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Life of a Peasant Ascension

Life of a Peasant Ascension: Latest Version Released 12/29/2023
Game Formerly Known as LoaP Power Ultimate, LoaP Ascension 6.0 was the Sequel of LoaP Power Ultimate 50K

This LoaP was created as a Hybrid form of LoaP bringing both the Original LoaP Experience and Atmosphere but also adding in traditional RPG aspects to grow and ascend your hero, most of the original LoaP Jobs are in the game but with major renovations, but there are dozens of New Jobs built from the ground up to try out.

There are several trade centers, a casino for gambling, a carnival to play games and win prizes, and a expensive country club for the most wealthy of players to buy powerful items at, however the most powerful items can only be found in the most dangerous places...

Build your own Gang to take control of the city, Start a Zombie Pandemic, Cause a Alien Invasion, Start your own Samurai Dojo, Adventure into the Forest and Hunt Dangerous Bosses, Compete in the PvE and the PvP Arenas for Glory.. and Cash, Grow your Hero's Power and Ascend!

This Game provides a massive amount of hero customization.
First You pick the Model of your hero with the primary stat you want.
Secondly You visit the Spellshop and train up to 5 spells out of Dozens of Unique Spells, Every spell can be upgraded up to Level 4.
Examples of a few jobs in the game:
Governor:- Largest Auto-income, passes laws allowing other player jobs to unlock new upgrades and cause new events in the city, has a vault that can be robbed!
Mayor:- Receives a large Auto-income, attempts to persuade/bribe Assembly Members for approval rating, which allows him to Open Jail Cells and attempt to Steal Money from the city's funds.
Area 52:- Researches, eventually triggers a global zombie invasion, researches how to control the zombies and then finally researches out how to clean up the zombie hordes they released on the world.
Scientist:- Researches aliens causing a invasion, opens an advanced aircraft shop & Sets up citywide CO2 Recyclers, which permanently increases Hero experience gain for everyone in the game.
Doctor:- Kill germs for a small income, if your hero kills it you get more than if anything else kills it, sell powerful medical items to players and rescue injured civilians with the ambulance.
Druggy, Mafia, Police:- Similar to every LoaP, only enhanced. Kill each other, sell drugs, use your cash to purchase reinforcements, capture each-others control points.
Airforce:- Produces Helicopters, Transports Toxic Crates to Burn, protects the city from airborne attacks, gets promotions for defending the city successfully.
Monster Hunter:- Accept contracts for killing certain bosses, kill monsters anywhere you can find them for additional income, great for the RPG Enthusiast.
Farmer:- Take crops and drop them in the Silo, or feed them to the pigs.
Morgue:- Take the body and put it in the fire, simple part-time job for cash.
Miner:- You get your miners to "Mine" Crystal Formations within the mine and bring the Gems they drop to the Gem Shop.
Assassin:- Builds special units, Kills other player's hero's for income, can also do a Assassination Target Mission every couple minutes.
Blacksmith:- Combine materials with a forge to make powerful weapons and armor.
Army:- Small income, constantly attacked by mutants from the forest, fight the Terrorists in the Demolition Zone for additional income, gain promotions and a permanent pension for successfully defending the city from mutant attacks.
Terrorist:- Small automatic income, fight the Marines in the Demolition Zone for income, cause chaos around the city, destroy vital infrastructure and kill indiscriminately.
BurgerHut:- Combine different ingredients to make different burgers which increase stats for player heroes, take the trash out.
Navy:- Hunt down and destroy enemy ships and monstrous Kaiju's keeping the sea safe for other players, protect the cruise ship from attack, receives promotions for destroying pirate ships.
Ezco Corporation:- Research Robotics, Sell Weapons & Activate your company's brand new power station by successfully lobbying the governor.
Casino:- Persuade players to buy your Scratch off tickets or play your Slot Machines, you get money for every play or purchase, you can win or lose money, if they win, you lose money, Has a underground vault that must be protected.
Many More that aren't Posted

Examples of some of the Heroes you can unlock by killing bosses, completing events and discovering secrets:
  • Nemesis "Zombie Hero": Summons hordes of zombies, also has poison ability's.
  • Alien "Alien Hero": Evolves into either a ranged or melee alien.
  • Fire archer: A skeleton archer hero, which is a serious pyromaniac.
  • Shadow Archer: Is what happens when a fire archer is consumed by the shadow.
  • Vampire: A vampire hero, leaches health from foes, summons minions.
  • Lich: A cold evil creature. Has strong summons, and a powerful shield.
  • Ninja: Stealthy, Quick & Crafty, utilizes poisons and speed boosts, specializes in quick light attacks.
  • Cyborg: A hero with serious brute force, fast attack speed and damage, has strong AOE's.
  • Holy Priest: A Priest with many powerful healing ability's, that are almost equally as deadly too.
  • Mutant: A Powerful Mutant, slows down its enemy's and destroys them with slow, powerful melee attacks.
  • Ascended: The Final End-Game Hero, can teleport anywhere in the map instantly, has powerful cult followers, hardest hero to unlock in the game, is practically a god but can still be defeated.
  • Several more heroes not listed in this example.


