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Azeroth Wars LR 1.67b

Azeroth Wars: Legacy Reborn

Notice: I am no longer working on the map and have thus decided to release it unprotected.

Azeroth Wars: Legacy Reborn is a Risk/Strategy game based around Warcraft lore, with many notable factions and heroes present.

The game is very dynamic, every game will be unique in some way. There are many options to make an individual game unique, whether expanding from a certain base, or choosing a different mastery.

Gold in LR (as the map is known) is obtained by owning control points. Control points are present for regions - control the Hinterlands, or conquer C'thun and own Ahn'Qiraj. Lumber is obtained as normal.

Player 1: The Scourge. You control Icecrown and Scholomance, commanding vast legions of Undead.
Player 2: The Burning Legion. You control the Demon Lords Kil'Jaeden and Archimonde, as well as the Dreadlords Mal'ganis and Tichondrius. You control a small portion of Undead, but if you are able to succeed in summoning the Burning Legion to Azeroth, you can unleash a vast swath of demonic units upon your enemies.
Player 3: The Fel Horde. Control the Fel Orcs of Outland, along with the Dark Horde of Blackrock Mountain. Unleash your Horde into Azeroth by conquering Ironforge and Stormwind.
Player 4: Lordaeron. Lead Arthas, Uther, and the Silver Hand into victory against the Undead Scourge with your allies.
Player 5: The Dwarves. Stop the advancement of the Fel Horde with King Magni Bronzebeard and control the Northrend Expedition with Muradin.
Player 6: Dalaran. Wield the magical power of Dalaran's mages and control a vast array of spellcasters under the direction of Antonidas and Jaina.
Player 7: The High Elves. Aid your allies in the fight against the forces of evil with your ranged expertise with your powerful heroes, Anasterian and Sylvanas. You can become the Blood Elves under Kael, adding the power of the arcane to your army, and gaining the allegiance of Lady Vashj.
Player 8: The Horde. Lead by Thrall, you can storm Durnholde to free your brothers and journey to Kalimdor, to establish Orgrimmar! You also control Grom'gol Stronghold,
Player 9: The Trolls and Tauren. You begin with many scattered small bases, but you are able to forge a massive empire using your wide variety of units and abilities - conquering all under the direction of Vol'Jin, Cairne, and Zul'jin.
Player 10: The Sentinels. You control the ranged forces of the Night Elves. Command the forces of the Warden's Guild under the leadership of Naisha and Maiev with the Sentinels under Tyrande to protect the World Tree and safeguard the world from evil.
Player 11: The forces of Stormwind and Stromguarde. Lead Varian Wrynn, and his lieutenant, Reginald Windsor, into victory against the Orc hordes of Outland and Blackrock. You also control Thoras Trollbane to the north in Stromguarde.
Player 12: The Druids. You control the druidic portion of Night Elven society. Defeat your foes with the powerful demigod Cenarius, while safeguarding the World Tree from harm. You also control the Cenarion Circle in Silithus.

Lorewise the game is mostly set in Reign of Chaos, with progression into TFT lore possible as far as player actions, events, or roleplaying goes. No Cataclysm lore is to be implemented currently.

The game is a sandbox game in nature, with one being able to unally or ally anyone as they wish.

Current Changelog:
The portal with Outland has been fixed.
The boat outside Zul'aman has been added back (and the scroll from Zul'jin removed).
Kael no longer gains the Flamestrike sword when spawning due to trigger condition problems.
The portal to Outland from the Dalaran Dungeons can no longer be reactivated.
Changed the Marine's in-game icon.

Nerfed Garithos' bash.
Fixed various tooltips.
Thrall, Drek'Thar, and Orgrim will now be removed from the game upon the Bloodpact. Rexxar will go to Gray and be teleported to Zul'Farrak.
Illidan will no longer spawn if the World Tree is dead and you bring the Eye of Sargeras to it. Also, an enemy hero who has the Eye of Sargeras will no longer have it removed when approaching Nordrassil.
The Undead Sylvanas demihero unit now has backpack.
Gray can no longer train the Troll Warlord unit.
Gahz'rilla will now be a demi-hero.
The Batrider in Zul'Aman has been removed.
Zul'jin will no longer have Evasion, and will have Trueshot Aura in its place.
The Transport Ship in Zul'Aman has been removed.
Zul'jin will now begin with a Scroll of Town Portal (worth no gold if an attempt to sell it is made).
Renamed Scroll of Town Portal to Scroll of Teleportation.
Nerfed Zul'jin's attack damage slightly.
Pink's Stronghold in Grom'gol will now be a Fortress.
Obsidian Statues will no longer have the appearance of being able to transform into Destroyers.
Blue will no longer be able to train Destroyers after gaining Varimathras.
Expanded the teleport area inside Scholomance and Outland, which should make it easier to get armies inside against massers.
Teal, Gray & Pink will now have an upgrade called Spiritual Infusion - the Orc equivalent of Power Infusion.
Ragnaros and C'Thun will no longer drop items.
Shadow Hunters now have Heavy armor instead of Hero armor (to balance with the Spiritual Infusion upgrade).
Removed Anasterian's mini Lumber Mill and two workers from Quel'Thalas. Added a Lumber Mill to northeast Quel'Thalas.
Elune's Blessing will now be the default active spell for Priestesses.
Taverns now give 6 food instead of 5, making them equivalent to the farms from which they upgrade.
Fixed Elune's Blessing becoming much less effective if the Priestess mastery is taken; it will now properly work, doubling in effectiveness.
Elune's Blessing will now cost 25 mana from 35.
The Diskostick (item that allows teleportation into Outland) can now be reused.
If Anasterian has the Flamestrike Sword upon the death of Silvermoon then Kael will spawn with it.
The Roar from the Axe of the Horde Chieftain will now only give a 25% damage boost, from 50%.
Vampiric Aura has been buffed by 5% at all levels.
The Metal Golem can no longer be trained.
The Metal Goliath and Flesh Golem now have Heavy armor (from Fortified) but have been given an armor boost.
Dark Green will now train Spearmen, instead of Axemen (the one unit can still become the other through switching modes).
Footmen will now cost 12 gold from 14.
Orange will now gain a Marine unit that can be trained at the Barracks after he obtains Theramore. It has the Taunt and Ensnare abilities.
Reworked Elune Avatar (Naisha's ultimate) to focus more on the defensive aspect of it.
Slightly increased the cooldown of the Elite Archer's attack (1.35 to 1.4).
Edited Alcaz Isle a little bit (the southern portion).
Eat Tree will now only require level 1 of Nature's Blessing, versus 2.
Red's heroes will no longer be affected by Death Infusion. Applies to relevant Blue heroes as well.
Gave Cenarius the Raise Treants ability in place of Nature's Call.
The Red Dragon creep in Grim Batol will no longer have spell immunity.
Anti-suicide preventions have been added for the Runestones and Silvermoon. They only apply to Green, like how the Book of Medivh protection applies only to Orange.
Spell Breakers will gain only half as much damage from upgrades now. Previously they would upgrade to have a possible maximum damage that was ridiculous.
Blood Mages will now cost 30 gold less, from 85 to 55.
Slightly reduced the attack speeds of the Nerubian Towers.
Burning Oil removed as an upgrade due to its bugginess. Often the Demolisher would not inflict siege damage, only the damage from Burning Oil.
Increased the attack range of the Eagle from 300 to 550.
Cost of the Eagle reduced from 42 to 34.
Chimaeras (and their upgrade, Corrosive Breath) will be trained at the Chimaera Roost, now available to construct by Brown.
Switched Mal'Ganis's and Tichondrius's positions on the map.
Removed just a few of Purple's starting units.
Black Drake cost reduced from 52 to 42.
Nerfed Arcane Missiles.

