What is TKoK? - TKoK (short for The Kingdom of Kaliron) is a multiplayer save/load RPG designed for 4 to 7 players that features many ground breaking systems to give you a whole new experience unlike most other RPGs for warcraft 3
Features:
Custom Hero Stat System - Each hero has 3 main stats (Power, Agility, Energy) and 8 sub stats (Strength, Constitution, Endurance, Dexterity, Reflexes, Intelligence, Wisdom, Spirit) which will effect all aspects of your hero. Each hero also has Attack Power, Attack Critical Chance, Attack Critical Power, Spell Power, Spell Critical Chance, Spell Critical Power, Dodge chance, and Block chance. All of these which are derived from your stats.
Playable Heroes - Currently available are the Arcanist, Pyromancer, Hydromancer, Warrior, Cleric, Chaotic Knight, Phantom Stalker, Ranger, Paladin. The 3 missing that will be added with more content are the Druid, Barbarian, and Shadowblade
A Threat System - As seen in most RPG's that have an aggro/threat system, TKoK has something similar allowing the tanks to actually control the mobs and protect the rest of the party from damage.
Equipment System - TKoK has a full screen GUI inventory system for holding and equipping items for your hero
Talent Tree System - TKoK also has a full screen GUI talent tree system to teach your hero new abilities, improve the effects of the abilities, or improve the abilities directly.
Enemy Ability System - A dynamic enemy ability system that allows monsters to have completely custom scripted abilities that are dynamic
Scripted Mini bosses & Bosses - All monsters deemed a mini boss are now scripted events with boss like abilities that you will have to think and react to. This is a huge improvement from the 2.0 versions where mini bosses just hit harder and had more HP than normal monsters. Many new bosses have been added and even more to come
Bonus optional challenges - Something that we are calling VX mode (short for Vexcellent mode) offers extra hard challenges to players that seek them, with the rewards of bonus loot that normally wouldn't drop off that boss.
Broodmother - 'Ahh!! Spiders!' - Defeat the Broodmother without killing any of the eggs in phase 2
Narith the Fallen - 'Elemental Chaos' - Defeat Narith the Fallen after invoking VX mode (attack the shade until it is at 75% HP while not killing any of the containers)
Sand Golem - 'Snack Attack' - Defeat the Sand Golem without killing any of the Rock Shards that spawn.
Saving / Loading - Like any Warcraft 3 multi-player map, this supports saving and loading via a password system.
Screenshots from 3.0.3
3.0.3d Patch Notes - 2/10/10
View Notes
Generic
Corrected the crash bug in 3.0.3c
Fixed several minor things not worth mentioning
3.0.3c Patch Notes - 2/5/10
View Notes
Generic
Corrected Endurance's tooltip to display +0.20 to power
Corrected the starting info for the Cleric
Corrected the Mana Regen display in the multiboard. While it was being calculated correctly, the display value was not accurate.
Re-worked some of the order of events / mechanics / and messed with the global converting them into local variables for some of the functions that deal with recycling / respawning units. While I can't say for certain if this will fix some of the rare / weird issues, it couldn't hurt.
Generic Enemy Abilities
Fixed an issue that could still cause a Frontal Wave to double hit.
All DoT effects can no longer stack on a player (of the same exact ability). Instead it will just refresh the duration. This will prevent 2-3 mobs randomly targeting 1 player and them dying way to fast due to stacking DoT effects.
NORMAL MODE ONLY:
Naga Cleave had its damage reduced a bit
Naga Warstomp stun now only lasts 0.75s (down from 2s)
Naga Shockwave stun now only lasts 0.75s (down from 2s)
Naga Impale stun now only lasts 1.5s (down from 3s) and had a small initial damage decrease
Quests
Gaining access to the Valley of Trials via the Fragment turn in's is no longer required. Gaining access to the Teleporter in the first place still requires turning in the fragments then completing the trials. Once you do this, you can start a new game, teleport to Grom'Gol and go right into the trials bypassing the barrens.
Fixed an issue that would cause some NPC's to drop 'null' item placeholders when you complete the quest
Items
Both Tome of Re-Training and Re-Spec now cost 0g to purchase. What the item does when you pick it up is now run a formula based on hero level to calculate a gold cost. If you do not have enough gold, it says so. This makes the items cost scale with your hero level. The formula is as follows: 2500g + (HeroLevel * 200). A level 25 hero would now cost 7500g to respec.