7.03 *Tiny Update*
  • Moloch Now drops a additional item
  • Level Requirement for Mutant Charm spell increased.
  • Second Hostile Gang Added to the upper right corner of the city.
7.02 *Small Hotfix*
  • Templar's now respawn.
  • Spawn Sacrifices for Final boss reduced from 60 to 16, you can now send adopted children (Purchased from malls) to the shrine yourself to add to the counter as a secondary way to trigger this boss event if needed.
  • Top Left shrine trigger can now only be activated once.
  • Gold Rewards for killing various monsters adjusted.
7.01 *Bug Hotfix*
  • Respawn Limiters added to Cave Vampires
  • Hellhounds are now Flameborn and have a new custom model.
  • Lord of Corruption Boss now uses a Necromancer model instead of an Infernal
7.0 *Map Expansion and Modernization*
  • Map Expanded In Every Direction
  • Major Expansion of the Forest, new bosses, new landscapes and new secrets.
  • Forest Layout Improved, some of the weaker bosses have been re-positioned closer to the entrances.
  • Two New Mega-Mansions added to the southeast edge of the city, live life like a bezos.
  • Camera System removed from the game, thanks to blizzards new camera changes this system has become irrelevant.
6.711 *Minor Performance Patch*
  1. Added PvP Arena announcer dialog
  2. Reduced maximum zombies from 160 to 110
  3. All Area 52 Research now takes longer, the scientist research that spawns aliens now takes longer.
  4. Alien Hero ability's changed to reduce performance impact on the game, additional level to new spells and base alien hero stats and gains buffed.
6.710 *Minor Improvements Patch*
  1. Removed the Ripple effect from the staff of creation's award, also removed the requirement that your hero is a Reaper, you can be any hero to create it now.
  2. A minor rather moronic easter egg added for entertainment purposes, we now know why the cultists are insane
  3. The Ninja boss is no longer a hero, has received minor buffs.
  4. Ninja Hero Poison Strike replaced with Poison Bomb, ninja hero also now has passive shadow meld.
  5. The PvP Arena System has been completely redesigned from scratch, no more dialog boxes instead it now requires both hero's stand in the circles to begin the match, the pvp arena also now accepts pets.
  6. PvP Arena will also now auto dis-ally the other player and auto-really that player when the match is over.
6.79 *Stability Patch*
  1. Attacking the trees where the monster hunter infernal boss spawns, while he spawns, no longer causes the game to crash.
  2. The weather system and the events triggered every 5 minutes are now nested inside of the primary world income trigger, cutting down the reoccuring trigger que by 66%
  3. The 5 primary triggers that set up the game at the beginning have been merged into one, this appears to reduce that initial lagspike after initially starting the game.
  4. Reduced map optimization and compression
6.78 *Tiny Bug Patch*
  1. Removed 3 things potentially involved with selection bug from game initialization
  2. Changed the way the peasants interact with your click also in an attempt to fix the rare selection bug
  3. Fixed one line of dialog text from peasant clicks
  4. Clicking a peasant no longer shows the speaking indicator if you are out of range.
6.77 *Bug Patch*
  1. Fixed an issue with the Ninja unlockable hero, also changed spawn location of the miniboss.
  2. Club NPC's no longer cost food and you no longer take control of a dancing peasant when purchasing a club.
  3. Dojo Samurais should now respawn one minute after dying
  4. Advanced Drug Barn should now transfer to the job holder correctly, Drug Runners are no longer automatically upgraded to Experienced Drug Runners.
  5. Experienced Drug Runners no longer have an attack, but have slightly increased health and movement speed.
  6. Black Bear pet is now a Polar Bear, Richman club elephant can no longer escape from a small gap on the bottom of his pen.
  7. Purifier Chaingun Tower no longer requires "Default String" to build
  8. Mutant Heart now correctly has a Reincarnation effect, however it only has 8 charges of it now.
  9. All Drugs now share a 4 Second Cooldown down from 8
6.76 *Bug Patch*
  1. Fixed a bug where newly purchased vehicles could get stuck
  2. Fixed a bug where the apartment realtor was selling a riderless horse instead of the apartment.
  3. Tons of additional fish now roam in shallow waters, many birds have shown up in the city and some coastal areas have grown additional seaweeds.
  4. Primary Stat gives 1 damage/stat again, didn't like how anything below 1 shows up as "0" by the wc3 client.
  5. New Armor Type Icons
6.75 *Tiny Patch*
  1. Maximum Hero level is now 1000 up from 100, MOAR POWA!
  2. The games 5 Minute +50% hero experience boost reduced to +25%
  3. Intelligence points now give additional mana and regeneration.
  4. Primary Stat attack damage bonus reduced 25%
  5. Health per Strength reduced 25%.
  6. Experience gain range reduced from 4000 to 3000.
  7. Tank Descriptions improved slightly, all tanks now have a taunt ability.
6.74 *Minor Patch*
  1. You can now display a Situation Report from your Medical Bed in the Hospital.
  2. During the Alien Invasion Peasant and Street Cop Respawn rates are now slowed down substantially.
  3. Taxi "items" now have unique Icons for easy memorization
  4. All Boats and Warships have received rebalancing, new ability's and description improvements, a new high end Yacht for sea transport is now on sale.
  5. Overhaul of Ezco Units all of them Renamed and Rebalanced with New Ability's and their costs reduced substantially.
  6. Improvements to Gangs, Units now have unique ability's that makes each one more useful in different scenarios.
  7. Gang Minelayer Mines now scale with the global damage buff, mines are now targeted as ground units and have a permanent stealth ability.
6.73 *Minor Patch*
  1. Secret/Unlockable Heroes have had their ability's updated to use the new ability hotkey scheme (Centering all hotkeys around wasd)
  2. Many memory leaks fixed, likely eliminating hundreds of leaks per hour especially in multiplayer.
  3. More improvements to the alien invasion system to prevent game instability.
  4. New Turret Model Added, multiple job based towers now use it.
  5. Waste Management Building now has a southern entrance.
  6. Town Police will now display a exclamation mark above their head when under attack or responding to a attack.
  7. Riot Random Event fixed, rioters where spawning in the wrong area.
  8. Cartels enforcers can now be trained., Cartel now builds harvesters and researches harvesting upgrades from the building in the harvesting room instead of the office.
  9. A player who isn't a member of the mafia can no longer turn in the crate of weapons.
  10. Impeaching the governor should no longer include computer players in the vote.
  11. Many units across the game have received new ability's and description updates
  12. Reviving at the Hospital now costs 5% of your total gold instead of $1500 and a Situation Report displays on revive.
6.72 *Minor Patch*
  1. Police Station Reorganized a little, now only has two jail cells instead of three and a new street between the police HQ and the Dump has been built.
  2. The Germ Room in the Hospital and Much of the Police Station are now Air-Accessible
  3. New Loadscreen Text
  4. Replaced most town police with "Street Cops" they will remain in towns control, they will respawn like peasants, killing them will give you a warrant.
  5. Attacking street cops or peasants will cause all nearby cops to attack you, and have a chance to call for reinforcements who will also attack you.
  6. Many new street cops have been employed across the city
  7. Peasants and Street Cops who spawn in certain locations like the middle of a lake will now die instantly and attempt to respawn in a decent location again.
  8. Assassin Auto-Income reduced from 10 to 5, is now only eligible for the 300% bounty bonus after holding the job for 2 minutes and can no longer purchase bounty's on other players, only collect them.
  9. You can no longer place a bounty on yourself.
  10. Many new street cops have been employed across the city and Town now also receives Unit Upgrades every 5 minutes, making various town units more capable of defending the city.
  11. Fixed a potential crash with a mutant hero ability
  12. Switched all internal wait times to game time instead of computer time, to hopefully improve multiplayer sync.
  13. Made more improvements to the alien invasion to spread out the performance impact of all of the units spawning in.
  14. Samurai Dojo NPC's should now respawn correctly.
  15. Hospital Germs Dislike Aircraft, and now evade 50% of attacks up from 33%.
  16. Casino Auto-Income increased from 40 to 55, Now only loses 50% the winnings when someone wins a scratch-off ticket.