Replaced Mograine's Scarlet Frenzy aura with the spell Cleansing Light, it works similar to Anasterian's Light Burst and damages enemy units. This means Purple no longer has two Endurance Aura variants he can obtain.
Renamed Mograine's Undead Cleansing to Exorcism.
Fixed Backpack issues.
Removed the (unobtainable) Cleaving Attack from Lordaeron's Knights.
Fixed Light Blue being able to summon Entlings.
Fixed the Priestesses' Moonfire ability when the Priestess Mastery is researched.
Fixed Teal being able to construct infinite Defiled Fountains of Life.
Illidan is now obtainable through a series of events.
The Demon Lords will now be colored Blue when they are sitting in the Twisting Nether, instead of Black.
Edited the Sapphiron event text.
Fixed the placement of towers in Theramore. There will be two towers along the north ridge.
Nerfed the upper levels of Evasion.
Fixed the Aerie Peak event saying you would gain Kurdran.
Maiev will now spawn in Felwood, outside the waygate to Barrow Deeps.
Auberdine can now research Improved Sails.
Outrider mastery now costs 75 more gold.
Red now has an extra Meat Wagon inside Scholomance.
The Gargoyle's attack against ground units has been buffed.
The Altar of Storms in Zul'Aman has been replaced by the Shrine of Ula-Tek. The shrine will have 1800 hitpoints, be able to train workers, revive heroes, research Berserker Form and Troll Regeneration, and gives 15 food.
A Troll Batrider has been added to Zul'Aman.
Envenomed Spears can now be researched at the Beastiary for Pink. I am not sure why Wind Riders require a Fortress as that requirement is not there in the editor.
Thunder Bluff can now train Troll Workers.
Every level of Blast of Fire now does 10 more damage.
The Spirit of Vengeance summoned by the Priestess will now die if the Priestess dies. The second level of the spell is now capped at having a maximum of 18 spirits out, versus a previous of 24 (level 1 is 12).
Buffed the attack damage bonus on Ritual Mastery. Removed the Firelord component of Ritual Mastery. Ritual Mastery now costs 250 less gold.
Removed Aerie Peak's attack.
Gnomeregan now gives 10 gold a minute in income. If Gnomeregan dies, Yellow permanently loses this income.
Added a Scout Tower to the back of Tyr's Hand.
Removed Maiev being a requirement to tech the second level of Priestess training.

Fixed the Fire Curse buff
The Theramore event will function as normal again (occurring 15 minutes after the Plague begins).
Fixed Rivendare's button order issues.
Fixed issues with Ancestral Mastery concerning Spirit Link, Improved Spirit Link will now have a mana cost and affect more than one unit.
Tauren collision reduced from 32 to 26 (4 less than the Mountain Giant).
Added some line of sight blockers along the north ridge of the Thoradin wall.
A Firebolt spell the Legion has has been reduced from a .5 second stun for heroes to a .1 second stun, bringing it in line with other bolt spells.
Tauren workers can no longer be constructed. They are a redundant worker unit.
Moved units and a cannon tower further away from DG's gate at Stromgarde.
Moved the Theramore Guard Towers onto the rock.
King Terenas has been given the white-haired Paladin model.
The Great Forge no longer sells Tiny Taverns. Farms will now be able to upgrade into a Tavern, with a maximum of 6 (you begin with 4, so you'd be able to construct an additional 2 more if they don't die).
The Frozen Throne's Charm ability can no longer target air units.
The Portal to enter the Twisting Nether no longer blocks ground units.
Halved the cast range of the Demon Call spell of the Eye of Sargeras, from 800 to 400.
The Sentinels (LB) no longer goes hostile upon the World Tree dying. The only effect the World Tree dying should have is a -15% Health and Mana pool debuff.
Removed Kurdran Wildhammer.
Fixed some intro text issues.
Naisha is no longer affected by the Priestess upgrades.
Improved Chakram on Naisha has been replaced with Evasion. Chakram has never been able to work properly and it also made Naisha's attacks deal 0 damage with an orb. Evasion will suit her tank role for the ranged-focused LB.
Removed Entlings.
Varimathras is now affected by the Nathrezim Elitism Mastery.
Fixed Healing Wave's tooltip (it overrepresented the damage healed). Healing Wave's amount heal has been reduced from 145 to 120. The decrease in the heal from jump to jump has been reduced however. The ability now heals slightly less overall but makes it harder to use it to help a unit tank, but it does help spread the heal more evenly across one's army.
Obsidian Statues will no longer show the Destroyer Form upgrade, as one is not able to research it.
Reduced Metal Goliath armor from 8 to 4.
Reduced Flesh Golem armor from 16 to 8.
Reduced the AoE of Disenchant on the Spirit Walker.
Fixed Orange being able to use Water Clone on Mechanical units.
Brought the Doom Guard's stats (the one summoned by Doom) in line with the built Doom Guards.
Upgraded Cold/Death/Flame towers will now deal more damage than their base towers. They did deal more damage overall before however because their attack speeds were faster. Attack speeds have been nerfed but are still faster than their base form. This has been done so average players are not confused about the strength of the towers.
Wind Riders now have True Sight.
Burning Blademasters and Fel Orc Kodos now have Backpack.
Fixed Frost Armor tooltip and hotkey.
Nordrassil can now train Wisps.
The trees around Nordrassil have been rearranged for various reasons.
The introductory text for each race in the quest menu has been disabled due to repeated outdatedness and tediousness in updating the information.
Fixed being able to land on Sunwell Plateau.b
Stormreaver Warlock hotkey has been fixed.
Made Ritual Mastery cost 200 more gold.
Reduced the AoE of the Firelord's Immolation.

Fixed the hotkey for Sylvanas' Silence. Silence's effectiveness on Heroes has been reduced by 4 seconds for every level.
Upgrades past 4/4 and Death's Infusion is no longer available for Blue. Blue can no longer research Destroyer Form. Blue will be able to research these things again upon going Forsaken.
Undead Sylvanas will now have Wind Walk instead of Soul Drain, and a new ultimate "The Dark Lady's Radiance". She also has a one time use ability to summon 6 Acolytes. 6 Acolytes instead of 4 will now spawn when the Forsaken spawn. 3 Undead Transport Ships will now spawn instead of 2.
Goblin Sappers will now have an ability that allows them to be invulnerable for two seconds.
Drek'thar's projectile attack has been fixed.
Troll Houses will train Troll Workers now.
The Voodoo Lounge now sells Vampiric Potions.
Golems have been redone. Flesh Golems will remain the same. Metal Goliaths will now be a Siege unit with a cap of 12, with 1200 HP now instead of 1500 HP, and cost 45 gold instead of 65. Metal Golems have been made into a weaker, but cheaper, variant to allow for combat use. Repair costs and times have also been corrected, which makes it a lot cheaper and faster to repair Golems, though this is how it normally should've been.
Magical Wrath Mastery will now give the Violet Citadel a Phoenix Fire ability.
Construct Mastery will give Metal Goliaths an ability to Self-Repair.
Arcane Mastery will now also affect Dalaran Elite Towers, Metal Goliaths and Flesh Golems.
Fixed Blacksmiths not counting as structures.
Removed the Rock terrain around most of Zul'aman's lake, and removed a tree on its northeast side.
Placed a Voodoo Lounge in the ruins of Shattrath City.
Magtheridon can no longer summon Defiled Fountains of Life.
Rape and Pillage Mastery replaced by Fel Blood Mastery, which increases the health regeneration of all Fel Orc units by 25%, and allows one to build a Defiled Fountain of Life (capped at 1). The Fountain can "unsummon" itself if you wish to build it elsewhere. The fountain in Shadowmoon Valley doesn't affect the cap.
Training Mastery will now give Human Archers the ability "Haste" - A Frenzy variant that increases attack speed by 50% for 5 seconds on a 60 second cooldown.
Purple can research the upgrade "Second Chance" at the Capital Palace to enable Resurrection for his Paladins.
Yellow's Marketplaces will sell the item "Brew of Divinity" now, allowing one to be invulnerable for a period of time.
The Disease Cloud Mastery now also raises the Meat Wagon cap by 2.
Ritual Mastery now allows you to sacrifice 5 Black Drakes at Auchindoun for a powerful unit. See Auchindoun for details.
Beast Mastery now allows you to summon an Entling unit at your Improved Ancient Protectors.
For the Grace of Elune Mastery, no longer will it give a HP regeneration bonus. Instead it will give a 205 HP bonus to Archers.
Priestess Mastery will now affect Tyrande by researching 3 levels of the Searing Arrows ability for her. A level of Searing Arrows must first be learned before it can work.
Arcane Empowerment Mastery will now increase Anasterian's Intelligence by 10 and give him two extra skill points to spend.
Instead of improving it's AoE by 20 per level, Nether Strike will now only increase by 10.
Added a third mastery for Blue.
Archer Mastery will now reduce the mana cost of Searing Arrows to 0.
Ogre Might Mastery will now give a 25% hit point bonus instead of a 10% one.
Stonemaul Champions now cost 72 gold from 60.
Reduced the mana cost of Corrosive Venom (a Gahz'rilla ability) by a lot.
Reduced the gold cost of Ancestral Mastery by 125.
Heavy Armoring Mastery renamed to Battle Ready Mastery. Battle Ready Mastery will now improve the unit Health Potion ability.
Outriding Mastery will now increase the cap of Stormwind Champions from 6 to 8.
You can no longer construct ships in the Netherstorm.