Bosses
Corrected an issue with the Sand Golem and his new reduced stun duration Boulder Barrage
Mini Bosses
Corrected an issue that prevented items from spawning and exp gained if you kill the mini boss first before the adds.
Upon reset, Lord Naztar now properly resets mana to 0 and clears the mana shield buff
Lord Naztar's damage reflection is now only 25% on normal (down from 35%) and up to 40% on Leg/HC.
Barbarian
Deep Slice base damage is now 17 and coefficient is now 90% (up from 14 and 80%)
Warcry base damage is now 4 and damage per level is now 0.65 (up from 3 and 0.6)
Berserker rage now adds +3 damage per hit (with a round down value of 0.05 per level) with the final hit now doing a base of 20 with a coefficient of 95% (up from +2 / 0.05 and 14 / 85%)
Battle Lust now heals a base of 7 with + 0.45 per level (up from 6 and 0.40) and now adds 10% crit base (up from 5%). The + 0.15% crit per level is unchanged
Bladestorm base damage is now 16 and coefficient is now 35% (up from 14 and 30%)
Fixed an issue with the attack speed bonus from Improved Berserker Rage
C. Knight
Fixed an issue that prevented the AoE damage from procing if Mindblade did the killing blow on a unit.
Fixed an issue with Improved Hasten and the +Agility bonus
Empowered Hasten now works as intended.
Hydromancer
Fixed an issue with Empowered Purify
Pyromancer
Fixed a different issue with Dragon's Breath that caused Imp Ignition not to function
Fixed an issue that prevented No Mercy from reaching level 2 damage. It always counted as level 1 (10% more)
Ignition base damage is now 18 and coefficient is now 90% (down from 20 and 95%), cooldown is now 2s (up from 1s)
Dragon's Breath base damage is now 15 and coefficient is now 75% (down from 18 and 80%)
Paladin
Improved Light Infusion works now... serious this time.... seriously
Phantom Stalker
Puncture debuff no longer stuns bosses when used with Remorseless Strike (still counts for the mana restore, however)
Ranger
Empowered Frost Arrows now properly roots units as stated in the talent. Also reduced the proc chance to 15%/30% and duration to 1.5s (it is the same as Improved Ice Nova from the Hydro)
Warrior
Shield slam will now leave a debuff on targets that it could not stun for use with the whirlslash combo.
3.0.3b Patch Notes - 1/29/10
View Notes
Quests
Fixed the (null) error with the Medicinal Purposes quest
Fixed an issue that prevented incorrect items from being dropped when handed in on quests that were already completed.
Fixed an issue with Beyond Our Gates that interferes with The Betrayal quest
Recoded the second area of the Trial of Agility a bit (The part with the spawning fire bombs). The fire bombs now last 1.75s (up from 1.25s) giving a bit more time to dodge considering WC3 delays / lag. They now spawn slightly faster though, 0.6s instead of 0.8s. The fire bombs can now also only spawn in the assigned regions, making the 2 safe spots actually safe spots. Bombs stop spawning for those heroes when standing in the area and now the bombs can never spawn in that area randomly.
The Trial of Agility fire damage was incorrectly using hero armor to reduce the damage. This has been corrected. All heroes will now take the same amounts of damage.
Enemy Abilities
Recoded the Frontal Wave ability which is used for: Flamewave, Firewave, Waterwave, etc. Once hit, you are now put in a group so you cannot get hit again by the same wave. Since you will not get hit 2,3,4 times from the same wave, the damage on each wave has been increased approx 240%
The following edits are for NORMAL MODE ONLY
Naga in the Temple of Sanctity now have reduced damage by about 15-25% with their abilities
Naga in the Temple of Sanctity now have reduced stun durations on their abilities
Mini-Bosses
Corrected an issue with the Haggart mini boss fight. He now does his 2nd ability as intended instead of just announcing it and doing nothing.
Altered the way Lord Naztar casts his abilities a bit. This is all 'under the hood' mechanic stuff, but should improve the smoothness of his fight and fix some issues.