  17. Every 5 Minutes the Casino Owner receives $1 to auto-income, FOR LIFE, even if they quit the casino they retain this income permanently.
6.71 *Minor Bug Patch*
  1. Taking police job no longer gives you control of the garbageman job circle
  2. Quitting the police job now correctly removes control of the northern station
  3. The Disgusting Egg from the spider boss is now targetable
  4. The second bank check tied to the Thief job also can only be picked up by Thief or Bank job holders
  5. "Theif" spelling error corrected, assassin quit text simplified to waste less of your screen.
  6. Killing your own hero should no longer trigger the popup saying bounty was awarded.
  7. Assassin Hero Killing income increased from $350 to $500, and Assassin can no longer assassinate himself.
  8. Minelayers also now receives a upgraded Explode spell based on the level of the damage upgrade and no longer receive armor upgrades.
  9. A redundant upgrade removed from gangs, the first zombie based upgrade renamed.
  10. Control Points now benefit from Upgrades
  11. If the Alien Mothership is alive after 3 minutes a broadcast will show up and will alert players via minimap that the mothership is at the park.
6.7 *Major Feature Update*
  1. Random Weather System added, there's a chance of different weather patterns every 2 minutes, there's a 50% chance of weather.
  2. Combined Camera Slider System added to the game, thanks to Sabe from The Hive Workshop, default camera distance is now 1900 instead of 2000.
  3. Player Bounty System added to the game, multiple discrete vendor locations across the map.
  4. New Commands -bounty hide/show -warrant hide/show will collapse or bring back the menu, (same menu for both commands)
  5. Added Warrant System, +1 Warrant for killing any Town, Passive Unit or Player Owned unit from a player who has Zero Warrants, killing another players hero without outstanding warrants is +5 warrants.
  6. Police Job now receives $100 Per Warrant when a Hero Purchases Bail from Jail, serving jail time and purchasing bail clears all outstanding warrants.
  7. Lawyer added to the Divorce Building, allows you to pay to clear your outstanding warrants at a price of 50 gold per warrant.
  8. Assassin Job Holder Receives 300% Bounty Reward
  9. Golem of Earth, Patient Zero, Mutated Wildlife now have models that work with classic wc3.
  10. Bank Checks can now only be picked up by the Bank or Thief job holders.
  11. The Hospital with the exception of the germ room now allows air travel.
  12. Increased the size of vehicles slightly
  13. Talking Villagers and Police will now turn towards your hero when speaking, also added Wc3's speaking unit indicator.
  14. Construction Buildings of Police/Mafia/Cartel are now frozen when they lose control of their respective control point.
  15. The South Entrance Defense Tower also gets frozen when their control point is lost, to prevent that tower from attacking the captured control point.
  16. Disco Floors now provide a very small experience gain every ten seconds to any hero standing on them
  17. There are now varying chances that the Thief will be caught and receive warrants for stealing job items and the tank heist.
  18. Mafia now has a 20% chance to receive warrants for receiving illegal weapon shipments.
  19. Cartel now has a 20% chance to receive warrants for rapid drug selloffs.
  20. Terrorist Killing the Cruise Ship now causes 60 Warrants to be issued for their arrest.
  21. Robbing banks now has a near 50/50 chance to lead to more than a dozen warrant for your arrest.
  22. Spider Boss, Patient Zero and Golem of Earth Bosses can now target Air Units more effectively.
  23. Most Zombie Units and Z-Virus Tank Collision Sizes Reduced
  24. Game Food Limit Increased from 250 to 300.
  25. Experience Gain Share Range Reduced from 8000 to 4000.
  26. Mind Controlled Zombies can now infect and reanimate City Peasants.
  27. Spellshop Spells have had their keybinds redone to center around WASD and the left side of the keyboard.
  28. Mana Burn spellshop spell buffed, Big Bad Voodoo spellshop spell renamed Someone Your Own Size, range increased dramatically.
  29. Dark Impale spellshop spell Renamed Subterranean Tendrils, Faerie Fire Renamed Disintegration Nanites, Breath of Fire is now Breath of Carolina Reaper, Shock is now Xtra-Volt Taser, Toughened Skin is now Physical Prime.
  30. Regenerative Cells spellshop spell renamed Implanted Defibrillator
  31. Holy Crusade Renamed Birb Crusade, missile model changed, area of effect increased, all levels +1 beast/sec max level +4 and higher damage.
  32. Colorized all Learned Spellshop Spell Description Text
  33. Several Hotkeys changed, Mafia Swordsman now has a Classic-Compatible Icon
  34. Police Officers/Mafia Henchmen/Cartel Guard/Terrorist Fighter and Army Soldiers now only cost 1 food each.
  35. Army Soldier is now trained 200% Faster.
  36. Spec Ops Soldier added to Army Job, a substantially stronger infantry unit that takes substantially longer to train, includes the ability to critical strike and passively reduce damage taken.
  37. A Very powerful anti-infantry unit added to Army Job, requires an expensive upgrade to unlock, and the strongest Tank unit in the game added, requires the scientist to unlock alien ships before building.
  38. The Samurai Dojo and outside of the governors mansion have been renovated.
  39. Most Tanks have had their armor increased by 2 and their splash damage range increased ~20%
  40. Instead of spawning on Peasants Aliens now build 7 Teleporters around the city, where a new alien spawns in every 10 seconds and roams to a random map location, the teleporters must be killed to end the invasion.
  41. All Ezco Unit's are now classified as Mechanical.
  42. Boss Re-spawn and Item Drop systems cleaned, organized and several memory leaks fixed.
  43. Suicide Bomber Upgrade removed from Terrorist Job, the Explode Ability now scales with the Global Unit Damage Upgrades, has 100 levels, but can no longer benefit from global armor upgrades.
  44. Fixed multiple major point leaks dealing with zombie movement and re-spawning.
  45. Richmans Club Alcohol Vendors now have a very special and expensive offering.
  46. Drug Usage Cooldown reduced 15 seconds to 8 seconds.
  47. Removed two of the islands in the ocean.
  48. Navy Ships are now larger
  49. Every 20 Pirate Ship kills a Massive Kaiju spawns in the ocean, if the Navy kills it they receive $12,000, but beware losing your expensive ships, a fleet may be needed.
  50. Area 52 now gets $40 per zombie kill up from $25
  51. Army/Navy and Airforce now receive $10 job bonus for each zombie they kill, and $100 per alien killed, theres also a bonus for those job holders if they kill the alien queen.
  52. Alien Ships have new models, Royal Fighter/Heavy Cruiser/Heavy Fighter removed, there is only 3 classifications of alien ship now.
  53. Hovercraft has a new model, double the armor and its price reduced slightly.
  54. All Tanks now have passive damage reduction
  55. All Normal Tanks (not purifier or ezco) now have passive short-range attacks, depleted uranium rounds, and a AoE Cleave that fixes the intended splash damage.
  56. Samurai Item now requires you to challenge a Samurai in the Dojo, Fight a Samurai that spawns, and defeat it in order to spawn a Samurai Slave.
  57. The Alien Invasion now has two phases, the first phase is now a air/ship invasion, when the mothership is destroyed the ground invasion begins.
  58. Aliens and Alien Queen Buffed, aliens can now attack air units and will now act more similarly to zombies.
  59. Aliens now have a parasite ability, if it kills a unit that is infected it will create a face hugger, if that face hugger kills anything it will spawn a full Alien from its body.
  60. Scientist Job can now build alien ships directly once the alien ships have been researched.
  61. Army Humvee's are now much cheaper, but take much longer to build, cost 3 food instead of 1.
  62. Airforce has two new aircraft including a osprey which takes a long time to train and a powerful aircraft that is locked behind scientist research, other aircraft units rebalanced, the cobra no longer has a ground attack.
  63. Airforce now gets $250 per aircraft killed, and Alien/Hybrid flying unit kills now reward $850 per kill, also starts with an additional anti-air unit.
  64. The navy gets a similar copy of the army's spec ops soldier, called the Navy Seal, very slightly stronger but takes WAY longer to train and costs WAY more, because the navy does not specialize in ground troops.
  65. Scientist now receives a large sum of gold for a particular research.
  66. Alien Hydralisk form has a new passive ability that replaces the spiked carapace placeholder, all aliens now have passive spiked carapace as a bonus passive.
  67. Alien Heros have had their base stats buffed, ability re-balanced and now have additional levels to learn.