Fixed several tooltips and grammar issues at various places.
Made air creeps on Northrend (who are charmable) and Destroyers unable to attack CPs/Capitals.
Made Drek'thar and Kurdran Wildhammer into regular demi-heroes.
Fixed Rivendare's aura killing himself.
Dread Aura will always deal 1% damage, but the range increases by 25 AoE per level.
Scroll casting will take 10 seconds.
The Scroll of Town Teleport will transport 110 units from 100 (so it would fit 9 control groups and 2 heroes).
The Cleric's Frost Bolt can no longer target buildings.
Elite Archer's cap raised from 24 to 48.
Tichondrius' Finger of Pain can target heroes now.
Nerfed all levels of Garithos' Rally by 10%.
Elder Voidwalkers capped to 6.
Fixed DG having cheap Battleships available at start.
Fixed tooltip and hotkey issues
Battleships can no longer target capitals or CPs
Fixed Fog affecting Heroes
All level's of Rends Mirror Image spell will now only deal 30% damage, and the damage taken is now 160%/140%/120% from 150%/130%/110%.
Water Clone can no longer target Mechanical units.
Mannoroth will no longer spawn with a Scroll of Teleportation but will be able to summon Fel Peons.
Fixed Priestesses not being affected by Priestess Mastery
The Ogre Champion's Shockwave now has a damage cap of 500 from no cap.
Fixed most of the concerns listed in the forum thread.
Kirin Tor will have Light armor instead of Hero armor now, and their armor will be 6 and not 10 (their armor can still be upgraded with Power Infusion).
Arcane Missiles cooldown doubled from 6 to 12 seconds.
Fixed Red's Northrend buildings by the Azjol-Nerub Waygate being burnt.
Brann's ability Medical Expertise no longer affects Mechanical units.
The building immolation on the Burning Legion portal will not affect allies. This effect does not apply to the inside of the Twisting Nether. If one is blocked in, that means an ally is doing it, so you must unally them to automatically kill the buildings.
Fixed an Allies count issue with the Bloodpact.
Fixed a possible Allies count issue with Brown.
Fixed being able to block Scholomance from being entered. The Immolation radius of the waygate has also been increased to mitigate unsavory tactics.

Lowered Lich King Arthas' Starting Armor to 9, from 14
Raised Stratholme Castle's armor to 25, from 5, and buffed it's life.
Removed Impale from Ghazrilla, replaced with battle roar
Lowered Ghazrilla's starting health by 100
Nerfed Stasis trap, making it take 20 seconds instead of 10 for the trap to become invisible.
Nerfed Mirror Image significantly, with clones now doing only 50% damage at level 3
Nerfed Lightning Streak's damage
Nerfed the Movement speed component of slow, from 50% to 20% and 65% upgraded to 30% upgraded.
Kil'Jaeden's aura now targets ships and other mechanical units.
Buffed Spellbreaker Damage, attackspeed, and range slightly
Made Vari take Mal'ganis' level upon death
Removed Crusade Mastery, giving paladins about half of the buffs baseline. This results in an early game buff and a late game nerf.
Training Mastery replaces Crusade Mastery for Purple, which gives an evasion to Sergeants and a 75 HP bonus to Archers.
"Health Potion" added to weaker melee units some microability.
Buffed the defensive capabilities of Dwarven elite towers, and added a small command aura.
Removed Mana shield from lady Vashj, giving her Siren's Call.
Removed Dark Arrow from Rivendare, giving him Rivendare's Dread Aura.
Improved both the damage and manacost of searing light on Chaplains by 5.
Increased the manacost of healing wave, from 90 to 100, and increased the cooldown, from 9 seconds to 10. Reduced healing done, from 165 to 145.
Allowed the Lich King's Frost Nova and Charm spells to target mechanical units.
Improved Starting Values of Frost Armor.
Improved Death Knight's starting armor by 1, and starting health by 50.
Weakened Thanes Health, Regeneration rate, movement and attack speeds by a small amount.
Lengthened the time it takes to use a town portal scroll by 5 seconds, to 15 seconds.
Retooled Sylvanas, giving her souldrain instead of lifedrain.
Improved the antibuilding immolation aura inside of Azjol'nerub
Made Orange's mastery that buffed crushing wave buff Kirin Tor Lighning instead
Made Kirin Tor Lightning affect buildings, so that orange has some way to fight overpowered yellow towers.
Fixed DG's starting text that said that the player could make 8 champions when in reality only 6 can be made.
Made Fel blademasters no longer do 30 backstab damage upon windwalking.
Made Tranquility have a 3 minute cooldown at all levels
Vampiric Aura is now 5/10/15/20%, and only works for units the player owns.
Lowered Bloodlust's attack speed increase, from 40% to 30%.
Blood Frenzy mastery now only provides a 5% attack speed increase to all units.
Reduced the number of creeps in Durotar, the Barrens, 1k Needles, and Tanaris.
Limited LB's Guild Rangers and green's Elite Archers to 24.
Increased the manacost of sleep to 140; decreased its duration on heroes to 1 seconds, increased its duration on units to 18 seconds; increased the cooldown to 9 seconds.
Made Death Infusion no longer affect dreadlords, but made Unholy Strength and Unholy Armor properly affect them now.
Added unit inventories to Warden Guild units.
Increased the build time of frost Wyrms to 25 seconds.
Replaced Crushing Wave on Hydromancers with a Water Clone spell.
Fixed Aedelas Blackmoore's name (it was Aedalas) and made it so he can't be resurrected.
Buffed Aedelas Blackmoore's attack some
Added a basic cannon tower by Stromgarde's gate.
The Bloodpact being accepted will now unally Red and Blue from Teal and vice versa, and Pink with the two as well if applicable.
Limited the maximum number of Battleships for each race to 12.
The range of the Frigate has been increased from 350 to 450.
Unholy Beckoning removed from Mal'ganis.
Pillage will no longer show up for Blue's Fel Grunts.
Seeds of Regrowth costs 75 rather than 150 to buy now.
Scholomance can't be blocked off anymore.
Engineering Mastery will give Steam Tanks a Stasis Ward type ability now.
Grim Batol can no longer be attacked by sea.
Aerie Peak will have a range of 600 now.
Reformed the Kirin Tor. They now have Forked Lightning, Spirit Touch, and Ray of Disruption. Their regular attack also slows units in a small AoE.
Changed the Gilneas message.
Fixed intro issues.
Made Mana Shield defautly active for Dalaran's Elite Towers
Increased the collision of Druid of the Claws in Bear form
Blue now starts with Reinforced Defenses (An Orc fortification upgrade) researched.
Buffed Maiev Str/Agi stats slightly (2/1).
Training mastery made for Purple. Sergeants will have a 10% evasion, a healing ability, and Archers will receive a 75 HP bonus.
Increased the collision of Moonkin.
Fog (ability on Muradin) will no longer affect Heroes.
Mannoroth will receive a Teleport Scroll once summoned.

