The title of Warlord.umx is "Fragmented". The reason is because Warlord.umx is not the original song anymore but a completely new one. You may recall Fragmented from G59's Verflucht map, the song by Cybernetika and Xenofish (go check the video on youtube), and it's indeed this one. The reason of the change is because I can't see Warlord.umx being good nowadays regardless if it's remixed or not. Way too cheesy, too edgy and doesn't give the Warlord enough justice.
We have Fragmented now; this nightmare-inducing apocalyptic song is the image of this map (info soon). It'll be based on the youtube version (the one in G59 is an old one, and doesn't have that dissonant piano interlude); it has an ambient songsection which is basically the song itself (but hella shortened to 3-4 minutes) without any of the bassline. The action songsection, used for the boss here, is the original Fragmented but with the intro being skipped.
So, why the Fragmented choice after all? Turns out Demonlords' Lair (note that it is Demonlords now, not Demonlord's) has become its own map instead of just a boss encounter. After you cross the red doors, you can't go back to Nali Castle anymore; you'll instead cross an abandoned set of torture chambers that truly feel out of DemonKeep's beginning parts (the Unreal custom mappacks), including lava pools and dead impaled/crucified/gibbed Nali all over the place. No music and almost no sound, though the more you proceed, the more you'll hear both of the Warlord's "ScaryN" call sounds from the distance. Also the place around appears to be tilted, probably sunken and destroyed.
You eventually get out and you'll feel the exact same situation from G59's Verflucht level - Fragmented starts playing, in a massive cave and in front of you there's RTNP's castle level ported here, sitting over a lava lake. The cave itself is not the same one from Demonlord's Lair but it's in the same style - lots of bright lava, and it is really bright reddish (compared to the magma cave below the Resistance Lake which was very much pitch black). Note that the entire cave can't be seen at once, parts of it are only visible from certain points of the map, and the boss area is separated from the section you're in (and the boss area is the real deal in terms of size).
The RTNP castle itself is slightly based on the G59's iteration; while there's a lot of more castles around burning in the lava, they are just for decoration and outside of the playable area overall (some bridges that you could use to go to these isolated structures are also destroyed). However, indoor areas are available instead. You also can't go down because of lava, so you're stuck on the main floor only.
The place got a very chaotic atmosphere that's hellish, and with a similar feel to what's seen in the Fragmented video. You basically see a world in flames, unrealistic imagery of castles falling apart, burning permanently, lava waterfalls and craters everywhere, crooked stalactites on the ceiling of the entire cave and overall the size of the place is 20x larger (including the non-playable areas) compared to the original Demonlord's Lair.
One thing to point out is that almost all the castle buildings in this cave (except ones outside of the playable area that are in flames or completely wrecked) sit on large rocks, not straight into the lava. You get out of Nali Castle that's instead sticking off the cave mountain.
Castle textures you see here are not NaliC.utx's regular ones but are based on a gray/darkened version of the Shanechurch.utx textures. The story here, from the few messages you'll be reading (there's even a library here!), speaks about a noble line of truly tyrannical and despicable Nali who were so awful and drugged up of magic power, they liked to live in these magma caves, in an era where Nali Castle wasn't a thing yet but simply a secret entrance to this location. They were called "Demonlords", which explains the lore behind the location's name; it being re-used as a waiting spot for the Warlord is just a coincidence.
The Nali here enjoyed spreading their doomsday prophecies and were believed to cause catastrophic natural phenomenons throughout the planet for a while. Their beloved deity was also Dasa, "creator of Tarydium". And so, the entity they believed on one day created such crystal of incredible power, capable of altering the planet's gravitational pull to be so strong to the point of pulling just about any starship, and attracting eventually the attention of the Skaarj, Mercenaries, etc...
Whatever then happened to these Nali is unknown - not even until the first invasion of the Skaarj, a massive earthquake caused their lava land to fall apart, making the already unstable place (which they somehow liked) even worse. Some of these Nali might have died, some might have teleported elsewhere. Nali Castle was then built afterwards, and luckily it was one of the places that were ignored in the first Skaarj invasion, where the aliens focused more on Bluff and Triton's castle. Wasn't too lucky in the second and current invasion, since the Mothership landed in a nearby abyssal crater - caused by one of the disasters "summoned" by the Demonlords Nali (as everyone may guess).
