Orcs Must Die 3

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Bun

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bunbunni

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13 comments

  1. fudeg1
    fudeg1
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    not sure if this is recent however im having issues where i cant pick up the drops that enimies leave behind on death
  2. Venvin
    Venvin
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    Could you please provide a version without the extremely expensive war scenario platform? It costing near 5k doesn't make sense to me.
    1. bunbunni
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      Will be doing a balance check before the new DLC. This is one thing that will be priced down to something normal again.
    2. Sablicious1
      Sablicious1
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      Will you be updating this for the "Tipping the Scales (DLC2) update?  The mods still works, however, the new char., weapons etc. (and enemies) won't appear while using it (as was the case with the "Cold as Eyes" DLC)....
    3. bunbunni
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      i dropped off the face of the earth once Cold as Eyes dropped as it was going to mean a lot of fixing things and more effort than I could be bothered with at the time. But I'm planning on hopefully coming back in a bit and getting things back into working order. Hopefully. 
  3. Sablicious1
    Sablicious1
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    Some things I would not mind done:

    • increased (~33%) jump height for Gabby
    • trebuchet trap placable on wall or floor (in fact, any and all traps placable wherever they could logically go)
    • some trap optionals changed -- e.g., flame vent wall placability replaced with "sometimes flips heavy units"
    • rotatable butterfly traps
    • sachet bomb weapon option changed to "oil", that increases fire damage (same effect as the tar trap)
    • auto-fire (hold) for the primary attack of the arcane wand... 
  4. AngelSnakeX3
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    Is it possible to have a version that just modify heroes ?
    1. bunbunni
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      Aye, in fact, I think I will make each part of the mod separate. E.G Traps, heroes, weapons, enemies.
      I'll likely get that done around the new DLC release.
  5. SmolShippie
    SmolShippie
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    Think I've found an unintended behavior - mana regen trinket activation doesn't work on allies, I tried activating it and my partner didn't recieve a single benefit, it would be a lot more exciting if I had more ways of interacting with my partner!

    Also when you charm enemies with scepter of dominion the enemy seems to be very inactive, sometimes just standing still, maybe give them the AI of the knights? They seem to charge at an enemy the moment they...exist xD 

    Also I think that adding the ability for cooldown reduction trinket to ressurect dead guardians would do a lot of good! Right now if your archers are dead in rift lord difficulty good luck getting them back
  6. SmolShippie
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    Is the rift protection trinket supposed to have 10 seconds cooldown while also having an active duration of 15 seconds? That means every scenario is unlosable as long as you keep spamming the "orcs getting into the rift don't hurt your HP" effect

    By the way I finished testing all of the weapons and here are my conclusions:
    + You actually did it, most the weapons feel somewhat usable rather than just spam stone staff or whatnot
    - Melee weapons besides elven knives feel extremely weak compared to most ranged weapons due to the damage they can do with headshots, I say keep the huge headshot damage to encourage aim and focus while also rewarding melee weapons for being in dangerous positions by upping their base damage or increasing damage resistance/hp while holding them
    - Dwarven hammer primary hit feels extremely weak compared to any other melee weapon, broadsword loses 20% damage but also heals you a huge amount and has higher fire rate, similar deal with blade staff and elven knives are just a monster when it comes to sustained dps, in order to make sure the hammer primary has some kind of niche I suggest increasing the damage per swing significantly maybe even double but equally reduce the fire rate of the weapon so that it is super slow when it comes to sustained dps but allows for hit-and-run burst dps
    1. bunbunni
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      Oh... no the Rift protection is not meant to be that short at all. It must have been set to 100 but I somehow lost a zero there.

      For melee weapons, I wanted them all to have an option to heal the player. But could not get it to work, so I upped the damage of elven swords and hammer greatly. Originally the hammer hit much slower but I changed it near the end to make it feel better to use. But seeing someone else even thinks slower but hits harder is a good call. I'll try that out again!

      Thanks for the feedback! Greatly helps!
  7. TaigenJ
    TaigenJ
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    Been waiting for something like this to come along. Getting it ready to try out now. I've got to add though, your description page has a lot of parts where I literally can't figure out what you're trying to say! :P
    1. bunbunni
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      Yeah i feel you on that, my next big step is formating some patch notes. Instead of having them mixed in with thoughts. Comes off very rambling atm.