a dangerous boss that must be killed to progress. Each time a God is freed before their HP is reduced, they join the player to assist their army in getting through the next challenges. In Expert mode, all 3 gods must be rescued, in Advanced, only Oxar is needed. After Oxar, God of Knowledge is freed, he explains that he was the first to be infected by Brannoc, but also the first to regain his sanity from the plague when the Harbinger was defeated. He explained that he had refused to go to the Sunbridge because of it. He explained the fear the other gods had, (With some extra dialogue if the other two gods are alive) and they realized their true nature as the Plague afflicted them, as children of the Skyforge. However, he warns Moon that there is someone pulling the strings, even beyond the Harbinger. He tells of the Trade that he had heard mentioned before the Plague was placed, and he thinks that he was infected first, a stipulation told to Brannoc by the Harbinger. Chapter 5: Blood Rituals (2 Players) This mission is once more a mission based on attacking, but this time the players must work together to push into the Amii fortress together. One player defends, and then the other player attacks in between waves of enemies to try to deal enough damage to the camps to push deeper within. In each camp is a barrier controller that must be used to allow their partner to continue (disabled when only one player is playing). After the last of the camps fall, the four Cultist Mages in the center of the fortress must be cut down, but they are protected by a large army. Once these four Cultists are dead, then a scene plays showing that the Cultists had information on a hidden Amii ruin not far from the fortress. Chapter 6: Buried Answers (2 Players) This is... quite a difficult map to create. It's a trap-fest with heavy lore drops, The player controls Moon and Oxar to go inside via a teleporter, as well as some soldiers, with the rest remaining to defend the fortress outside. There will be several traps, such as Simon Says (From Oracle) but also things like elemental traps from the map "Nightmare Shard" that must be carefully timed and run through or it will damage Moon and Oxar. After eight minutes (five on expert), Twilight begin to attack the entrance, and the player must protect it while diving deeper into the Amii ruin. If the entrance is destroyed, then Moon and Oxar are lost within, and game over. The deeper they go, the more they find ancient statues coming to life (Amii Phantoms and Paladins) and attacking them. Oxar and Moon would need some support as well to survive the larger waves. Once they get deep enough, they find a device and activate it, finding out that it's an archive machine. Through it, they find the Amii were the ones who traded for the Skyforge; only the General of the Amii Legions did not accept the bargain made. With this newfound power, the Amii created a great empire, and flourished in floating cities. Continuing through the fortress, Moon and Oxar cut their way through a giant, who had been created in the Skyforge by the Amii to defend their fortress. (It's a Jorne model named "Forged Giant"). Once they defeat him, they find another Archive device. In this one, they learn that the General of the Legion voiced his discontent, and a civil war broke out, those who believed the Skyforge was not a worthwhile trade for their afterlife, and those who believed it was a fair trade. Suddenly, the Amii civilization began to crumble as Amii blood fell from the sky. Moon and Oxar must continue through the final section of the fortress now, and fight a pair of Juggernauts named Alpha and Beta. These Juggernauts are very strong, and take quite a bit to get down. After they take them down, they find the final archive device. In a final act of desperation, the Amii Emperor used the Skyforge to create beings of incredible power, that they would then use to defeat the rebels once and for all. Unknowingly, theb y would create the first of the gods. The Gods, however, were fledgelings, not knowing of the world around them or their powers, and the immense power of creating such beings drained the power of the Skyforge, and the Emperor tried to take a shard of the Forge to the fortress to power it, in an effort to keep it flying, to no avail. The fortress fell, signifying the end of the Amii. Moon and Oxar both comment about the fall of the Amii, and move to the final room to get the shard of the Forge, only to find the room empty, much to their terror. Chapter 7: Twilight Siege (4 Players) This mission is based around an enormous four-way siege that the players must begin. Every so often, waves of Twilight forces will attack from the center of the map supported by spells being cast on one of the four players from the Shard in the middle of the fortress (The Twilight Leader taunts the players about his limitless power during the castings). The players must destroy four Amii Shrines that are empowering the Shard of the Skyforge, before the power destroys the entire siege. After the four shrines are destroyed, The mortal armies and Erla both appear with armies from the north and south respectively, and begin to attack the fortress. (Erla must survive, but remains back at the camps the attackers create). The mortals come with Stonekin and Fire support and Erla with Nature support. The two set up their camps and begin to send forces to attack the fortress, the players then having to assist the two armies in pushing deeper and deeper. The two armies send waves ever 2 minutes, and continue until the fortress falls. Once the fortress falls, a Twilight Cultist rushes towards the shard and then rushes back towards a cavern behind him. Moon shouts that the Twilight leader stole a piece of the Shard, and to follow him! Chapter 8: To the Sea (4 Players) This mission is based around hunting for the creature that took the fragment. Opening the mission, Moon explains that the plan is to use a series of Amii dredging machines in an archipellago to force the creature to come up. However, more of the Deep creatures stand between Moon and the dredging devices. There are five devices in total that must be captured and activated, protected by substantial Deep camps. Travel between the islands is done through shallows connecting them. Once the five Dredging devices are activated, the creature appears in the middle of the map with a large army, either in shallows or otherwise, allowing the player to fight them and reclaim the fragment, but the creature speaking for the first time, telling them that there will be more coming... and the Twilight Cult belongs to them. Chapter 9: Revelation (12 Players) This is a straight-forward defense mission on the same map as before. This time, there's twice as many entry points and the waves are much more dangerous, as wave after wave of Twilight mixed with Deep units assault the fortress. Waves appear every 7 minutes (4 on Expert) and the players must survive until the 5th and final wave. Each wave, the Deep leaders say how they were the ones who convinced the Twilight Cult to obey them, and imprison their own gods to use the Ichor. The 4th wave leader taunts that they were the ones who fed the Cult the information on the shard, and how close they were to reclaim it. Moon retaliates as the attack continues, asking why they wanted the shard so badly, and the revelation hits as the final wave comes. They are the Amii, using the Skyforge during the civil war to allow themselves to survive the coming world. And now, they were going to return, and reclaim what was theirs. When the final wave falls, the leader says with his last breath that this is just a drop of their army, and they will come... and they will reclaim the Skyforge. After spending around 6 hours on this, I look back and realize I have to cut out The Deep faction for the next expansion info, and even then, I still feel like I didn't do my best. I'll review, and perhaps repost this with a new synopsis and questchain with fixes in the future. I feel like I didn't quite do a good job with this and will correct it as needed, as well.
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