Creator/Director: Daethz
Former Assistants and "Co-Creators": Golden-Chimera, Ikillforeyou, Sube2, Peonurself (Pre-WoW Aliases)
Map Optimizer from Frotty/The Hive Workshop
All credit for Models, Skins and Icons are from various contributors from The Hive Workshop, a comprehensive list can be found on this games resource usage list including some used in previous versions that are no longer in use.
And special thanks to everyone in the comments section of LoaP Ascension/The Hive Workshop for their suggestions and bug reports!
(!)This Map is best experienced using Reforged Graphics, but remains fully compatible with Classic Graphics.
"Are There Cheats and or Unfair Advantages in this particular LoaP?" No, there are exactly Zero cheats, only the advantage of Learned Experience.
Pre-Reforged Version (For Outdated Wc3 Clients)
Thanks to everyone who Rates the Map, submits Suggestions and Reports Bugs! Have fun!
Contents

Life of a Peasant Ascension v7.03 (Map)

Reviews
20:46, 1st Aug 2010 ap0calypse: Approved Improve the description, make it look less like a wall of text that nobody wants to read and more like a professional map's description. In order to do that, use BB-codes.

Which Camera System do you prefer?

  • New Camera System (v6.7+)

    Votes: 6 100.0%
  • Old Camera System

    Votes: 0 0.0%

  • Total voters
    6
  • Poll closed .
Level 10
Joined
Mar 25, 2008
Messages
339
Hey Daethz idk if this is know but during the fight with the demon lord in the top left of the map its about a 80% chance that the game will crash during the fight. I love this map but that's the only problem to crashes I've experience. Hopefully this gets to you.
Looks like blizzard radically altered the spawning of new destructible so for 6.4.2 i have gone ahead and just removed the spawn and turned it into a hiding object.
It's the only thing I can think of that could be causing crashes, because I cant seem to reproduce the crash.

I released 6.4.2, hopefully it fixes some of the issues.
 
Last edited:
Level 2
Joined
Oct 29, 2019
Messages
9
Does any of the versions work for 1.26a patch? 23 player versions just hang my game when I try to create a lobby, while legacy versions straight up crash it with some memory access violation error.
 
Level 1
Joined
Nov 3, 2019
Messages
2
Any chance Area 52 could get a re-work? Seems like the worst kind of players just rush it, release the zombies, then leave.
 
Level 1
Joined
Nov 3, 2019
Messages
2
Would increasing research times be enough of a rework?
(the one that spawns the zombies)
I think ill double it.

I think having more research steps before doing the one that releases the zombies would do it. Or maybe just having something that stops someone from just getting the money necessary for the research and then boom.
 
Level 1
Joined
Nov 6, 2019
Messages
5
How do you get started with the Ascended hero I see the altar and whatnot and I put the soul rod into the soul well but nothing seems to have happened
 
Level 6
Joined
Mar 10, 2019
Messages
63
The arena couldn't just break one of them, did you have at least 4 arena points? That's literally the only other requirement compared to the weaker arena, anyways i added in a popup warning if you don't have the points.
Now, if the circle inside of the arena was still owned by a player after he died and it never reset, that would be broken, the arena entry depends on that circle returning to town ownership, the only way i can think of breaking it even conceivably is someone killing the arena participating hero from outside of the arena.

Looks like there was a missing dialog box clearer, re-added, also just threw in a thing that will block anyone from stealing your circle, the circle can only be triggered by non-pet heroes btw.

The northwest club was in fact broken, my own testing confirmed it and i found the reason immediately after, I forgot to update the event trigger for that one with the improved system, fixed for next patch.

I don't think the crash came from the spider boss, could be a desync but that usually only happens with extremely long games, was your game several hours old when the spider crashed it?


It could be possible, but I was also running through the original arena, so it might just have broken on its own. I remember having the champion's arena break as well, but that was long ago. I do not know if the person before died, but it could be likely.

For the spider boss, it was confirmed by the host of the game that it was the problem. Sadly, I don't have the saved game, but he had said the by going near it it had crashed? The last game it crashed was most likely just 1 hour and thirty minutes long. It is extremely rare for games to be longer than that. Most people leave by then. In fact, most people leave by the first hour, and then the game wraps up in the next 30 minutes. My longest game was probably 2 hours, and it was just me and another player who had no reason to continue, imo.

gl with the fixes. Sad that I can't help too much.
 