Addressed most of the concerns presented in this topic.

Fixed Kudran & the Gryphons being invulnerable after Ironforge dies.
Corrected the comma into a period for the force name "Sentinels. Druids" in the lobby screen.
Fixed Dalaran Tower hotkey
Fixed Baelgun's buttons
Arcane Recall will summon 14 units instead of 12 now.
Reduced Stonemaul Champion damage by 5, reduced health by 75.
Isle of Dread income reduced from 15 to 10
LB will only be able to train Hippogryphs now
Brown will only be able to train Chimaeras and Faerie Dragons (the latter now limited to 10).
Fixed intro message mentioning awlr.blogspot.com instead of diplomunion.com
Made Alterac owned by Blue (with appropriate tech tree matters done). Teal will start with 100 more initial gold to compensate. Blue has lost units at his Drak'tharon base. Drak'tharon will now be a 20g CP from 30g.
Buffed Grunt's damage by 3 and armor by 1.
Reduced the Spirit of Vengeance's base armor summoned by the Priestess from 5 to 1
Aerie Peak can research Storm Hammers now
Reduced Lich King Arthas' cleave from 40% to 35%.
The possibility of two Lordaeron Crowns existing has been fixed.
Fixed Drek'thar's hotkeys.
Starfall now needs level 10 to learn instead of 9, both Frostfall and Starfall have been nerfed to 60/85 damage, instead of 75/100 damage. Both now have only 2 levels instead of 3. Starfall radius reduced from 1000 on both levels to 800/900.
Lowered the maximum damage of the Bear form Druid.
Reduced the number of levels on (Great) Unholy Aura from 4 to 3
Reduced the number of levels on Conveyance Aura from 4 to 3
Removed Shockwave from Thoras and replaced it with Troll Brawling, a Drunken Brawler variant.
Nerfed the proc chance of Mighty Guard happening on each level by 5%.
Forsaken Red will spawn with 2 transport ships now (fitting exactly the # of troops he spawns with)
Removed the possibility where, if timed right, Forsaken Red could obtain Arthas.
Teal and Pink can now construct Voodoo shops, something more unique will be added in the future.
Removed the capability of Pig Farms to train Fel Orc Peons.
Troll Houses can no longer train Troll Workers, Trolls will be able to construct Great Halls now.
When Gilneas is taken it will also transfer ownership of any hostile units leftover, and the other Gilneas CP will be invulnerable until Greymane's Tower is destroyed.
Rivendare can no longer spawn if the Frozen Throne is dead or Red is Forsaken (incredibly unlikely to happen but a possibility).
Entangling Roots cooldown doubled from 8 to 16 seconds.
Removed the Troll Warlord from Zul'aman.
Added a Goblin Laboratory to Ratchet and Booty Bay
Removed the 5th level of Bash
Mass Teleport will now teleport 26/38 units instead of 24/44.
Nerfed the duration that Purge affects Heroes.
Made Stonemaul Keep unabled to be targeted by air units.
Easter Egg hunt has been disabled past killing Augur. The answer to the riddle "What is total paradise" could be solved by reading it as "What is total pair of dice" which equals 42 when you add up the sides.

Railen's work said:
-Fixed eat tree tech problem
-Buffed Dryad Base attack by 3 damage, improved attack cooldown from 2.0 to 1.8, and increased damage range from 500 to 600.
-Decreased the distributed percentage from .5 at level 1 to .4, and .65 at level 2 to .55
-Buffed Wrath, improving damage some and attackspeed/movespeed reduction to 15%
-Changed eat trees to require level 2 nature's blessing, no loner a timed event.
-Gave the Sentinels Kalidar and put a substantial base there.
-Made the Cenarion Hold Moonwell start at full mana
-Increased the mana cost of Sphere of Vengeance, Lowered duration of summoned spirits to 20 seconds from 30.
-Fixed seed of sacrifice level 2 not sacrificing fast enough
-Increased base armor of Druids of the Claw (NE form) by 1, to help them survive ressurection or otherwise.
-Added a wisp with Shandris.
-Ogrimmar gives 40 more food, AND is moved further away from the coast.
-Prevented siege from attacking Stratholme from that one point
-Added Barkskinned ability to bear druids, requiring bonding mastery. Barkskinned reduces ranged piercing damage to bears by 10% and gives a 10% chance to deflect ranged attacks altogether.
-Made the Felwood wisp spawning event now spawn 4 wisps for both Night Elf Factions.

EagleMan's Work said:
-Made Drek'Thar owned by Pink
-Removed Hunter's Halls ability to upgrade into Chimaera Roosts
-Fixed Mastery issues with Brown
-Changed "Has left the game" to "has left the game".
-Cyclone can no longer target heroes.
-Moonkin now take up food.
-Made Blue not able to research Exhume Corspes until he is Forsaken (and also has access to Meat Wagons at that point).
-Rotated Demon Gate III in the opposite direction.
-Readded portal immolation to Blue's Twisting Nether portal (not sure how it got removed).
-Corrected "Scoruge" in the team names in the lobby.
-Made it so Sapphiron revives even if killed by Blue. Red will still own the unit however.
-Removed Blue being able to convert Sylvanas into Undead if the Legion is summoned.
-Blue's Great Demon heroes will be neutral invulnerable until summoned.
-Moonwells will have Replenish Mana and Life be on autocast now.
-Removed a Myrmidon from Dread Isle.
-Removed Xavius' Dark Arrow ability that made killed units into Satyr Soulstealers.
-Increased the mana cost for transforming into the Moonkin and Storm Crow forms from 50 to 125.
-Replaced DG's guard tower at the Karazhan bridge with an Improved Cannon Tower
-Replaced Teal's Improved Watch Tower nearest to the Outland Portal with an Improved Boulder Tower
-Removed the Advanced Watch Tower 2nd nearest to the Outland Portal
-When Silvermoon dies Kael will spawn with the experience of Anasterian. Vashj will spawn under Green's control now with the experience of Sylvanas. Both Sylvanas and Anasterian will be removed from the game. If Silvermoon is killed now, Red will automatically be eligible for Forsaken. Red won't get the UD Sylvanas unit in this scenario though.. Kael will also additionally start with a Scroll of Teleportation now.
-Holy Light can self target now.
-Force of Nature no longer requires trees and the hotkey has been fixed.
-If the Black Temple dies Thoras Trollbane will become revivable.
-The cast range for Shockwave has been decreased from 600 to 450.
-The Chimaera's splash damage has been reduced to the same splash radius as siege units.
-Reduced cost of Mountain Giants from 34 to 32.
-Magtheridon has a new spell: Summon Defiled Fountain of Life. It is an innate ability and not levelable. It has a high mana cost and high cooldown and can't be used at level 3 barring one investing in Attribute Points.
-Magtheridon will become revivable if both Ironforge and Stormwind is dead. Due to possible revivability and the Fountain spell, his Resistant Skin ability has been removed so one of his spells won't get blocked out.
-Reduced the critical damage bonus on Ice Troll Brawlers from being 2x damage to 1.5x damage. Ice Troll Brawler base damage reduced by 4, and their armor will now be Medium instead of Normal (same thing but different icon, Normal had the Light Armor icon).
-Removed AoE damage from the Lich King (not sure why he had this with Cleave..).
-Corrected the inner Scholomance CP to its proper value (was 15 now 20). Red's income was unaffected by this but players who captured it were affected.
-Ragnaros will start level 1 instead of 2 and his base damage has been reduced from 105 to 70.
-Hydromancers now cost 22 gold from 20. Orange can do perfectly fine without them as I know. If you guys keep spamming them into oblivion I'm going to have to nerf them more than is justified by balance. Just a warning.
-Keeping Thrall after accepting the bloodpact has been fixed.
-Removed the third level of Druid of the Talon training as it would give Talons too much mana/regen. -Moonkin will now be obtainable through the Druidic mastery.
-Reduced the AoE of Words of Protection from 500 to 300.
-Riflemen, Gryphon Riders and Mortar Teams will now use the Iron Plating upgrade. Yellow can no longer research Leather Armor.
-When Nordrassil dies all Sentinel and Druid units will lose 15% of their maximum hit and mana points.
-Removed the upgrade Magical Power. Kirin Tor will no longer need an upgrade to do normal attacks.
-Changed Priestess build hotkey to E from T.
-Fixed a bug where all Guild units were affected by Priestess training and received its associated bonuses.
-The Tomb of Sargeras will only open now when a level 10 hero approaches the waygate.
-An easter egg hunt has been put in the map with a reward for those who solve it. It is not something that can be done early game. rararara.