The following edits are for NORMAL MODE ONLY
Naga in the Temple of Sanctity now have reduced damage by about 15-25% with their abilities
Naga in the Temple of Sanctity now have reduced stun durations on their abilities
Lord Myron's damage ticks on the water / sand are now 1.5s apart (up from 1s)
Lady Varlyn has reduced multishot damage and range
Lord Naztar's Mana shield explosion's damage has been reduced
Lord Naztar's Mana drain's damage has been reduced and only burns 7% of the hero's mana (down from 14%)
Bosses
Corrected a reset issue with BM and the eggs/spiders that spawn. They will properly be cleaned up now
Sand Wave from the Sand Golem now adds your hero to a hidden group watch list putting you on the safe list for 4s after getting hit. This will block any double hits from the sand wave which are unintentional.
The following edits are for NORMAL MODE ONLY
Narith Frozen now ticks every 2.5s (up from 1.75s) and tick damage is reduced by 15%
Narith Poison Sparks void zones now last 5s (down from 8s)
Narith Poison Volley base and tick damage reduced by 15%
Sand Golem Boulder Volley stun duration reduced to 1s (down from 3s) and damage reduced by 15%
Sand Golem Dust Tornado move speed reduced to 125 (down from 135)
Sand Golem Sand Wave cast time increased to 2.75s (up from 2.5s)
Barbarian
Fixed an issue with Bladestorm
Hydromancer
Improved Ice Barrier will now only shield adjacent targets for 45% of the HP the shield gives to the target (instead of the full 100% sheild HP)
Ranger
Improved Frost Arrow now properly does it's AoE radius damage
Pyromancer
Improved Ignition now works as intended for a 25%/50% damage bonus on targets on fire from Dragon's Breath
3.0.3a Patch Notes - 1/21/10
View Notes
Generic Bug Fixes
Fixed the Widgetizing bug that causes lobby / game create / loading lag.
Quests
Fixed a name reference that results in a fatal error with the Save the Fallen quest. The front left gunner in the Vormur Gardens
Items
The Broodmother quest now properly gives the Barbarian his offhand axe, instead of the druid Idol. If you repeat the quest in a new game, you will get the proper item if you are missing it.
Generic Monster Related
Re-programmed the spell/ability damage scaling for Leg/HC modes only. It now scales difference % values depending on the base damage of the spell. The lower the base damage, the higher % it will scale, so the higher values scaling will not out scale the players HP scaling on Leg/HC modes.
Bosses
Narith VX mode now properly starts phase 2 with Narith at 75% HP as intended instead of full 100%
Narith's passive damage aura will no longer tick once the death sequence has started.
Arcanist
Fixed an issue that prevented Improved Arcanic Disruption from working
Barbarian
Fixed a visual display bug with cleave showing incorrect damage values
Paladin
Possibly fixed the problem with Improved Light Infusion not procing the AoE heal effect on targets that was not the paladin
General
Added HCL Bot support. Using the bot commands will automatically bypass the game mode selection and go right into selecting/loading a hero. The commands are:
-n or -nm for Normal mode
-l or -lg for Legendary mode
-h or -hc for Heartcore mode
3.0.3 Patch Notes - 1/20/10
View Notes
Content
Catacombs terrain has been morphed by the evil presence within and has a totally new look to it.
A new Tol'Calm Front Gate camp has been added. It includes generic shops for potions, clouds, wards, etc and a teleporter waypoint. Completing the quest: Beyond Our Gates, which you can now take after Narith is dead will allow you to use this new waypoint. 8 New quests so far have been added to this new camp.
The Jaharra Barrens is now open for exploration but has been taken over by the Centaur Clans who seem to have it out to destroy all Humans that enter the desert. Also spotted are Scorpions and Coyotes.
The city of Grom'Gol is now open with changes and expansion. Behind the city is a new valley, The Valley of Trials along with a temple and attached caves that is now part of the main story quest line.
Centaur Vagabond - The warrior of the clans, melee unit. Has the ability to Toss his axe at a player doing initial damage and leaving a bleed over time effect.
Centaur Ranger - The hunter of the clans, ranged unit. Has the ability to throw a bola trap ensnaring the target for initial damage and damage over time. Also has the ability to use Spread Shot, which fires 1 arrow at every player close by the Centaur Ranger
Centaur Stormchaser - The caster of the clans, ranged unit. Has the ability to cast chain lightning that will bounce 3 times. (No damage reduction between the bounces)
Along with the ranks of the centaur in the clans comes the dreaded Centaur Lords. There are 4 lords that you will face. Nature Caster, Wind Caster, Ranger, Warrior. Each lord has a high amount of HP and high basic attack damage, paired up with 2 or 3 unique abilities for each lord which makes them tricky.