This is anyway why the Nali of Triton, Velora and partly of Bluff always had their sights over the Nali Castle because they feared the Demonlords were still living there under different aliases.
This map, for how evil and spectacular it looks (let's be honest, walking in massive medieval ruins/castles in a heavy hellish lava-themed environment is a depressing sight and the music doesn't help cheering things up - that Apocalypse game on PS1 who starred Bruce Willis ended with the same exact tone), should pretend being the final level of the game.
People who played the original Unreal won't definitely think this but others who did otherwise will do - the boss fight is the part that will give the best of that feeling (you also never get to know how many locations are still missing), almost like a Dark Souls final fight.
This map is therefore divided in three parts post the entrance areas:
- The whole RTNP's Escape From Na Pali section that's more or less already described above. It's pretty linear barring optional areas, and you'll be fighting Krall Elites (no regular ones), stationary Brutes, Skaarj Snipers (hiding on top of places that you can't reach, including outer castles! They are armed with Railguns) and a Behemoth who guards the final room. None of the placements from the original RTNP levels are used, same story with items. The place has red/purple torches and it'll look likely very different in terms of detail due to the Shanechurch theme, so expect probably major brush rework to comply with more gothic-oriented theme (looking at you DoublezDown's gothic custom levels). There are huge chains from the ruins you walk on there that are attached to the cave, for stability purposes. Some earthquakes occur and you see stuff falling into the lava every now and then, including possible walkable parts so watch out where you walk (it'll be quite obvious when this happens however).
- Similar to G59's Verflucht, there's this giant castle at the end (NOT THE SAME, just similar and smaller) that covers whatever there's on the other side of the cave. Warlord.umx keeps playing, and now you have a full indoor location to work with. Most of the ammo and items will be located here and theme-wise this is going to be some sort of clean residential area (the major home of the Demonlords), similar to how it looked in G59 with several floors, etc... You can go on terraces or view outside through windows to see other parts of the cave and buildings in flames. The basement area is barely accessible as it's completely wrecked. You'll be fighting Skaarj Gunners and Krall Elites and you'll have to search for a panel to activate the exit door. Before you can exit the place, you have to beat a Skaarj Lord. Overall this section lasts a lot of minutes and there are regular castle rooms of every kind - think of something like EXU2's Hellcastle which is amazing (even from the exterior). GET ALL THE ITEMS YOU NEED BEFORE YOU GET OUT! And activate your Power Shield item too (unless you have it on already and it's full).
- Beyond this castle there's the big ass cave and the boss fight. The lava cave itself, this time showing its newly innate insane wideness, has way more islands you can walk on. The peak to the boss is still there, and he's waiting in the same way like he did in the original Unreal. Music stops, the door behind you gets locked and in front of the Warlord you can see an excavated tunnel leading somewhere but the holo-bridge to it is turned off and the panel to turn it on requires too much time for P849 to figure out how to use, especially when the boss is attacking you constantly. People who never played Unreal will see this Warlord appearance as an unexpected one (you will never get to know he was coming), while veterans might try to do the stalactite trick again. Except this time, once you shoot the stalactite to make it fall down, the Warlord will instantly figure the trick and will destroy the stone in time with a rocket, swag-style, and then he'll turn at you with an air of somebody who thinks it's gonna be ez. HP boss bar and the true version of Fragmented (skipping the intro though) will begin playing when the Warlord is ready to attack you.
The Skaarj Warlord
in this game, after you see what a Skaarj Lord can do, is going to be another new kind of beast. The Warlord, in this specific battle, has 1500 HP (which makes sense since he'll teleport away and not die) and has 50% resistance against Burned damage. His default HP is 3000. The arena here, even if it's way larger than the original Unreal one, it still is dangerous because you can't always tell the borders and the lava will instantly kill you even if you get too close. The Warlord doesn't seem to mind this however, he'll be trying to sunk these islands into the lava by shooting at them during the battle (it's heavily scripted shit and will be as less annoying as possible).
