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Zuma's Revenge takes the exciting game play found in the original Zuma and pushes it up a notch to create a challenging game for all players.

As with the classic game, you're responsible for matching colors in a specific period of time. The game features several maps with multiple levels on each map.

A large frog sitting in the center of the screen has a ball inside its mouth. A ditch running along the edge of the screen follows a path that leads to a gold icon on the opposite side of the screen.

Balls come out from the other side and wind along that path. You use fire balls from the frog's mouth and eliminate sections of similar colors.

While the game might sound easy, it gets more challenging later. When time begins winding down, you must make matches faster.

Then you start the Heroic frog mode which after a while you want to finish. After all this you start up the Iron frog mode and try and try to get to the end.

Zuma Revenge is a classic puzzle game, laid back point and click game. I always find myself coming back to this game from time to time.

Its cute, funny and entertaining. Overall, Zuma Revenge is very entertaining and the best puzzle game ever made. Spamming for experience will not be tolerated- spammers will be banned from the beta, or the server as a whole.

We're doing this for actual feedback and people who decide to actively make our lives more difficult just so they can play a bit earlier are not the kind of people we expect it'll be productive to work with on that.

The tentative date for this to start is Thursday, June 28th. If things go really well or really poorly in Phase I, that could be pushed up or back as needed.

Phase IIIAfter Phase II has gone on for a bit, we should be ready to expand to the final phase of the beta, at which point it'll be available to everyone on the server.

Assuming everything goes smoothly, this should give us a final 2. Then, after we've had enough feedback to catch initial problems and apply patches, we'll work on compiling a version for download from ModDB for other game versions.

Throughout 2. Hope you guys are looking forward to the release, that's all for now. In a game as singleplayer-oriented as Empire at War, having a good AI, which supports the intended gameplay loops of the mod is crucial.

With 2. Step one in that was to remove as many avenues for cheating as we reasonably can- on easy Recruit in 2. While some basic tactical AI improvements were made with 2.

This also came with unique AI types for various factions- the Empire of the Hand has a more isolationist AI, preferring to build up before attacking in era 5.

The Pentastar Alignment also remains somewhat isolationist unil era 3. Tactically, we plan to continue to make as many adjustments to improve AI behaviour as we can, along with doing things to diversify fleet and army compositions.

Part of this work involves steps that are part of overall ground and space combat updates. Between 2.

If given the choice most people would say they want an AI which acts exactly like a human, but while we agree with that for tactical behaviours and other kinds of 4X games, Empire at War, as anyone who plays multiplayer GC will likely have experienced, is not set up in a great way for a purely human and fair AI.

Our goal with not just AI but economic systems and even other parts of the game like events for example, the Yuuzhan Vong and other emergent factions is to make sure the game goes as long as possible while still having some form of challenging component, which is why some form of cheating AI is necessary.

While there are some background mechanics that may be somewhat similar to those from EU that I mentioned added to the mod where possible in the long-term, AI will always factor into the equation.

It is, after all, a tool and a game mechanic as much as an opponent. To this end, we have introduced a new optional set of extra difficulty levels, beyond Easy, Medium, and Hard.

If people prefer to stay on the more even-footing of the 2. However, once you get ingame, there is an extra option available, to enable the Cruel AI.

This will enable higher levels of AI income and production more similar to the bonuses that you may be familiar with from mods like AotR or RaW, which will allow them to more easily rebuild and continue to push back for longer.

I use a similar set of bonuses in my preview LPs, and another youtuber, EckhartsLadder, who has been given a preview copy of 2.

In today's update, we're going to be talking about extragalactic invaders, Solo Sith Lords, and the structure of future support for Thrawn's Revenge mods.

As usual, if you prefer to get your updates in video format, that can be found on Corey Loses with the same information:Shortly after we launched Thrawn's Revenge in , there were four planned mods to come of it; a Clone Wars, Galactic Civil War, Post-Endor, and Vong War mod.

Two years ago, we announced the return of Fall of the Republic, our Clone Wars mod, production for which is well underway and like Imperial Civil War 2.

For a long time we've tossed around ideas and even made assets for the possibility of including the Yuuzhan Vong in some capacity, even if it weren't as a standalone mod, and we've been working on certain mechanics like the emergent faction mechanic which we introduced in 2.

While 2. This, of course, comes with other potential things the Vong could be involved with- dedicated Galactic Conquest maps, a playable faction, and a large number of other possibilities for an expanded timeline.

With the last few Vision of the Future news updates, we've spoken about some of what we plan to add to ICW over the next few releases, with overviews of some of the factions and how they'll be used.

Because of faction slot restrictions in Empire at War, the idea with Imperial Civil War is that this will ultimately only lead up, story-wise, to a certain point in the Vong War, even at its greatest extent.

This does not, however, mean that would be the end of new content. Each of those bits of content has been planned and designed as the starting point for a dedicated, standalone mod covering the events from the Vong War to the Fate of the Jedi books, which we are calling Legacy of the Vong.

If we only ever get far enough that the Vong become a fun end-game mechanic, then that's fine. Valerie, our concept artist, has been working on some renditions of units that could show up in a variety of scenarios, on top of her work designing the Hapans and other concepts for Imperial Civil War and Fall of the Republic.

In this update, you can see her take on Yuuzhan Vong Coralskipper, and a Corellian Strident class, which was used pretty extensively throughout the period in question.

This brings up a broader point about how we'll be supporting Thrawn's Revenge going forward. The Steam workshop has provided opportunities with Empire at War modding that we've not really properly taken advantage of.

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