There is now a quest chain you have to complete to unlock the Orc City of Grom'Gol instead of just walking up to the city like you could in 2.xx. Completing the main story quests (Including the Valley of Trials) will unlock use of the teleporter in that city.
Naga Protector - The warrior of the naga, melee unit. Has Shockwave that is a frontal cone damage/stun ability and Warstomp which is a 360 AoE damage/stun.
Naga Ravager - The strong fighter of the naga, melee unit. Has Impale which is a direct damage attack that will stun and apply a bleed effect. It also has a casted cleave that will do damage in a frontal arc area.
Naga Wraithguard - The caster of the naga, ranged unit. Has a 15% direct heal and can cast Water Wave, which is a frontal wave of water damage.
There are also 3 new mini bosses to fight inside the Temple of Sanctity. As usual with the super mini bosses, they have very unique abilities and should pose quite a challenge. These is no end of the patch Boss like there was with Narith. The sand golem is the 1 new major boss in this patch.
Bosses
The Sand Golem mini boss concept has been turned into an actual boss. He is guarding the entrance to Grom'Gol and must be defeated before you can enter the city, but to spawn him, you need to complete some tasks and solve a little mystery.
Items
There is a new item type: Enchanted. It is a step up from Magical and a step down from Epic. All Bosses will drop Enchanted items from normal modes.
Epic items will now only be found from VX mode bosses
New Elixirs:
Elixir of Resilience: Reduces all ability damage taken by 12%
Elixir of Haste: Increases attack speed by 25% and move speed by 7%
Elixir of Fortification: Increases max HP by 12% and dodge by 4%
Elixir of Wisdom: Increases max MP by 24% and spell power by 5%
Elixir of Spirit: restores 1.25% of your max mana every 3s
Stat Changes
Constitution: Now gives +3 HP and +0.20 Power per point (up from +2 HP and 0.15 Power)
Reflexes:
Now gives 0.060 dodge per point (up from 0.050)
Now gives 0.275 attack power per point (agility heroes only) (up from 0.175)
Now gives 0.032 attack crit power per point (up from 0.023)
Intelligence
Now gives 0.675 Spell Power per point (up from 0.550)
Now gives 0.115 Spell Crit Bonus (up from 0)
No longer gives Spell Crit Chance
Wisdom
Now gives 0.525 Spell Power per point (up from 0)
Mana per point is unchained (still +1 per point)
Energy
Now gives 0.525 Spell Power per point (down from 0.625)
Now gives 0.050 Spell Crit Chance per point (down from 0.055)
Mana per point is unchained (still +1 per point)
Generic Bug fixes
Wisps in the Vormur Gardens now function as intended and are the proper colors
Narith - corrected a bug with the Lightning Phase (Normal Mode). If you end the Lightning Phase while the Timer for Stormcloud is counting, the timer will not be paused and Stormcloud / Endless Lightning cycle will continue for the rest of the fight. If Stormcloud has just gone off and you end the phase before Endless Lightning goes off, it will function properly.
Generic Monster Related
Redid and optomized several things with the aggro system and aggro bars to cut back on the overall processing load.
Properly destroy and clean up all units that do not need to be recycled (boss adds, catacombs packs, etc)
Catacombs now spawns in 3 groups instead of all at once. This reduces the number of units the aggro system needs to keep track of and also fixes a few exploits with doors and them not being LoS blockers
(Note: People that experienced bad FPS in the catacombs should now see a HUGE improvement from the above 3 optimizations)
Monster that go into reset mode will no longer have pathing to prevent bottlenecking and some exploits.
Generic Hero Related
All improved abilities now update the tooltips for the abilities to display their bonus effects
Healing Spells are now capable of crits. HoT's are still not.
Added a new function that will fix the issue with damage absorption abilities (including Dodge), which was: if the amount of damage taken + current life was greater than max life, you would still take damage.
New Hero - Barbarian
The Barbarian is a physical DPS dealer that relies on sheer brute force to cut down his enemies. The Barbarian also brings several party buffs to the table besides his DPS abilities.