The Warlord doesn't have anymore a retarded AI and his movements spell FREEDOM. He can fly/dodge in any direction and has a lot of unique animations for doing so. Visually, the Warlord looks slightly different minus the face (which looks better, has more of a mask and the eyes are gloooowing red): the wings are improved, more natural and demon-looking, and the interior parts are slightly translucent. The armor is different; remember the UT Necris male one? The one specifically made for the PS2 with the spiky shoulders? It's going to look a bit like that one (the spikes are huge and curved to the back for the Warlord), and the general color theme is black with a tiny bit of red. The skin is darker too but it still feels like molten crater.
The gun is completely redesigned and looks as big as the boss' arm. It's based on the Peacemaker skin, metallic gray/blue. In terms of model, it's like an edited UT2k4 Redeemer, with the back of the gun heavily extended due its new features; the special attacks also cause overheating effects on the weapon model (small orange glow + smoke). The creature's overall size is the same as before. He also has a lot of hi-tech tools on some parts of his body (arms and chest), which are used for special attacks. Who does the Warlord think he is, MegaMan? Either way, in this version of the game, story-wise Skaarj Warlords completely differ from each other in just about anything, even in shape. Higher commanding Warlords also exist but you never get to see one.
Regarding movement speed: the acceleration is overall the same but the maximum running speed is higher; regarding air speed, the Warlord is capable of fast glides in any direction. He can also land or start flying very dynamically with almost no delay. The Warlord will treat water as air but all his actions are slowed by 10% - he also does a great job staying away from lava (just, don't expect him to do stupid mistakes this time around lol).
The Warlord switches between ground and flight mode depending on the opponent, be either player characters or even other enemies (Warlords only attack Terrans, Nali and Mercenaries on sight). Is the opponent very scared, barely moves, shoots less and prefers retreating (aka acting like a Krall)? Warlord will just stay on ground. If the opponent is competent, the Warlord will strongly prefer flight mode. So you might ask, if the flight mode appears to be better why the Warlord doesn't just stick to it? It's because Warlord's melee attacks are waaaay better on ground in terms of speed and versatility. While this mostly matters for enemies, weak players might not be good enough to dodge these melees and will be finished in nothing. Against players, Warlords will get to know their APM (actions per minute) value they had when fighting enemies in the ongoing level. If the value is high enough, the Warlord will go flight mode; during the battle, the Warlord will however constantly update his battle style upon the player's APM performance. Warlord won't immediately change his AI decisions, though.
The Warlord begins the battle always in this way after doing a specific attack that does anything but damage: he'll just walk down the peak while looking at you like a cocky ass (but authority equals asskicking), as long as you don't shoot anything, then suddenly he'll stop and will taunt and laugh at you in various ways for a while. If you don't do anything still and you wait enough time, the Warlord will point and charge his gun at you in a slow and steady way (you'd expect he's joking but) and then he'll actually shoot you and begin the battle for real. If you shoot him prematurely, he'll instantly teleport somewhere and begins attacking like normal.
So here's a list of what the Warlord can do. Warlords have access to never-seen-before top secret Skaarj tech, and some of the attacks are incomprehensible for Terrans or other less advanced races to understand and to replicate. Warlord's rockets don't deal any sort of elemental damage and they leave reddish explosion, which means something is up with their technology.
- The Red Ring of Debilitation: this is the attack the Warlord does at the beginning before walking down mid, and he'll do it just once. After assuming some sort of power stance for a second, an enormous red ring of particle energy spreads out from his back to the whole cave very fast (he engulfs the place with this red ring that temporarily darkens the place around a bit, with the general lighting remaining unnaturally altered till the end of the boss fight), leaving also a loud plasma-like sound effect. It's very unexpected and since it does no damage, you don't understand what this attack does. What it does in reality is disruption, by permanently blocking his opponents from doing some actions, which depends on who the opponent is. When it comes to the player characters, upon hit by this ring they won't be able to use any item except the Translator, Flashlight, Seeds, Anti-Grav Boots, SCUBA Gear (lol) and the VoiceBox; it will also halves your current Shield Belt and Power Shield values, plus Power Shields in the inventory cannot be turned on. So if you have a Power Shield before the fight, use it on regardless.