Level 1
Joined
Nov 6, 2019
Messages
5
I played on the most recent version and we killed the spider boss 2 times in separate games without any issues so I think it might be fixed unless it doesn't crash 100% of the time?
 
Level 10
Joined
Mar 25, 2008
Messages
339
I played on the most recent version and we killed the spider boss 2 times in separate games without any issues so I think it might be fixed unless it doesn't crash 100% of the time?
There was a crash issue with the terrain up there, which was fixed in 6.4.
These crashes never seemed to exist before blizzards recent patches, they are dramatically changing how things work and its causing serious consequences.

I'm thinking of adding a forced arena reset purchasable to the vendor, maybe like 5k gold with a 10 minute cooldown so you can only screw with someone once every ten minutes. For instance i think you can bug it out by having your hero die but not by the boss directly, if the boss is not registered as the Killing Unit, it fails to trigger the end of arena trigger which resets the arena, this shouldn't be possible but apparently it is.
 
Level 1
Joined
Nov 6, 2019
Messages
5
Are there any plans to rework oil or make it full time rather than part cause it is fairly OP considering its a part time?

Also is there an Official discord or anything for LOAP?
 
Level 10
Joined
Mar 25, 2008
Messages
339
Released the new patch 6.4.3 notable changes is first zombie research takes substantially longer, oil driller job hit with a nerf, a new forceful arena reset item can be purchased once every 15 minutes.
 
Level 1
Joined
Nov 6, 2019
Messages
5
How do you get started with the Ascended hero I see the altar and whatnot and I put the soul rod into the soul well but nothing seems to have happened

Someone said you need certain items and have to go to the altar in order to get the hero but was unsure what items you needed do the elements around the altar hold any significance or is it just aesthetic?
 
Level 10
Joined
Mar 25, 2008
Messages
339
Someone said you need certain items and have to go to the altar in order to get the hero but was unsure what items you needed do the elements around the altar hold any significance or is it just aesthetic?
It's related with the identical elements around the temple on the top left corner of the map.
The item you need is obtained in that park too.
The second item you need, is quite easy to get and i think quite obvious.
 
Level 2
Joined
Oct 29, 2019
Messages
9
Has anyone here had problems with cheaters in Power Ultimate?

Yesterday I've met 2 playing LoaP Power Ultimate 50j
They were able to scout the whole map, change their stats, delete units and spawn huge amounts of pot.
 
Level 6
Joined
Mar 10, 2019
Messages
63
Yo,

Hopped up on tea rn, but I gotta say thanks for nerfing the oil rig job. You might just wanna make it a full time job. It would make sense that it's full time because the position would obviously be full time. I remember having over 200k within the end stretch of the game. HOWEVER, most people were gone by then.

Now, for area 52, how about another solution to it? How about making it so players can stop the area 52 guy's progress instead of nerfing the research time. If you nerf the research time, you still have someone who can cause zombies to appear, unopposed. Their research building is invulnerable and they get auto money. They will eventually do it if they just stay in the hospital and research. If you can cut off the money, or make another job like governor interact with the job though, you might have it so players actively make the area 52 guy a villain. Also, the area 52 job itself is just a villainous role. Could it be possible to add different research elements so people stay with the job instead of leaving it afterwards? I'll break down what makes it not worth it to play other than to just troll.

1. The money's no good. When you're playing this game, you are most likely, actively competing to get a strong hero and start boss killing. Since there's no money in it, better options like bartender, doctor, graveyard, oil, etc. are more promising for your goal.

2. Lack of goals. The goal is to create the zombies, but I've yet to see anyone make use of the zombie units in a novel way. It doesn't seem to be used as a way to elevate status or do anything of value. I bet though, I could do something with it. Not now though, probably. It would take too long and other jobs could be used to get more gold to either get units like from the gangster's barracks or just from another job. The only option is the generic boogeyman 52 scientist RP. A man hell bent on destroying the world or something wants to do it through zombies. It's an old RP that's just serviceable at best.

I believe it could be possible to cause trouble outside of RP. However, if you release the zombies and use your own zombies, the other zombies will just be in your way, as hostiles. So to cause trouble, you would have to either not release the hostile zombies on the world and just use zombie units, which you can do with the terrorist faction or any other faction, or do both and use helicopters or other means to attack.

So my ideas of changing the zombies would probably just be halting money production or giving an incentive to destroy the area 52 person. We usually go after him afterwards, but it's better to start early, I guess. It would increase the amount of interaction between players and create a meaningful narrative as well. A villain adds a lot of fun to LOAPs, so just think of something and you can add more complexity to this game.

This is too long. I will time myself next time.
 
Level 10
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339
Yo,

Hopped up on tea rn, but I gotta say thanks for nerfing the oil rig job. You might just wanna make it a full time job. It would make sense that it's full time because the position would obviously be full time. I remember having over 200k within the end stretch of the game. HOWEVER, most people were gone by then.

Now, for area 52, how about another solution to it? How about making it so players can stop the area 52 guy's progress instead of nerfing the research time. If you nerf the research time, you still have someone who can cause zombies to appear, unopposed. Their research building is invulnerable and they get auto money. They will eventually do it if they just stay in the hospital and research. If you can cut off the money, or make another job like governor interact with the job though, you might have it so players actively make the area 52 guy a villain. Also, the area 52 job itself is just a villainous role. Could it be possible to add different research elements so people stay with the job instead of leaving it afterwards? I'll break down what makes it not worth it to play other than to just troll.

So my ideas of changing the zombies would probably just be halting money production or giving an incentive to destroy the area 52 person. We usually go after him afterwards, but it's better to start early, I guess. It would increase the amount of interaction between players and create a meaningful narrative as well. A villain adds a lot of fun to LOAPs, so just think of something and you can add more complexity to this game.

I don't want to make the oil job full time just for the simple fact that there's not much to it, its a rather boring automated job, the only real risk is the guy with the navy job, gangs or some random people buy ships to attack your gold supply, that said going forward i might end the full/part time system to ensure theres enough jobs for 23 players, I don't plan on doing this until after the new Wc3 is released if at all. Obviously that would mean having to make the more boring jobs more interesting.

Good idea for Area 52, im thinking of a building that spawns when area 52 is researching, a destroyable building that if destroyed will abruptly end the research, not sure if this is possible yet, other idea is requiring a item or object to start research.
Seeing how area 52 seems to be the somewhat unintended villian maybe I should add more money making opportunities.