His abilities are:
Cleave - Causes 75% of his auto attack damage to be split in a frontal radius around him (works with right click autocast). Costs 5 mana, 2s cooldown
Deep Slice - based off attack power, strikes a single target for physical damage. Costs 10 mana, 6s cooldown. Improved effect adds a physical damage bleed based on Deep Slices damage.
Warcry - buffs the players around the Barbarian adding damage. Costs 5 mana, 35s cooldown. Improved effect also increases the passive HP regen rates of the players
Berserker Rage - the Barbarian goes into a frenzy causing every white attack to increase his base damage. This bonus damage stacks up to 8 times. After the 8th stack all the built up rage will unleash on the target hit for a strike based off attack power. Costs 10 mana, lasts 22s
Battle Lust - buffs the players around the Barbarian causing them to regain health with each attack. Costs 15 mana, 50s cooldown. Improved effect also increases Attack & Spell Critical Strike Chance
Bladestorm - The Barbarian goes into a spinning frenzy reducing his movement speed by 40%, disables his abilities and attacks and deals damage to all near by enemies with each spin. Costs 20 mana, 30s cooldown. Improved effects apply a debuff to every mob hit that causes them to take additional damage from all sources for 8s.
Arcanist
Kinetic Shield removed from the game. New Ability: Arcanic Blast
Single target, direct nuke, 8s coodown, costs 20 mana. Base damage is 27, coefficient is 115%. An improved version will cause any unit with the Arcanic Missile debuff to explode upon impact doing 40% of the Blast's damage as a 375 radius AoE. Empowered versions increase damage of the blast by 10/20%
Cleric
Heavenly Rain redone: No longer requires channeling, once casted the cleric is free to move around, it ticks every 1s from the clerics current position (not where casted). Base duration is now 8s with + 0.04s per level. Base heal is 10, coefficient is 15% per tick
C. Knight
Mindblade reworked so the bonus damages from talents add correctly. Also added a constant 35% AoE damage to the Improved Mindblade talent.
Hasten is now an AoE buff instead of a single target buff. Threat mods for the CK with hasten active on him still apply the same way they did. (A CK with hasten will generate all the extra threat mods, no hasten buff active will be considered a DPS class and take the minus threat mods)
Adjusted the CK's base block percent value to be 25% (was 15% before the talents). The Shield Blocking talent will now make the CK's block percent value 5% more than the warriors.
Armor Break's base value is now 6 (up from 2.75), armor per level is now 0.45 (up from 0.25)
Soul Shatter removed from the game. The new C. Knight ability will be Chaotic Grip.
Forces the target to fly through the air at the CK moving the CK to the top of the threat list. Improved version will cause damage to the target. This ability will have a 20s cooldown. Does not effect threat if you are already the #1 target. The damage the ability deals will still add threat in this situation. This ability will still work on, but not pull any Mini bosses or Bosses
Hydromancer
Water Bolt is now a 2s cooldown (up from 1.5s)
Overall she gained about 5% to all of her damage coefficients and +2 to all base damage
Purify base heal is now 24 (up from 17) and the coefficient is now 55% (up from 45%)
Ice Barrier base HP is now 120 (up from 90) and the HP per level is now 17 (up from 14)
Corrected some issues with Ice Barrier applications with the Improved talent
Corrected some issues with Watery Grave not procing the AoE properly when a unit died while it was active.
Improved Ice Nova roots can no longer proc on Mini bosses or bosses
Ranger
Ensare Trap can no longer root Mini bosses or bosses in place
Phantom Stalker
Bladefury now increases attack speed by 45% (up from 35%)
When RS is used, the PS now will restore 3% per debuff (9% in total) of her mana pool
Overall her damage output should now be sightly higher if your rotation with RS is performed properly. Coefficients were increased on the base abilities slightly and the scaling factor from RS was increased. Tooltips and talent info has been properly updated.
Pyromancer
Corrected a bug with the DoT effect from Dragon's Breath and Meteor. It was doing about 5x as much damage as it was supposed to. In compensation of correcting this problem and nerfing the Pyro's damage, all of her abilities have been bumped in base and coefficients.
Fireball properly does it's AoE explosion if Fireball killed the unit.
Fire Form now properly increases Spell Crit Bonus damage by 25%
Warrior
Improved Shield Slam talent now also increases Shield Slam threat by 20%
Improved Intimidating Shout now also increases Intimidating Shout threat by 35%
Disclaimer: Every change / edit may not be reflected in the notes listed above. Things such as exploit fixes, edits, work arounds, and some hidden adjustments may be present.