On other pawn examples, Nali can't use any magic, Skaarj Lords cannot use teleport, Skaarj Troopers can't activate their shields, Mercenaries can't use any of their shield/trance modes, Kraal can't go in smoke form and so on. The attack impacts anybody in the current location, both enemies and allies excluding Warlord and Queen pawns. This somehow matters in the story but for later; according to the lore, this skill is made to immediately give a Warlord an advantage in the battlefield and so far there is no known counter, nor info on what is the energy source. The more technologically advanced the target is (it impacts ANYTHING, even machines), the more it gets weakened. It also blocks all magic.
- Rockets. The Warlord will now shoot always with one arm, with over-confidence as seen in his animations, and overall his rate of fire is higher, even higher if he doesn't walkfire (even in flight) - expect indeed him to shoot rockets one after one without a break. He will also heavily rely on the splash damage, so don't expect him to shoot straight at you - he'll aim instead on the nearby ground. The rocket design hasn't changed at all but the trail and impact effects are insanely improved. Damage is 65 HP on full hit. Warlord can shoot during any dodge move, and these combined actions are not cancellable.
- Triple homing rockets. Based on his shooting style from the Unreal Beta, the Warlord will charge his gun (you can see it glowing + smoke) only when his actions are moving around. After two seconds, the Warlord can fire any time a trio of rockets that home to your position. Only one target can be chosen at a time. The three rockets have 90% chances to hit the targets and each one deals 50 HP per direct hit (150 HP can be dealt in total); with their splash damage it's very hard, if not impossible, to dodge, and the Warlord does this attack pretty frequently. So what you do? Turns out these rockets can be destroyed. They have 10 HP each, and with something like the Minigun or the Stinger you can easily deal with them (homing rockets aren't that fast either). Warlord can use this attack even while moving but not during dodges.
- Rocket avalanche. Fully new attack: the Warlord, only when standing still both in air and on ground, will charge his gun to the point of overheating, making it glow of a very visible red instead of orange. He'll also hold the gun with both arms. After 3 seconds of charge, the Warlord will shoot a barrage of an uncountable amount of small rockets - let's say he shoots for 10 seconds straight, 8 rockets per second as an average. These rockets generate a lot of smoke so it's likely it may cause visibility issues. Warlord is almost immobile during this attack and his turn rate doesn't fare much better; if you started to run on time, it's unlikely he'll be able to reach you. If all else fails, dodge or jump too. The splash damage radius is small and the total damage this attack deals can surpass 300 HP. The Warlord with his rocket barrage will only go after one enemy, without switching to any other one. He can cancel the attack during the charge but cannot cancel shit after the rocket barrage begins. This attack also puts the Warlord at its most vulnerable state; while the mini rockets might destroy/block various projectiles thrown at him, this won't stop other coop players to attack the Warlord from different angles. Anyway, be sure to run when the attack is about to come out because you may not be able to outrun the rockets if you're too late. Warlord doesn't like using this attack if the arena isn't large enough.
- Fire meatball. The Warlord turns around his gun backwards and hand it on his right arm, revealing a secret cannon hidden in its backside. Some sort of solar twister machine at works: the Warlord waves his gun around clockwise, charging fire energy into the gun and eventually creating a flaming orb that will be thrown like a bouncing and rolling meteor on the ground which goes in a single direction for a set amount of miles until its power dissipates to nothingness. Charge-up takes 1.5 seconds; if it's charged on ground, the Warlord completely stops; if it's charged on flight, the Warlord slows down until fully stopping. Differences between shooting the orb on ground or on flight is pretty minimal - on ground the shooting momentum is higher (max range always achieved), while on air the Warlord can choose how much farther the orb is thrown on ground (the more it's shoot farther, the higher is the orb's range until it disappears). The orb deals up to 30 HP per half-second and you just need to get close to the orb to be damaged because solar energy is that powerful. Lastly, it leaves a burning trail which remains for 15 seconds and deals 2 HP per 0.25 seconds upon touch. To be fair, it's simple to dodge but slow and huge targets will get wrecked pretty hard; you can't also ignore the annoyance caused by multiple burning trails on ground. While the trail does Burned damage, the orb itself deals pure damage and ignores resistances.
