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Do note that if you chose to absorb every sin, you can still get to the ''good ending'' if you go on. Each ending has a different ''final home realm level'' which plays very differently compared to the rest. In terms of gameplay, you shouldn't really struggle much since the Sin Absorb Path gives you access to Underworld creatures at the cost of Outworld ones.
It's really annoying that I cannot do that. Now I'm stuck with a unit composition and a story that I never wanted, have to progress until the very last level, and I won't WANT to replay it all just to clear the record.
Frustrating.
Bonus objectives are spread on the map and usually are either in the center or at the corners. If you scout a bit using prophecy spell or revelation ritual you will figure out where they are located.
Once you learn the map layout, things will become significantly easier.
An entirely different problem: There's no indicator where to find the bonus objectives, they tend to get found by others first in later levels but without an idea where to find them there's no way to win that race.
Level won't end on it's own just because you killed every enemy.
1. If you have absorbed any Sin, just prioritize getting the underlord gate and you'll be fine.
2. If you find your army does not scale up quickly enough, try a Beast Den. They are not affected by the gateway issues, and they can quickly get to scary damage output. Just avoid close-combat beasts as they dies too quickly, and use your intelligent minions for the front line so your beasts survive. Also, micromanaging training in the Arena will improve your beasts really fast.
3. An army of about 25 beasts will overwhelm any isolated enemy, so attack at that point. The enemy cannot replace their high-level units, so picking off any level-6 unit is already a success and you can retreat, heal, train your beasts, and attack again.
Also, the choice of army colors is poor. Having the same green symbol on your and the enemy's army means you don't see if a battle is starting to become a win or a loss, so you don't know if or when you should withdraw.
Each next level is giving you massive handicaps on population. One unit per room until you capture some extra gateways to get 2-3 more or convert them. Absorbing sins rewards you with... eh well you being able to use base underlord units instead of empire ones. Yeah, I guess thats "difficulty" and runs just turn from enterntaining to minmaxing against AI skirmish-style.
Good as a "skirmish" type, but do not expect this to be any campaign, there is no story here besides the whole sins ordeal and dealing with consequences.
Make sure you have a vision over inhibitor. Clicking on it while it is under the grey fog will not trigger the dialogue window. Cast prophecy spell first, then do the click and everything will work just fine.
If something does not happen, please provide a screenshot or video and I'll investigate.
Main Sin Lord levels have no restrictions so it's up to player how to beat those levels. My advice here is to explore and capture as much stuff as possible since neutral shrines, gateways and artifacts will greatly help and make the level significantly easier.
I agree my work can be a bit underwhelming at times, but I ensure with a bit of practice and knowledge of map's layout many obstacles and challenges become quite trivial. If needed I can always provide an advice or two so I hope people won't get discouraged too much if there's something standing on their way. It's all doable, as long as you don't give up.
This campaign did take more than a year to make and I will be frank here, there were moments where I was asking myself if it was even worth spending so much time developing it and then dedicating extra time to polish and improve it afterwards. I was full of doubts and was often greatly discouraged due to all problems that game's editor made me face, some of which almost destroyed my entire work, such as infamous cloned core bug, but now I feel it was all worth it.
Thank you from the bottom of my heart.
I still hope other players who probably had chosen different route will have a bug-free experience but if not, I'm here and intend to do my best to solve as many problems as I can. I can say with all certainty that this is one of those few works that I'm now very proud of having done.
Fixed missing scripts and errors in Path of Reject Ending level.
Replaced old visual timer system with new one for all ending levels. Since old visual timer could not properly display 2 hours timer, it will now display seconds only and start with 7200 which equals to 2 hours exactly. I believe it will be less confusing to people than timer suddenly jumping from 00:01 to 59:59 again because of 1 hour pass.
Fixed other minor mistakes, such as ending dialogue and certain visual effects.
Please let me know if there are any problems with ending levels. Reaching each requires different choices being made so experience might vary from player to player. I'll try to repair any problem that gets reported as quickly as possible. Thank you everyone for playing this campaign and reporting bugs or other odd cases that do pop up in your play.
The timer set is 2 hours for both choices. Doing 1 objective should grant extra 15 minutes of time.
In first case it should be a fight against bosses without a need to attack the castle. In second case it's castle siege with crystals. Since you have access to special portal which grants you free units periodically ( independent from main portal, so you won't have your main army spawn rate slowed down ), you should be able to amass quite a large army and use it to progress the level.
Repaired some script errors in Home Realm 8. Repaired wrong key, now the proper key is granted.
Path of Reject level should now unlock correctly. Sorry for any inconvenience caused, this time it should work correctly.
If you have all 7 sins absorbed, you should be able to run Path of Reject level.
Another experimental fix on top of previous fix.
This time, endings and special world start locked, however completing Home Realm level 8 will unlock them ( you will still need key and previous limitations as listed in earlier fix do apply ). Upon beating any ending, special level will be unlocked ( key limitation also stays ).
Basically I've locked premature access to these levels. The rest will still work as listed in my previous post regarding unlock key system.
Experimental fix for endings.
It's been confirmed that another mechanic that should be working ( flexible campaign progression ) introduced by devs is not working ( no need to be surprised anymore ) so I introduced an alternative method here.
Basically right now all 4 endings and a 1 special level should be select-able and loadable from start, however, they will not progress and instead ''politely'' end themselves for you unless you own the required key which can be obtained by progressing a story properly. This system won't impact your currently progressed levels, so nothing is lost here. Simply speaking you can now ''preview'' those levels if you wish, but that's all you will get unless you reach them in the legit way.
PS. If you've completed Home Realm Level 8, know that only one level out of 4 shall be playable for you. Check level description for more information on which passage you may gain upon beating those levels.
The fact that new levels where not unlocked proved my previous theory regarding key system.
Simply speaking the keys awarded inside the level do not work on main campaign progress. This means my previous plan to use keys granted inside level to progress further does not work so my other way should be used. I'll activate it now which will grant access to home realms from start, but they won't be playable unless the proper key is owned ( which you should have based on which key you were granted in Home Realm 8 ).