Im honestly thinking of renaming area 52 also, just to make it sound less like a government facility, and more like a military contractor, unsure of what id name it, initial thought is "Umbrella!" but that's way too unoriginal.

The nerf will stand as a placeholder though.
 
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I don't want to make the oil job full time just for the simple fact that there's not much to it, its a rather boring automated job, the only real risk is the guy with the navy job, gangs or some random people buy ships to attack your gold supply, that said going forward i might end the full/part time system to ensure theres enough jobs for 23 players, I don't plan on doing this until after the new Wc3 is released if at all. Obviously that would mean having to make the more boring jobs more interesting.

Good idea for Area 52, im thinking of a building that spawns when area 52 is researching, a destroyable building that if destroyed will abruptly end the research, not sure if this is possible yet, other idea is requiring a item or object to start research.
Seeing how area 52 seems to be the somewhat unintended villian maybe I should add more money making opportunities.

Im honestly thinking of renaming area 52 also, just to make it sound less like a government facility, and more like a military contractor, unsure of what id name it, initial thought is "Umbrella!" but that's way too unoriginal.

The nerf will stand as a placeholder though.

The hospital job and graveyard job can also be automated. Other jobs like the Area 52 job and Scientist only get auto income. The principal job can be automated with turrets as well. The principal job though, does not get very much money, so it's just not worth it. The druggy job is just adding workers to harvest wood. You can also just get a drug peddler up to the NPC seller, which no one uses, and do that. The mafia and police job just gets auto income. The mafia never really robs the bank because they always die, so it's just auto income. The governor and Mayor jobs are automated, the terrorist job is just auto income IIRC (no one plays it), the army job is basically wait for enemies to attack one place, so just keep some guys near by, etc. There's a lot of jobs that's just auto income. Most jobs though, are automatic. The top tier jobs are automatic, at least. Well, they were automatic. Now you get more money from heroes doing it, but people still use turrets.

Other than that, most jobs are just bring item to place, get paid, go back, get another item. The barkeeper job, the druggy job (for money), the gem miner, the morgue job, etc. I don't think you can improve these jobs much though. They, like real jobs, are just a means to an end. It's not what you initially get with the jobs, but what you can use with them. With the airforce, I think you might still be able to spawn kill vampires. With the marines, it's free marines, who are just as good as the AK47 unit. You can maybe kill some bosses with that. With the druggy, it's just getting jacked. I've literally gotten 50k lumber before 25 minutes had passed. I can probably do better too.

The point is, TL;DR the oil rig job would be like the hospital job. Or just completely re-work the oil rig job. Why is the oil rig job automatic, literally, while all other part time jobs manual? No one really even gets a part time job that I know of. I never do, at least.

Nice ramble. I do that.
 
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Life of a Peasant Power Ultimate 50K - Warcraft 3 Maps - Epic War.com
This was the final version of LPU, but I reccomend playing the current version of ascension.
There is some weird bug I am encountering in this version - units get deselected. Like, when you click on a unit you don't own - it gets deselected immediately. When you click on it again, it does not deselect itself, but you can't interact with it (clicking on an item/ability does not work). The bug itself seems inconsistent, but I've only seen it in K.
 
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There is some weird bug I am encountering in this version - units get deselected. Like, when you click on a unit you don't own - it gets deselected immediately. When you click on it again, it does not deselect itself, but you can't interact with it (clicking on an item/ability does not work). The bug itself seems inconsistent, but I've only seen it in K.
Thats one of the bugs that started happening after blizzards patches early this year, I just wonder if anyone is encountering it in the current version of the game, because I have made excessive changes trying to fix that one.

LPU50k also has around a trillion trigger leaks which I fixed in ascension.
 
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The hospital job and graveyard job can also be automated. Other jobs like the Area 52 job and Scientist only get auto income. The principal job can be automated with turrets as well. The principal job though, does not get very much money, so it's just not worth it. The druggy job is just adding workers to harvest wood. You can also just get a drug peddler up to the NPC seller, which no one uses, and do that. The mafia and police job just gets auto income. The mafia never really robs the bank because they always die, so it's just auto income. The governor and Mayor jobs are automated, the terrorist job is just auto income IIRC (no one plays it), the army job is basically wait for enemies to attack one place, so just keep some guys near by, etc. There's a lot of jobs that's just auto income. Most jobs though, are automatic. The top tier jobs are automatic, at least. Well, they were automatic. Now you get more money from heroes doing it, but people still use turrets.

Other than that, most jobs are just bring item to place, get paid, go back, get another item. The barkeeper job, the druggy job (for money), the gem miner, the morgue job, etc. I don't think you can improve these jobs much though. They, like real jobs, are just a means to an end. It's not what you initially get with the jobs, but what you can use with them. With the airforce, I think you might still be able to spawn kill vampires. With the marines, it's free marines, who are just as good as the AK47 unit. You can maybe kill some bosses with that. With the druggy, it's just getting jacked. I've literally gotten 50k lumber before 25 minutes had passed. I can probably do better too.

The point is, TL;DR the oil rig job would be like the hospital job. Or just completely re-work the oil rig job. Why is the oil rig job automatic, literally, while all other part time jobs manual? No one really even gets a part time job that I know of. I never do, at least.

Nice ramble. I do that.
One thing i learned a long time ago is getting people to work together in a game like LoaP is nearly impossible, so I have tried to make the jobs independent, my latest scheme is to make job opportunities to attack or steal from another player for extra money.
Do the mafia, police and cartel ever actually try to capture eachothers control points? I may increase the benefits again, i want it to be very profitable to hold your opponents base.

I think i may slow down ALL auto incomes, i think right now its per-8 seconds, i may nerf it down to per-10 seconds, which would technically be a 20% nerf to all auto incomes in the game.

Thinking of these changes based on your ramble: #1: Nerf auto incomes 20% #2: Nerf druggys drug farming #3: Maybe buff oil driller's capacity a little, but increase the gold cost of new ships and add in events where enemy ships try to attack the shipping lane, make it a full time job. #4: Make robbing banks more profitable, #5: reduce turret kills income a little bit more.

I don't want druggy to be a income powerhouse, because its already a hero improvement powerhouse, being both would make it the best job in the game hands down.
 
