Orcs Must Die! Unchained: July update introduces first PvE mode

Gameforge and Robot Entertainment have announced that a new PvE section will be coming to the closed beta of Orcs Must Die! Unchained as part of the update planned for 1st July. Endless mode represents the further development of the PvP mechanics that are already available and also a continuation of the game elements that made the franchise famous. In addition, the patch brings a new game mechanic to user defined, custom matches. This mechanic allows players to capture neutral points and then use them to send particularly powerful minions into battle.

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On the hunt for the ultimate wave!

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The new update expands Orcs Must Die! Unchained’s content, building on the fan favourite PvP experience with additional PvE content. Hordes of ever-stronger orcs, bears, ogres and other, newer creatures such as the dwarf grenadiers, forest giants and Cyclops mages charge towards the players’ fortress. Just as in PvP, the heroes need to defend their own rift making use of their skills and traps. In addition to normal trap construction, during combat there is the chance for players to set up multiple traps before the game starts and the first wave of enemies comes. This then allows player teams to come up with the best possible agreement on placements and increases the tactical possibilities prior to the siege.

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Get ready to be unchained!

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A well-organised team can now also profit from another new mechanic in PvE: the Unchained Meter. A barometer fills up as you eliminate enemies through combos, i.e. in a combination of traps and hero attack damage. Once charged, the group enters Unchained Mode and unleashes a greater level of destruction. All heroes get a health and mana bonus as well as reduced cooldowns for their skills. The difficulty rises in spite of all advantages however, rising from wave to wave and demanding the whole team’s attention during special boss waves. New bosses, such as Dread, a heavily armoured orc, or Sarge, a plate-armoured soldier, ensure that groups soon start to feel the heat.
Supreme performances will be rewarded with a high ranking in the leaderboards, on which players can compare their results with others.

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This is ours – capture neutral targets

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The patch brings a new option to custom PvP matches: two additional, neutral targets. With set monster waves, these points will be made freely available to players and can be captured by one team. If a team manages to capture both points then a boss card can be placed in one of the opened camps, which will then head into battle in the next wave. This tactical feature gives matches a whole new feel as teams go head to head alongside the various attack lanes, providing a real challenge in the fight for supremacy on the battlefield.

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More features at a glance
  • New map ‘Unchained Fortress’ is now the default map in matchmaking
  • Hero battle levels now increased to ten
  • All war camps now have a standard wave should players not place any cards
  • New three-level confirmation system for hero choice (select hero, confirm deck and set talents)
  • Fire damage over time now stacks providing it comes from different sources (magic or different trap types)
  • New bot: Hogarth
  • New skins for Smolder and Hogarth
  • Lots of small changes to heroes, minions, map dynamics as well as the user interface, performance and visual effects

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