Fixed the Theramore Event occurring every 15 minutes
Fixed issues with the Silencing Shot ability
Fixed an event issue with King Arthas, Terenas has to be alive for it to activate now
Fixed an issue with two Arthas' being able to exist in the game simutaneously (King Arthas and Evil Arthas)
Infernals will be able to be trained now at Demon Gate III to a limit of 8. All Infernals are also affected by upgrades now.
Doom Guards will have a limit of 8.
The Rain of Fire on the Eye of Sargeras will have a max damage per wave of 600.

Eagles target list fixed (can no longer attack CPs/Capitals).
Fixed Outriders not being affected by the Outriding Mastery (SW Champions were fine)
Sapphiron can no longer attack CPs/Capitals
Nerfed Kil'Jaedens ultimate
Theramore works now
Nerfed later levels of Impale
Fixed the infinite Ankhs on Azshara bug
Gave Mountain Giants medium armor back
Fel Kodo Beasts will be able to be upgraded now
Eagles now limited to 9 instead of 12.
Replaced Defend for Charge on Dwarven Warriors
Blue's Satyr units (excluding Xavius) in Felwood will now start with 0 mana
Made the center tower in Blackrock be a regular Boulder Tower
Nerfed Ancient Power (the lifesteal/damage ability on Naga Royal Guards)
Updated the Quest text to match the starting text
Fixed a bug where Night Elves did not receieve correct income. Mount Hyjal (25g) counted as a 20g province. It now counts for 25g.

Fixed Purple's Resurrection on his Silverhand Paladins not appearing
Fixed a bug with the Multiboard with the ally count if Pink went Bloodpact while unallied to Gray or allied to Teal
Fixed a bug with Gryphon Riders at Aerie Peak not transferring ownership
Made all the demis/elites I could find/remember suicidal so they can't be charmed
Made Divine Shield on Purple's Paladin's be 70 mana instead of 120 mana
Made Greymane's Keep able to train Elven Workers and use Militia call for regular human workers
Buffed DG's Footman variant to have 510 HP from 480, gave the melee Defend, and cleaned up the unit to just look nicer.
Gave Attribute Bonus as a learnable skill for Baron Rivendare
Removed a few creeps from Northrend
Fixed some bugs with Arthas being level 12 and going evil
King Terenas will now be an invulnerable neutral unit that sits outside the Palace. If the Palace dies, he does also, and he will drop the crown. If Arthas visits Terenas after becoming level 12, he will die and the crown will drop. He will be the same except he will gain more slightly more stats per level (and so will get more stats upon this event).
Reduced Arathor Outrider attack speed
Gave Kargath his old model back
Gave Lich King Arthas a special model
Deleted the Airship & Bombarder units and their models, and the model for the outrider (last one took up the most space of anything) The game will only be a fraction bigger than 1.58, and smaller than 1.57
Outriders will now be a red tinted Bandit Lord model
Stormwind champions will now use the Knight model
Made Draenei Demolishers like normal siege, with their AoE reduced and a cap of 6.
Reds can activate Plague again at 10 minutes, but it will automatically activate regardless at 15 minutes. Theramore will go to Orange 5 minutes after the Plague activates.
Nerfed the Legion's Breath of Fire
Gave Muradin Breath of Fire back, in place of Thunder Clap, which Magni already has
Fixed a bug with Holy Nova where Level 1 would do 300 Target damage which is what the max level is supposed to do.
Gave Fel Grom Wind Walk back
Nerfed First Strike to 30 damage instead of 50 damage (ability on Arathor Outrider)
Fixed some hotkey issues
Buffed Fel Grunt HP by 80
Replaced the Improved Spirit Towers inside Scholomance with regular ones
Removed the Meat Wagon from inside Scholomance
Gave Meat Wagons their normal HP again (420 to 380)
Made Icecrown (by the Lich King) have the same anti Shipyard mechanic as Caer Darrow does
Removed Murloc creeps on the coast of Dalaran (NOT Fenris Isle)
Reduced High Elven initial harvest capability from 20 to 15 wood
Arthas must only be level 12 (rather than 15) to become the Lich King now. The Lich King's abilities have been slightly changed (no new abilities though).
Yellow will no longer be able to make Water Tanks, and can now construct Shipyards.
Deleted Khadgar
Buffed Ice Troll Brawler by 10 HP to 700 HP (Regular Troll Brawlers have 695 HP)
Gave Varimathras the Attribute Bonus ability
Fixed Blue's Forsaken not being able to research Ship Upgrades
Fixed a tech tree requirement for Storm Hammers
Xavius will always regenerate health rather than at night time now
Redid the Stormreaver Warlock, they will have a limit of 12
Gave Spell Breakers back Spell Immunity
All Draenei units will function off of Naga upgrades instead of having a separate techtree
Added Menethil Harbor
Fixed Inventory issues for transforming units (ones that morph or submerge)
Made Mountain Giants have Heavy armor
Removed Eredar units' splash damage
Blue's units will be fully affected by attack/armor upgrades now
Made Orange's heroes benefit from Power Infusion
Rivendare will now benefit from Death Infusion
Made both Fel and Non-Fel warlocks have 335 starting HP (a buff from 300 and 325 HP respectively)
Increased Varian's base movement speed
Reduced Ogre Champions' max attack damage by 4
Reduced the movement speed of Misha
Made Holy Armor the default active ability for Purple's Clerics
Water Elementals will be able to walk on water now
Ship upgrades are now capped at 4/4 instead of 6/6
Slightly reduced collision size of Thanes
Due to technical issues with making a dual unit cap the Crypt Guard is removed from the game until further notice
Light Blue now has a limit of 6 on Glaive Throwers, the one at Hyjal Summit is removed so people don't have to go looking for that last one
Blood Frenzy Mastery will now affect all Fel Orc units as stated (Heroes not included) Units affected are Fel Peons and Fel Orc Warlocks.
Reduced the stun duration on Heroes of Firebolt
Thoras Trollbane will start out level 2 rather than 3