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One thing i learned a long time ago is getting people to work together in a game like LoaP is nearly impossible, so I have tried to make the jobs independent, my latest scheme is to make job opportunities to attack or steal from another player for extra money.
Do the mafia, police and cartel ever actually try to capture eachothers control points? I may increase the benefits again, i want it to be very profitable to hold your opponents base.

I think i may slow down ALL auto incomes, i think right now its per-8 seconds, i may nerf it down to per-10 seconds, which would technically be a 20% nerf to all auto incomes in the game.

Thinking of these changes based on your ramble: #1: Nerf auto incomes 20% #2: Nerf druggys drug farming #3: Maybe buff oil driller's capacity a little, but increase the gold cost of new ships and add in events where enemy ships try to attack the shipping lane, make it a full time job. #4: Make robbing banks more profitable, #5: reduce turret kills income a little bit more.

I don't want druggy to be a income powerhouse, because its already a hero improvement powerhouse, being both would make it the best job in the game hands down.


Gl with your scheme. I had proposed the jobs to interact like that, so see my previous posts if you want inspiration. Players will definitely work together to destroy a common enemy. They may not work together, but they will kill annoying people / threats to power or at least leech exp. The mafia/police/cartel do kinda capture other control points, but to my knowledge, only when reminded. The last cartel of my game didn't know about the check points, and I have personally gotten the dock checkpoint as cartel, but had no idea to do with it. It at least gives auto income, but it's hardly needed. If you buff the control points and make it profitable to do, compared to the top jobs, then you actually might have people hold those positions for money / free units. However, if it takes two to tango, you might just have someone quit the mafia/police job to cripple the other person.

If you slow auto income, the game will become much longer, and might just become more of a grind. Right now, people just do their jobs, don't talk, and rush op heroes. If it's like that again, the best jobs will tower above the rest, people will rush towards those jobs, and it might just be like the grave/hospital/oil driller job again, but slower. People will just not interact and grind more, I think.

I'm not sure about drug farming for druggy, but I've always said to nerf it since I literally got 50k wood in 25 minutes. TIP: You can actually just get two peasants and AFK or get gold until getting the much better goblin farmers. You could make it so gold is required to get drugs, I guess. Since gold is scarce for the druggy, it would be much more of a grind, and it might encourage going and selling the drugs. For the oil driller, people just spam the driller, so in late game, if you're getting 70(?) gold per ship, and every second, a new ship comes in (because people spam it hell), and now it's 80, it'll just make people rush it more. Still, it also might just do the opposite... is what I would say if it's a full time job. It could mean people just go for higher paying jobs like hospital. I don't mind the ships though since oil driller is just easy work with no risk. Well, most of these are no risk. Hospital? You COULD die, but you could also just use a turret and never look at it again. Graveyard? Same. Bartender? No actual threats. Druggy? No threats. Anything, no threats.

Definitely agree with #4. It's far too dangerous work with too little payoff. I've tried it with an ultra op character, and they were beaten too, so even with the power armors (PA), it wasn't worth it. By then too, I had more than enough to afford those power armors too.

#5, no idea. You gotta test that yourself. Go into singleplayer, get a turret, place it down for hospital. Then, leave a timer running. Record the amount of money for 10 minutes and see if it's too much or too little. Nerf the highest paying jobs and no one will bother getting the op items. No one gets op items, they really can't kill the bosses or even go far. The items aren't powerful enough to go to the harder bosses, I think. If they are, then people will just get units and kill those bosses until their hero can tank the damage and kill the higher ones.

Also, really looking forward to the multiple damage, armor, health, and movement speed upgrades. Like a +10 that's just 10 times expensive. Things like that will increase game time.

While making this post, I went and tried some full time jobs, and man, do most of them not bring any money in. The morgue job, btw, can be broken by trying to sell or put the body in an invulnerable container. You sell it and it's gone for the rest of the game. No one can spawn it back. If you put it in an invulnerable container, preferably one you own, you can keep the body away from someone for the entire game.
 
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Attempted to make a unit spawn you could kill to forcefully end area 52's research tonight.
Blizzard has made it seemingly impossible.
There is no "Cancel Research", forcing the player, or even brown to select the building and force ESC isn't working, changing ownership isn't working, im genuinely surprised at how impossible they made it.
Even selecting the unit and forcing it to "Stop" does nothing, keeps researching. At a loss what to do atm.
 
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Released 6.4.4 last night, contains job balancing, the new system for area 52, I couldn't force the research to stop or reset so i made a intricate system to delete the building from the game and spawn a new one in its place, adding it back to the job correctly.
All of that because blizzard didn't add a "Order Stop Research" into the GUI triggers.
Auto-Income also got nerfed, gamewide.

If you see anything that says "Auto income is every 8 seconds" please tell me, because its 10 seconds now, I couldn't find any more myself but you never know.
 
Level 1
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hello

Attempted to make a unit spawn you could kill to forcefully end area 52's research tonight.
Blizzard has made it seemingly impossible.
There is no "Cancel Research", forcing the player, or even brown to select the building and force ESC isn't working, changing ownership isn't working, im genuinely surprised at how impossible they made it.
Even selecting the unit and forcing it to "Stop" does nothing, keeps researching. At a loss what to do atm.

have you tried to use the same mechanic as frost wyrms upgrade?
Freezing Breath (Passive)
When cast on a building, temporarily stops all building activities.
 
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Greetings Daethz

I'd like to thank you for uploading and still supporting such a great map. It's truly got loads of secrets and gameplay to offer for single- and multiplayer alike. It's definitely worth hosting.

For any future versions (From 6.4.4 and beyond) I'd recommend balancing the following aspects of game:

1. Drug Cartel: The cartel's ability to just make buttloads of drug materials to boost your heroes with and get money from rapidly selling them off is astounding compared to the 2 other factions. Perhaps decreasing the harvesting skills of the "Drug Harvester 5000" by 25-50 % is a fair way to leave the cartel a bit more vulnerable further into the game.
2. The item dropped by the Bank robbers can be sold for such a ludicrous amount (Nearly 40K) that whoever gets to sell the item is miles ahead of everyone. Perhaps decrease the value to 20K?
3. The "Radio-Active Monster" in the sewers is too easy to kill for the item it gives. Perhaps the monster could be tougher or one could increase the cooldown on the 4000 HP heal from the "Mysterious ring".

