ORCS MUST DIE! UNCHAINED: UPDATE 2.4 INTRODUCES NEW HERO, MORE PVE CONTENT AND GAME DESIGN CHANGES
Attacker mage Oziel makes use of soul thievery and morbid tactics | Unchained Fortress playable in PvE | Fresh leadership and War Camp system
The closed beta of the green-skin themed and all-action title has today received an extensive update in version 2.4. In Oziel, Gameforge and developer Robot Entertainment are introducing a life-stealing hero whose full potential unfolds as the game round progresses. PvP players will enjoy the adapted system for leadership points and War Camps as well as the introduction of new magical barriers and destructible objects for additional in-game resources. Fans of the cooperative mode now get to venture out onto popular map ‘Unchained Fortress’ in the endless mode against AI-controlled enemies. In doing so, players can now also make use of the well-known physical traps from previous versions, which throw minions metres into the air, for example, and in doing so, allow for particularly elaborate trap set-ups.
The ‘What’s new in Patch 2.4’ video
How to Survive Orcs Must Die! Unchained Endless Mode
Oziel, the Soul Thief – Hero Overview
Live and let die: Oziel, the Soul Thief
The floating mage Oziel has a very bad habit: he sucks out the life force of his enemies to strengthen himself. Using his passive ability, he gathers the souls of fallen minions and heroes over the course of a match, in doing so he continually increases his maximum mana stock, which then has a direct influence on Oziel’s other abilities. A good example being that the effect duration of ‘Desecrated Ground’ (where spirit hands rise out of the ground and slow nearby enemies) depends on the value of Oziel’s total mana. Another of the abilities has Oziel summon a soul that then attaches to the ankles of a hero, weakening their attacks by 30%. If this player is then additionally hit by Oziel’s follow up attacks, the attached soul will explode and inflict surface damage to the amount of Oziel’s mana balance.
August shine: leadership point changes, destructible objects and magical gates
Soon players will be able to save themselves the traipse back from the action on the battlefield to their camps in order to invest their hard-earned leadership. Instead, points will now be credited directly to the War Camp whose lane you have earned them on.
Also new are the destructible objects, which have been distributed across the whole map in the form of vases. They provide players with additional leadership and experience points. The function of the magical barriers here to replace the old gates is straightforward: your own units and fellow players can pass through them but your enemies and their minions will need to break their way through as with the previous blockades. Damaged barriers can be regenerated over a period of time, and completely destroyed barriers can be rebuilt.
More game depth, more accessibility
The leadership mechanic changes save players time and make new tactical opportunities available without players having to leave the action. Now players can pose them questions such as whether it is better to continue to protect a well trapped lane, or to concentrate their efforts on the remaining routes in the hope of achieving dominance in the later stages of the game. For new players, Robot Entertainment has created a whole new Starter deck built with an easier entry into the game in mind. They have also included further tweaks to balancing of individual heroes, cards and rewards.
The complete list of changes can be viewed in the patch notes: http://bit.ly/OMD_Patch2_4
The biggest changes in the update at a glance:
+ New hero: Soul Thief Oziel, an attacking-minded mage, whose abilities depend on his total mana amount
+ The ‘Unchained Fortress’ map now playable in PvE
+ Leadership points no longer a placeable resource; the currency now goes directly into War Camps
+ Destructible objects allow players to earn additional leadership and experience
+ Return of popular physical traps in Endless mode