- Melee attacks get their own section list, as the Warlord's melee system is completely rewritten from scratch, and he can melee on air too. Similar to current hack'n'slash games, Warlord's melee attacks create particle effects that go after the animations.
- Regular melee attacks in the air. A gun slash, an air punch, a backflip kick. Standard shit but it's rare they're going to be used against you, since you aren't flying. Against other monsters, then yes. Each melee strike deals 70 HP and the Warlord melees continuously, changing angle toward the enemy after every successful attack.
- Regular melee attacks on the ground. When you simply get close to him, he'll kick you. He has three different kick animations that are all the same in practice. 70 HP per hit and the combo itself is fast. Only issue is that light targets like the player will get blown away with just one kick, which usually follows with the Warlord moving away or slaughtering the player with rockets. However the Warlord might do a triple kicking combo on players with the help of teleporting (teleport then kick, rinse and repeat two times with the other two additional kicking animations). Players have to dodge these continuous strikes at the right time.
- Dive strike. The Warlord, when flying, will literally dive with his punch onward toward a ground target. Deals 70 HP and it's rather fast, dangerous if the Warlord is close to the ground. Definitely requires dodging to avoid. There's a tiny delay before the dive begins, as the Warlord needs to charge his body up.
- Explosive dive strike. Same as above but now the Warlord uses the solar power of his gun to propels himself into the ground. Technically everything is the same except the boss is engulfed by flames and the dive on impact causes a flashy explosion, dealing splash damage. The damage itself remains the same, it's just the attack is even harder if not impossible to avoid due to splash damage (at least you'll get harmed less). However, this enhanced attack costs 50 HP for the Warlord.
- Dash punch. Warlord dives it in with a long dash, ultimately reaching the target with straight first that heavily damages it and sends it backwards depending on the target's mass. The dash has a maximum range but the Warlord always makes sure it's a guaranteed strike - that as long as the target doesn't side-dodge the punch. It deals 80 HP and for the player, this strike can send him flying backward for quite a lot. Don't be surprised if the Warlord throws you into the lava in this way. The Warlord can do this both on air and on the ground, especially on ground which is pretty sudden, and can do it right after a teleport. The Warlord may afterwards proceed with his melee combo.
- Uppercut. Deals 30 HP and sends the target in the air unless the mass is high (excluding targets like the Skaarj Berserker, Behemoths, bosses, etc...). The Warlord uses to enjoy this after teleporting next to a target or as a part of a combo. This is a ground only attack.
- Combo. The Warlord has melee combos that are cool but usually spell "game over". These involve in something like teleport next to player -> uppercut -> rocket in the face, dash punch -> teleport uppercut -> rocket in the face, kick -> teleport kick -> teleport kick, teleport uppercut -> flying dash punch -> teleport -> flying dash punch, dash strike -> teleport uppercut -> rocket in the face -> explosive dive strike and the worst: dash strike -> teleport uppercut -> rocket in the face -> teleport -> solar meatball (game over lol! It's rare however).
Since these combos don't really work too well against heavy targets, the Warlord will be bringing some A-tier hit and run melee tactics by teleporting.
- Teleport. Similar to the Skaarj Lord as it's technology-based rather than natural skill, and the Warlord gets this cool black smoke + red sparks effects upon teleporting, it's like he gets in and out from a portal. Unlike the Lords, Warlord spams the teleport way less, using it for offensive decisions only like the melee combo or surprise rocket attacks but never for dodging (yet, Warlord's offensive uses of the teleport system are devastating). Another thing the Warlord can do is teleporting but not instantly appearing somewhere; instead he'll wait a while and then ambush you by teleporting in again (this is good against the Impaler's secondary fire). If the Warlord somehow touches something hazardous like the lava, he'll instantly teleport away from it. He cannot telefrag lastly, due to the tech not allowing teleporting into organic beings.