Older Patches
3.0.2d Patch Notes
"View Notes"
Generic Bug fixes
Dragon's Breath & Purify no longer uses the blizzard code of Breath of Fire and looks for the debuffs - it now uses a special GroupEnumUnitsInCone function that works 1000x better
Fixed a minor bug with scaling and players that are currently not loaded. Unloaded heroes are considered a standard DPS instead of their normal class
Found a memory leak issue with Dragon's Breath
Found a memory leak issue with Snare Trap
Fixed a memory leak with the Mana Burn effect with the Undead Mage's Drain Spirit
Removed some global variables and converted them to local to help prevent sharing variable errors.
Corrected the tooltip for Divine Protection to display its effected by Hero Level
Corrected the hero unit name display when saving
Corrected all the of the PS's buff/debuff icons
Arcanist
Arcanic Explosion base damage is now 11 (down from 15)
Arcanic Explosion coefficient is now 55% (down from 60%)
Drain Spirit base channel time is now 2.75 (down from 3.02) (this is a buff)
Disruption Aura base damage is now 10 (down from 13)
Disruption Aura coefficient is now 14% (down from 17%)
Chaotic Knight
Fixed an issue with mindblade that would cause it not to function properly for some players
Ranger
AoE % of Explosive Arrows is now 20% (down from 30%) (empowered still brings it up by 16% to a total of 36% AoE damage)
Explosive Arrows coefficient is now 75% (down from 80%)
Fire Trap base damage is now 7 (down from 8)
Fire Trap coefficient is now 49% (down from 52%)
Frost Trap coefficient is now 40% (down from 50%) (to keep in line with Fire Trap)
Frost Arrow coefficient is now 60% (down from 65%)
Hail of Arrow coefficient is now 9% (down from 14%) (this is per arrow, the # of arrows fired is unchanged)
Phantom Stalker
Due to the nature of the Phantom Stalkers high single target threat, she is now receiving a bonus 25% reduction in threat on top of the normal DPS threat reduction
Units
Undead Mages now properly cancel their Drain Spirit when they die
Reworked a few monster abilities under the hood mechanics, while you will see no change in game play, it should resolve some possible issues and possibly some of the desync problems.
Haggart's Concussion Bomb is now base 90 damage (down from 120), the splash damage is now 65 (down from 90), the DoT is now 3 ticks of 21 (down from 5 ticks of 21), the silence effect now lasts 3 seconds (down from 5). Poor Haggart has been hit with the nerf bat.
Items
Items in merchant windows don't appear as Soul Bound anymore
Healing Ward Rank 2 now gives the proper buff for Rank 2 heal ward (corrects the healing part of it as well)
Bosses
Stormcloud ability has gone under a drastic change that should reduce visual lag and FPS issues. The end result is now the following: The cloud will spawn doing its lightning bolts inside for minor damage. After a short duration as it spawns, for 1s sparks will spawn every 0.05s as those sparks land, 1 giant spark above the cloud will explode causing everybody not under the cloud to take about 500 damage.
Bosses are no longer affected by triggered stuns on abilities (e.g. Warrior Shield Slam, the damage is still dealt, but no stun will be applied)
Bosses are no longer rootable by triggered abilities (e.g. Ranger Snare Trap)
(Mini bosses are still affected by these)
UI
Combat Multiboard no longer displays health and mana bars since the side hero icons also do this. The combat multiboard now only displays Hero Level, DPS, HPS and the game difficulty is now displayed in the title of this board.