Gave regular archers back Aimed Shot as they should have.
Added back the Scarlet Monastery, it doesn't have any purpose, it's just there to be there (it can revive heroes however)
Fixed Maiming Strike which would buff enemy movement speed and on level 3 their attack speed
Reterrained the southern part of Khaz Modan slightly so siege can't hit Stormwind anymore
Hippogryphs can be dismounted now (no it does not allow you to have infinite air if abused right)
Gave Silverhand Paladins a 3 man Resurrection
Light's Crusade Mastery will now additionally give Paladins a 200 HP bonus as well
Hearthglen (and the Scarlet Monastery) won't go hostile when the Capital Palace dies now (Hearthglen is the city north of Andorhal)
Green not being able to research Feint fixed
Aimed Shot will be researched at the Blacksmith
Orgrimmar will not establish until 2 minutes after Thrall has arrived, but it will also construct a Spirit Lodge and Barracks.
Fixed the pathing at the back of Dalaran
Edited Absorb Mana on Green's Blood Mages so that it has a cast range of 500 from 900, absorbs a max of 200 mana, and has a 45 second cooldown now.
Moved Dark Summoning to be in the second spell slot, and that slot has switched to be first. This affects Archimonde, Kil'Jaeden and Azshara.
Fixed Red and Blue's Mastery building going hostile when they go Forsaken. Blue will be able to research Red's Masterys once he has gone Forsaken. This means Blue will also be able to make Death Knights/Crypt Guards now.
The Tomb of Sargeras will open after 10 minutes and 20 seconds game time. It will display a message to Brown informing him of this. Regular players can just use the Plague text appearing as a way to know the Tomb is open.
Hopefully fixed the zombie conversions, where they remain in control of the player who's unit was converted
Arthas now only needs to approach the Lich King (on the floating ice or landing on the base) when he's level 15 and in Death Knight form to become the Lich King, instead of killing him. The Obelisks being dead are not required.
Deleted the Crypt Guard model
Increased movement speed of Tichondrius and Mal'ganis by 10
Made chance to convert 1.3% instead of 2%
Added a limit to Faerie Dragons of 10
Added an Ancient of War to Eastern Ashenvale (by the fountain)
Gave Fel Grom a new spell, Slice and Dice, which has a 35% chance to deal 20/30/40/50 damage to nearby units, replacing Wind Walk
DG can only have 6 Stormwind Champions now, instead of 8
Added a Shadow Hunter to Echo Isles
Gray and Pink will unally again if Pink takes the Bloodpact
Dragon Turtles will have a limit of 12 but they will build faster so one could still defend their base but not be able to go rape other bases quite as easily, and cost 24 gold now versus 33
Redid/reordered Mograine, he's still very recognizable though
If Stratholme dies to anyone Arthas will go to Red (except if the Lich King is dead). If not Purple will keep Arthas.
Dark Minions from Dark Arrow will benefit from Death Infusion now but no longer reincarnate
Made Plague automatic at 10 minutes and Rivendare will spawn inside Scholomance now
Renamed Human Battleship/Frigate/Transport Ship to say Alliance instead of Human
Added the World tree invulnerability mechanic back, except it will function off of two Altar of Elders in Darkshore and Moonglade, but both will be vulnerable, and if both are killed, the World Tree will be vulnerable.
Fixed Advanced Ancient Protectors not being able to be targeted by Air units
Fixed Summoner's Cripple being available at start
Made Death Knight's cost 100 gold again
Fixed Death Knight's Death Pact which gave them 150% health instead of 100%
There will only be 4 levels of Death Infusion now, instead of 5
Gave Kirin Tor spell immunity (they can still be healed by Heal/Chain Heal)
Made Knights for Purple cost 26 gold now
Cavalry Mastery will now give a small movement speed bonus and a spiked barricades effect which returns 4 damage to attackers (along with charge, but no more cost reduction)
Rexxar will start level 2 now
Nerfed Axe of the Chieftain to 50% damage bonus instead of 65%
Made Vol'jin his old model again
Reduced Outrider movement speed by 30 and base armor by 3
Replaced Kel's Mana Flare with Frost Armor
Made Animal War Training cost 100 gold
Removed the extra damage from Frost Arrows for Elite Archers, they dish out enough damage as it is and already have unlimited mana with Brill aura, but if I buffed mana cost it just gimps you without Anasterian (or Jaina I suppose)
Raised Paladin's Mana to 425 from 300
When Stratholme dies to anyone now, if Arthas is dead he will become a Death Knight as normal, if alive Red will gain vision of him and Arthas will go Undead once he dies (unless he is level 12 or higher, a weak symbol for him being "King" now due to game progression, or just him being powerful enough to not need Frostmourne) All this will happen only if the Lich King is alive.
Made the range on Footman (Ranged), DG's spearthrower unit, 450 from 350.
Gave Gahz'rilla a new spell to replace Bile Attack which never worked for reasons I'm unable to discern
Fixed many abilities where you could double spend points in them (ex a level 4 hero could have 3 points in one ability or a level 2 hero 2 points in one)
Made Silverhand Paladins' Divine Shield last 10 seconds instead of 8

Fixed Mastery Building's ability to be teleported to
Removed Red/Blue being renamed upon going Forsaken
Reversed button/hotkeys of Explorer's Flare and Flame of Baelgun
Removed changelog from quests (most will be too big to fit in and I don't want two "quests" for the same changelog)
Extended Thunder Bluff's Command Aura radius
Fixed a food glitch for Forsaken Blue
Blue can train Frigates/Bships when he goes Forsaken
Removed Auchindoun's aura
Farms will give 6 food instead of 5
Slightly increased intelligence per level for Magni/Muradin
Reduced Entangling Roots max duration on a hero from 7 to 5 seconds
Reverted Elite Archers back to 1.55 status (except Improved Bows no longer affects them)
Fixed Red's intro text concerning the Sunwell and Lich Kel
Gave Arcane Towers Magic damage
Buffed Power Infusion to 100 from 50 hp and reduced lumber upgrade increments by 25
Removed Dalaran being dead as a requirement to flee to Outland with Kael
Decreased range bonus on Headhunting mastery by 250 to 150 range
Fixed Zul'jin bugging out with the World Tree healing him
Units with Disease Cloud only convert to Zombies if attacked by Red or Blue now
Removed Improved Bows and Marksmanship from affecting Guild Acolytes for LB
Fixed Destroyers not upgrading
Fixed Crypt Guards not upgrading
Dalaran Towers and Dwarven Keep Towers will now upgrade from the Scout Tower
Fixed Blood Infusion (Green's BElf Mastery) not affecting units
Nerfed normal Arthas' ultimate, Indignation
Thanes will train at Barracks now, no longer at Ironforge however
Fixed the Deeprun Tram not giving income, and now if one dies you can't still use the other one's waygate. If either entrance dies the income is lost for both players.
Fixed inability to repair capitals
Gave Purple Improved Cannon Towers instead of regular ones at Stratholme
Fixed Sunwell event, it will only trigger when Red or Blue owns it
Fixed Kael's spell, scrapped the intended spell for him since it would not work for whatever reason
Increased movement speed of Corrupted ancients to be on par with uncorrupted ones (40 to 80 movement speed).
Made the mana cost for Book Summon of Legion be 410 so only heroes do it
Buffed HP of Green's special mastery towers
Made a Blood Mage unit available at the Arcane Sanctum when Green researces the Empowered Magic Mastery
Elven Footmen (renamed to Warriors) will have Heavy Armor
Defend's research cost has been reduced from 150 to 75 gold
Made the Knight from Purple's Mastery cost 26 gold now from the previously reduced one of 29