I've also encountered perhaps some unintentional things along with playing, that I find odd:

4. How does one keep earning money from the mining job to the left of the Richman's Club? I've tried the job multiple times in single- and multiplayer alike where once you've harvested the crystals once that is it. They don't respawn, or is there a way to make them respawn that I've missed? There is also a pretty big chance that the game will crash when the "Granite Golem" uses it's ultimate ability. It has happened twice for me atleast.
5. The prison escapee boss also has a pretty big chance of crashing the game when he uses his ability or, when a player picks up his dropped item and uses it.


I've also straight up got some questions:
6. Where does one find the Urn mentioned in the Crypt Keeper Job?
7. What's the deal with the mafia helipad by the airport?
8. Airport is cool, but does it have any uses?
9. How to aquire the "Soul of the Spirit Beast" for the Element of Earth?
 
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Greetings Daethz

I'd like to thank you for uploading and still supporting such a great map. It's truly got loads of secrets and gameplay to offer for single- and multiplayer alike. It's definitely worth hosting.

For any future versions (From 6.4.4 and beyond) I'd recommend balancing the following aspects of game:

1. Drug Cartel: The cartel's ability to just make buttloads of drug materials to boost your heroes with and get money from rapidly selling them off is astounding compared to the 2 other factions. Perhaps decreasing the harvesting skills of the "Drug Harvester 5000" by 25-50 % is a fair way to leave the cartel a bit more vulnerable further into the game.
2. The item dropped by the Bank robbers can be sold for such a ludicrous amount (Nearly 40K) that whoever gets to sell the item is miles ahead of everyone. Perhaps decrease the value to 20K?
3. The "Radio-Active Monster" in the sewers is too easy to kill for the item it gives. Perhaps the monster could be tougher or one could increase the cooldown on the 4000 HP heal from the "Mysterious ring".

I've also encountered perhaps some unintentional things along with playing, that I find odd:

4. How does one keep earning money from the mining job to the left of the Richman's Club? I've tried the job multiple times in single- and multiplayer alike where once you've harvested the crystals once that is it. They don't respawn, or is there a way to make them respawn that I've missed? There is also a pretty big chance that the game will crash when the "Granite Golem" uses it's ultimate ability. It has happened twice for me atleast.
5. The prison escapee boss also has a pretty big chance of crashing the game when he uses his ability or, when a player picks up his dropped item and uses it.


I've also straight up got some questions:
6. Where does one find the Urn mentioned in the Crypt Keeper Job?
7. What's the deal with the mafia helipad by the airport?
8. Airport is cool, but does it have any uses?
9. How to aquire the "Soul of the Spirit Beast" for the Element of Earth?

Hmm thank you very much for informing me about the crashes, going to look into and probably change those spells completely, its odd too because they are literally just basic wc3 spells with balance changes.

The urn in the crypt keeper job is created by the morgue when it burns the body provided to him from the hospitals ambulance event, it's a player based event chain.
The airport is really just for looks right now, i do want to add some kind of terrorist job opportunity to it though, shouldn't be a mafia helipad, but they use the same model, the two with helicopters landing are just for show right now, the one below that is the new alien ship vendor site.

soul of the spirit beast.. i think it comes from the white tiger boss north of the fire archer altar
 
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Greetings Daethz
You where right about both crashing issues, thank you much for posting those, I have repaired them for the next verison, the golem ability is a weird one, staying away from boss splits for now. The shanker, i had removed the cast time and that caused the dot to literally damage a target every 0.00 seconds, completely redid that spell.

I pretty much did everything you requested in fact, didn't slam the nerfhammer quite as hard as you suggested, but there are some substantial nerfs to the drug harvester, the ring and the sale price of the bank robbed gem sack.

I'm going to see if I can get the Wc3 reforged editor before I release this though, if I can I will easily be able to do a much, much larger patch.
 
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I released 6.4.5, please download it and discontinue using older versions to prevent potential crashing from the Earth Golem and Prison Escape bosses.
Next patch will likely be done for Wc3 reforged.
 
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Loap Ascension is great & all, especially in multiplayer, but:

I checked out some Forums on how to get the last hard-to-get Ascended hero & apparently there's supposed to be a "New In-game hint directing the player with the correct Hero and Item combination to Ascending when they are near the Altar of Ascension." of which I found no such thing going near & around said Altar. Or this is supposed to be some kind of 'supporter only' trigger?

I haven't found any patch changes related to said hint so it's got to be some kind of bug or as I said ^^^.
Using v1.27, v1.30 and most updated version of Warcraft 3 here. Also tested multiple LoaP Ascension versions such as the version with said update and the newest one. No "hint".

Either there's something wrong with the triggering such as only 1 specific player color may activate the hint, wrong/unspecified/non-existing region OR the factors to activate the hint trigger is too diluted with hidden conditions the players won't possibly know exist such as needing a specific hero/item/item combo to activate the hint trigger in the first place of which is possible considering people test triggers without properly implementing them.
 
Level 10
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Loap Ascension is great & all, especially in multiplayer, but:

I checked out some Forums on how to get the last hard-to-get Ascended hero & apparently there's supposed to be a "New In-game hint directing the player with the correct Hero and Item combination to Ascending when they are near the Altar of Ascension." of which I found no such thing going near & around said Altar. Or this is supposed to be some kind of 'supporter only' trigger?

I haven't found any patch changes related to said hint so it's got to be some kind of bug or as I said ^^^.
Using v1.27, v1.30 and most updated version of Warcraft 3 here. Also tested multiple LoaP Ascension versions such as the version with said update and the newest one. No "hint".

Either there's something wrong with the triggering such as only 1 specific player color may activate the hint, wrong/unspecified/non-existing region OR the factors to activate the hint trigger is too diluted with hidden conditions the players won't possibly know exist such as needing a specific hero/item/item combo to activate the hint trigger in the first place of which is possible considering people test triggers without properly implementing them.
I did add a hint but it only triggers under very specific circumstances, Ill put it on my list to add another hint that's less conditional.
Ill just say right now, you need to be a specific secret hero and you need a specific super strong item in your inventory while you do an action.

Also throwing on my immediate to do list to further improve the ascended hero, right now hes rigged but rather basic, many of his spells literally recovered from old god spells.

But to everyone keep in mind I always design and update LoaP Ascension to the LATEST Live version of warcraft 3, when the newer patches hit blizzard substantially changed things in the world editor, and the moment i opened my map editor with that new update those substantial changes where automatically implemented into the base code of the game.
 
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Are you still planning to redo the game from scratch or whatever for reforged?
lol theres no way ill remake the game from scratch, from what I understand maps should still work in reforged.
If thats the case I absolutely plan on making improvements with the new stuff.
I'm actually waiting for it to download right now.
 
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