- Red energy shield. An improved version of the Trooper's handheld shield, except it's bigger, crimson red and nothing passes through it (no projectiles work). The Warlord can use this with impunity in any regular movement action and activation/deactivation comes with almost no delay; cannot be used while attacking or dodging. This is what make the boss a real ass, as it forces players to hit him in the right moments otherwise you'd be just wasting ammo. The red energy shield is glowing and translucent, behind you can see the Warlord like it's a black shadow with red eyes, so it's kinda cool.
- Atomizing field. Or something like that. The Warlord on land puts his hand on the ground like it's about to channel something. Indeed he'll be filling part of the terrain that has you on top with red energy, creating a field of randomly generated symbols. Once the "drawing" is done, all this energy on ground violently dissipates into dark, weird and very blurry red smoke upward all at once. Any creature that isn't a machine and isn't of Skaarj origin WILL BE DISINTEGRATED ON THE SPOT DURING THIS ENERGY DISSIPATION (insta-kill damage); who can stay in without dying are any Skaarj Troopers/Warriors, any Brutes, any Slith, any Pupae, any Skaarj Hawk, Turrets, Cyborgs, a currently unknown creature, Skaarj Fighters, Droth, Skaarj Falcon, the Warlord himself and two other bosses. Warlord won't bother anyway using this attack against pawns immune to it. Regarding the attack itself, the Warlord is fully vulnerable and cannot cancel anything; what's bad news however is the range: it is almost unlimited and does its best to engulf any opponent on the battlefield he's fighting against. Thanksfully the Warlord always loves to stay close to you, so the seconds you see the Warlord randomly landing and about to move his hand, it's time run and dodge the fuck away in a single direction to get out of the set range of the attack; the range is decided once the energy begins to flow on the ground, and the bigger is the range the higher is the amount of time to finish the attack (minimum charge time is around 5 seconds). The Warlord, as I said, it's fully vulnerable to firepower in this way but he may take some precautions first. He also doesn't like using this attack much - only when he has a lot of HP and if the arena is large enough.
- Body strengthening. At the cost of 1 HP per 0.5 seconds, for 25 seconds (so 50 HP lost in total), the Warlord engulfs himself of a visible red aura and his actions become 15% faster (note: his movements only, not external energy actions like the atomizing field itself) and he gains a 50% resistance to any attack except pure. Used occasionally, especially before the atomizing field attack or the rocket barrage. You'd better fucking run than wasting ammo, unless you go full-on with the Impaler lol.
- Pain sharing tool. If you played Warlock in Dota2 then you may get the idea: the Warlord will quickly throw a little bomb on the ground that immediately explodes; this explosion scatters mini-machines that land and stick on any pawn around, including Warlord's allies. There's no way to dodge this unless you're far away from the explosion (which is impossible in a 1vs1 fight). Now, in the next 30 seconds, 75% of any damage dealt on the Warlord will be instantly and simultaneously shared on all pawns (you hit the Warlord, red electric beams from the Warlord strike the jewels on these mini-machines stuck in the victims' bodies, damaging them). There's no way to dispel this so you better wait all these 30 seconds without damaging the Warlord. Body strengthening won't trigger this UNLESS you shoot the Warlord when the aura is up, making shooting even more of a liability when that skill is used. The Warlord will play fair however so don't expect him to damage himself in any way (lore-wise this isn't true but that's only if the Warlord would be really desperate to win). The downside is that the attack will impact allies if they are around, with the Warlord himself not giving much of a shit. Players can know when this pain sharing tool goes off as the screen borders become temporarily and steadily orange.
- Oil pit. Warlord throws a fat ball that looks like a beehive on the ground, which explodes on impact. Visible boiling oil out of it spreads for a quite large radius (as large as your regular Demonlord's Lair walkable island) staying online for 32 seconds. Any unit inside this oil pit gets their acceleration decreased by 75%. Emphasis on "acceleration" - if you run through it from outside, you aren't slowed down at all but if you run in it, stop and begins moving, you are slowed because your acceleration is broken down to bits (and this impacts every movement). So keep moving around and don't ever jump/dodge while on the pit because both moves will impact your acceleration. So much shit you have to take in account when the atomizing field or solar orb's burning trails are used in the meanwhile, lol. And yeah, this oil pit synergies very well with the solar meatball.
