This level is hugely based on missile dodging.
You start off the level with 8 overpowered paladins, each capable of healing 500 health each time it cast heal, with 10 second cooldown. They have 80m cast range, but that proves to be a short range, later on.
There is a mere 10 ogres. One might think they are easy targets, at first: 5 artillery, 2 witches, 2 headhunters, and a Thoktar. The Thoktar is even debuffed, with his raise dead effective length decreased, poison cloud damage set to 0, as well as many other debuffs. However, they are still a formidable squad…
Have fun on this level!
WARNING:
This level is pretty hard. PM me if you have a solution. (I couldn’t find a way to missile dodge all those missiles)
The level is kinda hard now. Deleted 2 artillery, since they get killed by stray robot walker bullets anyway
Code that includes dodging plasma balls will definitely help in beating this level (Hint: Use Vectors)
The plasma ball dodging in this level is easier than the apocalypse level (apocalypse is literally swisscheese problem. Kind of a messy problem to code, since shells have AOE impact, and plasma balls is basically contact impact)
But apocalypse is plainly dodging. This level requires the hero to attack whilst dodging.
Try not to get hit by plasma balls… They have 450 dmg per.
Suggested to use the 4 most basic heroes for the level for a challenge, but if you wanna play around, go ahead and use nalfar the necromancer XD Raise dead is op in this level (robot walkers and artillery)