3.0.2c Patch Notes
"View Notes"
Heroes
Generic
Fixed some more tooltips
Passwords when displayed now show Hero Type and Level in the code for sorting passwords better with screen shots/GameCapture
Healing a target that is Out of Combat no longer puts you in combat. If the target is In Combat, you will be put in combat as well
Arcanist
Fixed a bug with Arcanic Disruption that would allow multiple hits to generate extra threat, or crit for more than intended bonus damage
Cleric
Guardian Angel's cooldown decreased to 20 (down from 25)
Guardian Angel on the Multiboard no longer displays the healing factor without the talent
Ranger
All coefficients lowered for all damage abilities by 5%
Most abilities base damage reduced by 1, 2, or 3 damage
Poison Trap now does it's damage over 4 seconds instead of 5. Damage is unchanged (0.8s per tick instead of 1)
Paladin
Fixed the targets allowed for Divine Touch so it can target enemies for use as a damage ability
Divine Touch's base heal is now 80 (up from 75) and coefficient is now 115% (down from 130%)
Phantom Stalker
All coefficients raised all damage abilities by 5%
Most abilities base damage increased by 1, 2, or 3 damage
Pyromancer
Corrected a bug that prevented Meteor's DoT damage from working properly
Warrior
Corrected the talent tree tooltip of Counter-Attack to its actual block value, which is now 10% (down from 20%)
Improved Defensive Stance now increases block chance by 3/6% (down from 4/8%)
Improved Battle Orders renamed to Master Commander. The talent now also causes the warrior to regain 3 mana with every critical strike
Counter Attack will now only return a strike on units within 250 range of the warrior
Lowered the Warriors damage output and AoE damage, but boosted the treat to compensate. You should notice no difference in threat, but more balanced DPS.
Misc
Stats
Reduced base Block rate to 0.5% (down from 4.725%)
Reduced base Dodge chance to 3.5% (down from 5.725%)
Reduced HP/s from spirit to 0.025 per point (down from 0.125)
Endurance now adds 0.15 Power per point (down from 0.25)
Now takes 3 points of Endurance to award 1 armor (up from 2)
Block chance from Endurance reduced to 0.045% (down from 0.075%)
Block chance from Dexterity reduced to 0.065% (down from 0.125%)
Block chance from Power reduced to 0.015% (down from 0.025%)
Dodge chance from Reflexes reduced to 0.055% (down from 0.070%)
Dodge chance from Agility reduced to 0.015% (down from 0.025%)
Spirit now increases base MP/s. 5 points in spirit = 0.02 to your 0.75 base.
Spirit still increases your % of base mana regen (0.175% per point)
Reduced the gain of HP/s from spirit to 0.025 (thats 0.025 HP/s per point)
Reduced the Energy gain from each spirit point to 0.15 (down from 0.25)
NOTE: Spirit is tricky to understand, but now should be a good stat. Each point will increase a regen rate by a % of your base, and every 5 points increases your base, making the scaling of the % even better. This will also help increase the effect from any mana regen percent items you have.
Equipment
Vormur Storm Shield: +Block is now 3% (down from 6%)
Vormur Battle Shield: +Block is now 3% (down from 4%)
All rings: +Dodge is now base 2.25% (down from 3.25%) and per level bonus is now 0.12% (down from 0.20%)
All rings: +Block is now base 1.75% (down from 3.25%) and per level bonus is now 0.12% (down from 0.15%)
All amulets: +Dodge is now base 2.25% (down from 4.25%) and per level bonus is now 0.12% (down from 0.20%)
All amulets: +Block is now base 1.75% (down from 3.25%) and per level bonus is now 0.12% (down from 0.15%)
Soul bound items now say so in the item description multi-board
Bosses
Generic
Narith now drops a Paladin mace as intended
Fixed some exploits that made things easier than intended
3.0.2b Patch Notes
"View Notes"
Heroes
Generic
-Fixed several more tooltips, not going to list them all, its too minor
-Power Heroes: Increased the AP gain from Strength to 0.775 (up from 0.650) and AP gain from Power to 0.950 (up from 0.725)
Arcanist
-Increased Drain Spirit's base damage from 33 to 42. Coefficient remains unchanged
-Increased Arcanic Explosion's coefficient from 55% to 60% and decreased its cooldown from 4s to 3s
-Decreased Arcanic Disruption's mana cost from 30 to 25
C. Knight
-Increased threat gen while hasten is active on the C. Knight to 40% (up from 35%)
-Increased threat gen from mindlblade to 40% (up from 30%)
Paladin
-Changed the way the MoR effect heals. No longer do all the heals count for the Paladin's threat/HPS. The player doing the attacking is now considered the healer in terms of threat and HPS.
-Corrected the visual display bug with Divine Light that showed stacking heals/damage. While only a visual bug, the visual figures also generated too much threat.
-Mana cost of Mark of Replenishment increased to 10 (up from 5). Mana gain from MoR reduced by 2 (still percent based of the users max mana pool, but now that value is reduced by 2 before being added to your pool).