Fixed Ice Troll Mastery
Fixed Ancestral Mastery
Limited Undead Air for blue as well
Replaced the Mask of Death with an adjusted Staff of Silence (the item drops from Ragnaros)
Removed buying items from Ironforge (upgrade too) and it drops again. 70% chance for shield, 60% for sword, 50% for gloves.
Changed hero icon orders for most
Made the Zul'aman boat a regular Transport ship, the ones you buy from Goblin merchants
Gave Jaina a one time use Mass Teleport spell called Exodus when Theramore procs that can go to any CP, (preferably Theramore). Teles 36 units.
Reduced Ice Troll Berserker (renamed to Ice Troll Brawler) collision
Gave Yellow another starting Mortar by the Loch Modan CP
Slightly increased gold costs of Boulder towers
Made Adv Watch Towers in Blackrock to regular ones (inside tower is the same)
Gave Vol'jin the Shadow Hunter model
Renamed Blood Elf Lieutenant to Blood Elf Warrior
Gave Spell Breakers Resistant Skin instead of Spell Immunity and reduced their cost from 21 to 17 gold
Made Elite Archers into Rangers with stats adjusted trainable from Silvermoon with a limit of 8, a 10 damage Orb of Annihilation will replace Ice Arrows
Aimed Shot is now auto available on Rangers and removed from Archers
The Sunwell has a 8700 range healing aura now (which is the entrance to Quel Thalas), and is now capturable and when captured becomes the dead Sunwell. Red will now use this for his event to revive Kel'Thuzad (he must be dead when it's captured, so no more item either). If Green recaptures it he can reupgrade it to be normal again (only Green). If Red takes it while Kel is alive, he can kill him then retake the Sunwell and it will work.
Silvermoon Ballistas are now Elven Ballistas and trained at the Barracks with a limit of 6.
Ranger Mastery is now replaced with Masonry Mastery which allows you to upgrade into Flame Towers (which will have Burning Oil), Cold towers and Death towers and your Improved Masonry/Improved Lumber Harvesting will be fully upgraded.
Shipyards can no longer be constructed near/by Caer Darrow.
Fixed income bug with Gilneas
Reduced cost of Rifleman from 21 to 17
Reduced cost of Dwarven Warrior from 23 to 19
Fixed (hopefully) Frost attack for Dwarven Warriors
Removed two Guard Towers on unreachable terrain in Stormwind and move them down to replace the basic Guard Towers
Increased the range of Stormwind Cannons by 100
Buffed Meat Wagon HP to 420 from 380
Removed the player renames for Pink going Fel/Green going Belves as it's an awkward fit unless everyone else was named as well
Replaced Banish on Kael with a spell called Arcane Blinding which is an AoE Curse+Movement Slow
Added back Destroyers, removed Devour Magic from Obsidian Statues, reduced Spirit Touch and Essence of Blight to original mana cost which is 2.
Removed casting time from Flame Strike
Buffed casting range on Siphon Mana to 800 from 600
Reduced Mountain Giant Collision and reduced cost from 43 to 34 gold
Made the cannon towers at the back of Gilneas into Improved ones
Added a Bestiary to Dustwallow Marsh
Made Kodo Beasts (+Fel ones) affected by upgrades
Made Kael start out level 5 instead of 3
Added an Essence of Blight spell to Yellow's Taverns (Taverns won't be buildable for now)
Replaced Red's Apothecarial Mastery with Dark Magic Mastery
Increased the number of corpses the Graveyard holds from 5 to 10
Reduced Dragon Turtle siege damage against buildings by a lot
Buffed health of Archers to 350 from 340

Fixed Orange's initial income to 65 from 50
Revamped Rexxar
Removed Korgall, Pink will start out with Rexxar
Pink will no longer have access to Ogre Workers for the sake of cohesion, Pig Farms will train Fel Workers now. However Stonemaul will keep the Pig Farms it has (they will no longer be constructable by Pink and no he won't train Fel Peons)
Peons will make Ogre Barracks now
Reduced Druid of the Claw cost from 25 gold to 18 gold
Replaced Mana Flare on Antonidas with the old Arcane Missles
Kel'Thuzad now has Mana Flare in place of Necromance
Removed Dark Trolls being hirable and starting ones, no units will replace them on the Ancient for now, but the free button space means they can be uprooted and moved now.
Added Call to Arms back to Purple/DG capitals
Added the Dirk of the Beast to Xavius, which adds 10 bonus damage and if a unit dies under the effect summons a (basically) permanent Satyr Soulstealer. The item itself is just for looks and can't be dropped (or on death) and the spell will be start autocast and replace Firebolt.
Druidic Mastery now no longer restricts Morphed spells on the Druids if unresearched. If researched you may again use Moonkin from the Druid of the Talon instantly.
Battle Stations/Stand Down hotkeys fixed
Removed the rocks in Dalaran as they really don't serve a purpose, but if buffed they will also be a problem with the fact that Seeds of Regrowth restore them
Added just a couple more units to LB's starting forces around his area
Made the Greymane Wall into an actual gate instead of a destructible, it will be better than a regular gate but cost more to repair proportionally
Portal Immolation added to Netherstorm Waygate
Added info to Sunstrider sword that you can hurl firebolts with it
Fixed units in Theramore
Fixed Jubei hero inventory
Fixed Chaplains Searing Arrows to Searing Light
Empowerment Mastery will now make Paladins have a shorter CD for Holy Light (8 to 5 seconds)
Fixed Mana Burn TT for Illidan (It was named Scout?)
Gave Couatls a short Tornado and reduced their limit to 4
Added Summoners with a unique spell set to Naga, a limit of 24, true sight (so that Azshara's spell set isn't screwed over if you get all 4 abilities)
Reduced the cost of Thanes from 45 to 35 gold
Lunar Mastery now adds two Skill Points to Tyrande and Naisha, meaning they can learn 2 more spells or levels of a spell
Nightfall was removed from Tyrande as if she had all spells researched, one would be blocked out of view
Reduced cost of Troll Workers from 10 to 7 gold.
Vitality of the Old Gods now gives Azshara an Ankh if she is alive
Replaced Immolation on Illidan with Cursed Vision of Sargeras
Added the Troll camp back inside Quel Thalas but it is under the control of Gray
Thunder Bluff will now train Tauren also. There will be an upgrade named Age of Prosperity which Gray can use to research Pulverize and Spirit Walker training free of charge after the 300 second upgrade finishes.
Removed 2 Ogres in Stonemaul to compensate for Rexxar
Removed Bash and reduced Splash damage on Eredar Warlocks
Added a shipyard to Darkshore
Made Empowered Renewal heal faster rather than just extra cast range
Gave the Scepter of the Queen a heal/mana restore in lieu of the dispellable hp regen effect
Conveyance Aura now gives .03 (and increments of .03) % bonus attack speed. Renamed it Valor Aura.
Added a Battleship to the bridge of Theramore
Ice Troll Alliance Mastery added, requires Gundrak, if researched you can train Berserkers at Barracks instead of Brawlers
Orgrimmar will give 20 income as stated now
Orgrimmar will auto build upon Thrall's landing (even if it wasn't instantaneous in lore) but the CP has been moved south of the rocks and the creeps above them removed.
Removed Ensnare requiring Fletcher's Mastery as this gimped a lot of creeps and wasn't adding content to Nelves but just regranting them what once had



Keywords:
Azeroth Wars, Azeroth, Wars, LR
Contents

Azeroth Wars LR 1.67b (Map)

Reviews
11:03, 25th Jun 2009, by Rui(#5): A map that would accomplish a lot if only its authors ever listened to the right people. Even pros and cons, from which we emphasize the excellent terrain and the horrible balance. Reviewed, 3/5 (Acceptable).

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11:03, 25th Jun 2009, by Rui([self=http://www.hiveworkshop.com/forums/maps-564/azeroth-wars-lr-1-51b-131170/#post1163008]#5[/self]):
A map that would accomplish a lot if only its authors ever listened to the right people. Even pros and cons, from which we emphasize the excellent terrain and the horrible balance. Reviewed, 3/5 (Acceptable).
 
Level 7
Joined
Apr 13, 2009
Messages
101
Forgive my spam of somewhat unimportant details, but I like all changes to be recorded (and even then they aren't all unfortunately).
-Gave Muradin back his Fog ability
-Shadow Wolves no longer have invisibility
-Pink's Wolves are affected by ups
-Cenarius' summons are affected by ups
-Replaced Reginald's Dark Portal spell with one based off Feral Spirit
-Sunken Dominion no longer requires Ranazjar Isle
-Reduced Dark Shaman attack speed
-Teal's gold bonus has been removed
-Added a blacksmith for Orange
-Added a hero inventory for Jubie
-Changed Chaplain's Searing Arrows, to Searing Light
-Lowered the price of upgrades slightly
-Couatl's no longer need to research Abolish Magic
-Fixed long load from Beta
-Gave Drek'Thar Forked Lightning instead of Static Shock
-Gave Drek'thar Thunderstorm for Ultimate
-Masteries are now researched in the corner below Manny
-Fixed Aerie Peak
-Changed name of Multiboard
-Fixed Hotkeys on Shen'dralar Spellweaver
-Changed Clergic name to Cleric
-Reduced the cost of some items in the goblin shop
-Blue's finger of death is now unable to target friendly units
-Nerfed Sylvanas' silence slightly more
-Gave Elven Footmen medium armor
-Moved Scholomance portal out of the corner
-Nerfed Mask of Death's life steal to 40%
-Reduced the HP of Eredar Warlocks to 1200 and increased their cost
-Empowerment Mastery only affects Clerics and buffs Renewal as well
-Buffed Dark Grip
-Widened the path to Caer Darrow
-Reduced the train time of air units
-Fixed Kil'Jaeden's Ultimate
-Updated the Opening Text
-Fixed pathing in Nazjatar
-Fixed Illidan's Prison portal bug