- The Warlord has another attack that won't be used in this encounter, that's for later.
Regarding the sounds...
Nothing so different except the Warlord sounds louder and slightly more distorted. He has now more laugh/growl sounds to choose from.
In a surprising twist, the Warlord in this game is fully serious and will never taunt during battle. He'll just typically growl, and laughs when he does successful things like getting damaged with the pain sharing tool is in full activity or during melee combos. The closest to actual taunts is when he runs down the peak at the beginning of the battle, where he looks at you with "interest" and doing all sorts of funny movements including the decapitation one.
This taunt system replaces the unused mutilation one.
Regarding special AI things...
The Warlord is the only creature who can chase opponents throughout different locations.
He can also kill various low-level creatures like non-fighting Nali, Flies, Cows, small Mantas, Devilfish, Stingrays, Spinners, non-packleader Predators, Blobs and Tentacles with a single, special melee attack.
As already mentioned, Warlord hates Nali, Cows and Mercenaries on sight. He also really dislikes Flies. He also loves to destroy Fruits - mind this if you want to use Seeds.
The Warlord is indifferent to allies (including other Warlords) and fully plays his own game against anybody.
Warlords have unique fatality killer animations against Nali, Terrans (players too) and Mercenaries.
Forgot if I had to write more stuff.
Regarding Warlord's lore...
Some Skaarj Scouts, Warriors or Assassins, full of rage, may evolve into Berserkers or die. Some of them, full of loyalty to their own race, may evolve into Lords or die. The extremely rare Skaarj Lords who make it to the next stage of evolution become Warlords. One Warlord per every thousand Lords.
Skaarj Warlords are the sole commanders of Skaarj platoons who are ready to conquer places. Warlords evolve in different ways, some are weaker, some are stronger, some don't differ much from a Lord, some become unrecognizable monsters. The Na Pali's Warlord you're fighting is the middle way of evolution type and he is known for his arrogance. Who is able to back it up with his power.
There might be other lower Warlords on the planet but this one is the only thing standing between Prisoner 849 and the Mothership.
-Note that P849, and therefore the players, may still think of this Warlord battle as the final one of the game and don't expect to be going to the Mothership directly afterwards. Game would be marketed also as if this is the final battle too just for mere trolling.
Regarding the rest of the battle...
The players have to figure out how to damage the Warlord in the middle of all his attacks, dodge movements and usages of the anti-all red shield. Warlord's attack combinations are tough. This fine re-creation of this boss should be as tough as an high-end/final Souls boss, it's expected for the players to die a fucking lot until they figure out how to beat him. Even if he has 1500 HP and has skills that cost health, the players are expected to dump all their weapons' ammunition against him. Besides, all the useful items cannot be used and Shield Belts are nerfed in this battle.
As I said somewhere, the Warlord destroys the most exterior walkable islands with rockets every now and then, making the arena progressively smaller (but still big) until a certain point.
Droth might still be harder overall since you had much less limited inventory, he had multiple insta-kill attack, a way smaller arena and you had no Impaler. Warlord might be likely as hard though without Impaler.
When the Warlord's HP reaches zero (he won't use HP-costing abilities if this means him dying), he laughs loudly and teleports away. A small cutscene shows him over a distant big crater (this crater mimics the one seen in the original Demonlord's Lair cave) and the Warlord begins to shoot the same crater he's on and random spot in the whole cave. This causes massive earthquakes and lava to explode everywhere, with him apparently being engulfed in said lava, believed dead (while still laughing).
You have to escape now: activate the electric bridge to go in the excavated cave, then RUN TO IT fast. The lava surface level elevates until a certain point, filling the whole arena. When you are in a safe spot, you can see what will then happen in the cave, with all the remaining castles, including the big residence, all fully crashing down. Spectacular.
When you're done, proceed to the unknown in the next level.