-Mana cost of Divine Wrath increased to 20 (up from 15)
-Mana cost of Light Infusion increase to 20 (up from 15)
-Mana cost of Divine Light increase to 25 (up from 20)
Phantom Stalker
-Corrected a target's allowed bug on Remorseless Strike that allowed players to target allies with this ability
-Improved Gash is is now 7/14% of the base damage per tick (up from 6/12)
-Improved Shuriken is now 10% of the base damage per tick (down from 14%)
-Hail of Blades cooldown is now 7s (down from 12s), base damage is now 12 (up from 8) and Coefficient is now 55% (up from 45%)
-Numerous changes to all of her abilities base and coefficient damage to bring her DPS more on par with the Ranger
Pyromancer
-Increased Dragon's Breath base damage from 12 to 16
-Increased Ignition's base damage from 16 to 18 and coefficient from 85% to 90%
-Increased Meteor's base damage from 18 to 21 and decreased its coefficient from 84% to 80%
Warrior
-Increased threat gen from all abilities by 5% and bonus base threat from defensive stance by 5%
Bosses
Generic
-Corrected an order of events check that will prevent bosses from leaving their fight areas without forcing a reset.
Broodmother
-Moved the spawn point for egg #3 and #8 so they are more clearly visible
Narith
-Corrected an issue that would cause his reset to become permanent.
-Corrected an issue that prevented a 2nd VX attempt from functioning properly
Misc
Items
-Small Health Pot cost reduced to 15
-Small Mana Pot cost reduced to 15
-Medium Health Pot cost increased to 40
-Medium Mana Pot now restores 110 mana
3.0.2a Patch Notes
"View Notes"
Save load System:
Corrected a bug with the cleric's talent tree that was corrupting codes. Improved Divine Protection and Heavenly Rain share the same location in the talent tree overwriting each others data. This shortened the talent tree to 18 talents instead of the expected 19. Thus shifting everything in the load code off 1 digit, messing up the load, even though the code is valid
Corrected a bug with the load portion of the Phantom Stalker's talent tree. The passwords generated should be fine, but upon loading there is a small bug that prevents the load from going through all the way.
Moderator Comments (Director's Cut - Highly Recommended)
17:09, 21st Dec 2009, by Rui:
TKoK is, in my opinion, the best RPG out there for Warcraft III. Check my review here. Reviewed and rated 5/5 (Highly Recommended) with a Director's Choice award.
Wow this is really impressive. Easily the best RPG I have played for war3. Much better than Nickba's and dare I say it, Dark Invasion 2.
I'd have to agree, though Dark Invasion II is unique, it is very complicated, I've had a freind turned away from its complexity and I get roflstomped so hard cause I have no clue what's going on.
Save/load is a mega fail anyone with character names over 10 in length will not save i lost a level 8 cleric and a level 8 warrior thanks to this BS!!!
__________________
My WC3 username: CHA_Owner(NAMM)
Wow, simply amazing! Everything is flawless, I mean you have a very good damage system, an amazing equipment system and the talent tree addition is fantastic.
Simply the best RPG I've every played. Kudos to the team and +REP for sure.
hey guys.. can somone tell me 1 thing? in this beta can save from lvl 8.. i hosted this map wiuth my 3 friends... we played map.. all get 8 lvl.. bet than my 2 friends got d/c thna i was in server i am red and my friend was blue... he ot to saver click save he got code.. when i try do that i not saving.. first time i click nothing happen thna i click second time and its say only one per 10 minutes can save... so... is that a bug or only red cant save?... help..
oh now i read ur post.. thna u say over 10 digits name cant save?... damn lol i loose 3 chars 8 lvl.... oh yes.. this map for solo is mega imposible... i will tell why......
when u got lvl 9 u dont get any xp for gnolls/spiders/scorpions.... to get a new city where is higer monsters u need done all quests in first city ... there are 2 quests to kill 2 boses..... for solo its imposible... i try.... i taked bos 20% than i try kil all minions and than go.. but they respawn >.< so.. i am stuck in first city.... and i cant do nothing.... oh yes.. whne u try kill bos and if u die.. he got full hp instantly... sowhat can i do? nowon play this map in eurobattle.net all nobos leave cuz xp.. is to low.. i think so too.. but i still play and like rpg... but i cant get out... even my friends dont want play anymore... but this map is so cool i very want play it but for solo no chance...