Merchants RPG 3 Empires
Many new features.
Fixed Faster Spawns.
Heavy Carrier Transport.
Extra upgrade area.
Exchange mins for gas.
Trade Routes
Defense grid
Myth hero.
Wraith cloak
Vulture mines
Toss Illusion spell decrease.
Trades Templar given to heroes for hero version. (not sure if default)
Objectives and shorter briefing.
Shorted and to the point tutorial and more notifications.
Main town exit closer.
Better set unit giver to help accept masses of units and reduce accidental unit giving to enemy.
Probably wont be making much more changes beyond this for a while.
Enjoy.
Look out for the experimental Hardcore version with brood,nuke, and MC unlocked.
Kudos n many thx to map maker for great design. (don't recall ever seeing credit taken on the map.)
I'm pretty sure I see my influence in this map.
In the raise jungle ground I used for what I believe in my carrier cargo area design and to support that some extra lil beacons for merchant outer base defenses and some other powers i don't recall. The main map design looks a little off from when i last played it but that's probably just my poor memory. xD
Epic and fav map I wished to play again. Thx for hostin the map nibbits!