For gold flag -- i want to make creeps be able to catch the gold flag back, so that you have more incentive to hold back the creep waves at the portal, though i will look into your solution too
With citadel health - ok done .
Zalera, ive played 3v3 (QOT, TB and ROOK vs OAK, REG, TB). Started with "starting gold" High and High experience rate. Currency, currency, pots, armor, run to flag, spamm what u can, quick tp, get Clerics, fight some more get Gridle of Giants and Mage Slayer ... and thats it... another 20 mins are too obvious to watch... How the game should end ? Who will stay longer in game ? ...just saying I dont like it, not hate. Cheers
Ok, well the mod will no longer be this way:
Creeps now start off with ALOT more health and damage (first warrank wave of minotaurs has 1200 health)
Less creeps are present each wave (particularly flying) and the wave spawn timer has changed to be a fair bit longer too allow you to kill them.
Wave buff is now 2x the current buff per warrank wave (12.5% health and damage)
At warrank 20 on singleplayer mode, you will have 6 waves of creeps after which the game will end (auto destroy enemy citadel)
At warrank 20 on multiplayer mode, creeps will continue to get their wave buff of 12.5% and will gain an additional buff of 28% per wave.
number of boss units on warrank waves 10, 18, 19 and 20 increased to 4, 4, 4 of both, 10 of both
To compensate for this:
Lobby option changes:
starting Gold has been changed too 3500 on normal -- all others remain the same
Experience rate: low - doubled from previous of 0.5 to 1
normal -- tripled from previous 1 to 3
high -- tripled from previous 2 to 3
Towers have been added near the citadel to catch stray creeps.
I suggest removing teleports completely. They're not really necessary in this mod anyhow.
Number of air units has been reduced with the exception of wave 16 which still has 15 Angels and 15 albatross (i like this wave just be prepared for it -- it is meant for shopping so maybe move back to the citadel for it).