-Fixed a few pathing issues
-Nerfed Khadgar's AoE
-Nerfed Blast of Fire and Explosion for Teal
-Greatly decreased the cost of Outriders
-Gave Teal an Advanced Boulder Tower in Alterac
-Changed the amount of gold some CPs give
-The tech required for Yellow's items is not a mastery now
-Fixed Arthas losing his items after going evil
-Obsidian Satues given Devour Magic
-Red's Meat wagon limit upped to 8
-Plague increased to 2% conversion
-Undead upgrades combined
-Upgrade base costs decreased
-Upgrades will cost much more as the levels increase
-Reduced the collision of Naga units
-Added upgrades for Legion units
-Nerfed the Ring of Superiority
-Gave Xavius a hero inventory
-Moved Illidan's prison to below Felwood
-Fletcher Mastery now gives only 10 bonus damage, but also 10% bonus health
-Nerfed the splash on battleships
-Dragon Turtles deal siege damage to units
-Balanced Rend's Maiming Strike
-Unholy Mastery Removed
-Death Knights have death pact by default
-Increased Death Knight attack speed
-Nerfed Death Coil on DKs
-Blue can no longer train Death Knights or Crypt Guards if he's Varimathras
-Fixed bug where Red can get 2 Rivendares
-Ships can no longer enter Nazjatar
-When heroes' tied to a capital are dead when the capital dies, they no longer can be revived one last time
-Increased Paladin Health to 1150
-Decreased Knight health to 950
-Made undead Sapphiron upgradable
-Fixed sending ships into Drak'Tharon
-Skeletons are affected by Death Infusion as well
-Added rocks between Alterac and Dalaran
-Slightly increased Necro Kel's health
-Increased the strength of undead towers
-Fixed dropping orc worker summon if Grom is dead
-Mask of Death and Ring of Superiority drop on death
-Removed Korkron Elites (they were imbalanced and redundant)
-Limited Infernal Juggs to 8. Can be upgraded to 10 through mastery.
-Increased Juggernaut cost to 50g, but decreased their collision
-Demon units train slightly faster
-Fel Stalker cost reduced back to 17g
-Reduced the AoE of Kil'Jaeden's Ultimate
-Teal now starts with Berserker Strength teched
-Air cannot target capitals
-Changed the terrain in Feralas slightly
-Widened Durotar
-Added control point for Outer Silithus
-Reduced Rend's mirror image to 3/5/7
-Reduced the amount of gold all creeps give
Most fundamental changes of 1.54 are the income and food system. All units except workers and summons will cost 1 food. Income has been rewritten to be triggered but for all appearances is the same as before, and you can view your income by typing -income. There is also a board to keep track of how many control points a player owns and how many allies they have.
 
Last edited:

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,550
So this is still in development?
I don't know you, EagleMan. Hopefully you will bring to "Azeroth Wars: Legacy Reborn" some conscience.

In the future, hide your changelogs in
tags, remove the "=1.51b Changelog" from it (italic is painful to read) and organize them in FIXES, FEATURES, and so on, or however you want, but just don't leave them in this mess.

I have removed v1.45 from the database. Be sure to keep this updated.

EDIT: My first recommendation is that you put the map to use the most recent melee patch in Map Options, which I'm sure you didn't, like the other authors.

I'll run my tests on this one, see what has changed, and return with a review.
 
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Unfortunately I’m unable to make a very good review because I died very early in the game, but I will still make some general observations about the map.

Firstly, it seems like the burning legion is heavily dependent on its allies, making it not much fun to play, if your allies are not so good. In my opinion, the burning legion should be as strong as the other players are when it is summoned.
That is, if the players have gotten strong before the legion is summoned make the legion stronger, and if it’s early game make them weaker. Otherwise, they can mass a huge army, summon the burning legion, and kill poor level 1 Archimode as soon as he steps out of the portal (or go and kill him).


The demon heroes seemed to lack customization, having mostly the same skills they normally have, it would be nice to have a few custom triggered spells/items for heroes like Archimode, Tichondrias, etc.

Also was a bit hard to learn, you give a player one huge wall of text to read fast and then no hints later on in the game. My undead ally didn't know how to start his plague, eventually someone told him how too, but by then it wasn't much good. A hint and/or adding it as an ability to some unit (maybe the frozen throne) would help this.

It would also be nice to have a leader-board showing player stats (income etc.), and to be able to observe after you've lost.

It seems like it would be a great game if it were on a smaller scale, like one area of the Warcraft world, not the whole thing. It would it faster paced and less laggy. I don't know if it was just the game I played, but it was a bit slow paced and drawn out; lasting over an hour. I prefer games that last 30-45 minutes.

As I said, I didn't get much of a chance to play, so I can't comment of the other aspects of the game, they seemed alight to me, sorry I can't be of more help.

Overall, I would give this map 3/5 or 4/5. If you enjoy this type of map you should definitely give this map a try.
 
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Rui

Rui

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Rui's review for EagleMan's "Azeroth Wars: Legacy Reborn" (v1.51b)

"Azeroth Wars Strategy" (AWS) is a risk/strategy mixed with Offense type of game which has passed through the hands of multiple authors. The first author was the Russian Augur, who later disappeared, whose work Darkganon_RPer later de-protected. When he abandoned the project, Railen and Avrion took the project and gave it a new name: "Azeroth Wars: Legacy Reborn" (AW:LR). The map is now being modified by EagleMan.
In this map, you play as one of the twelve available races. From the horrific Scourge and the honorable Humans of Lordaeron, to the reclusive Night Elves and the savage Orcs.Which quickly takes me to my first point: the map has no information on its description regarding this.Continuing. Every race starts with a number of units, and in the place where in Warcraft lore they stand. Your food used is the income you'll get every minute (the timer is displayed at the upper right corner of the screen), and your maximum food is... the real food, so to speak. It decreases by 1 every time you train a unit, so you have to construct resource production buildings in order to maintain it. If your maximum food is 1, you get no income.Income comes from various control points, represented by a Circle of Power. Each of them give a set amount of gold, depending on their importance.Lumber is gathered as in normal melee games, with only an extra small detail: you have seeds of regrowth which can restore trees in an area around the user.
Like Evan1993 mentioned above me, this is one of the games where you don't know where to turn to when you first play it. The problem is that you don't get the time to learn. In AW:LR, the game is centered around quick, strategic actions, and a delay can result on your defeat. If you are a newbie, playing as harder factions such as the Scourge, Lordaeron, or Draenor, and you are unfortunate enough to have an experienced opponent, your downfall is (nearly) inevitable.
Let's start... from the start, though. My game-mate has also pointed out to the fact that the text is indeed a little long and fades quickly. When somebody lags, it's totally impossible to read them, and the text fades no matter.The tips are useful nonetheless, but you should not advise alliances with this or the other race. If Naga and Satyrs ally, Night Elves are in trouble. I've played them and I know.
The techtrees are not very organized, and there are a lot of useless units in every race. Why do Human techtrees have Footmen (Infantry), if they can train Seargents -- a more powerful unit -- for just 4 extra gold? I was about to say Knights, but since they do not possess Defend... either way, the techtrees require re-organization.
The terrain is where you get most impressed. Avrion surprised people with a landscape varied in elevation and ground tiles, which fit the "miniature" view of Azeroth he's trying to portray. Excellent work!
I would not change the abilities for the ordinary Warcraft III heroes, but I'd certainly give a few custom ones to the ones that didn't appear.
Another negative grade goes for the items sold on shops. How come you sell Claws of Attack +15 for 75 gold? On heroes such as Blademasters, this is dangerous, save on Sylvanas who possess Wind Walk, Trueshot Aura, and Bash -- it is DEADLY!
The lag and large loading time are typical in AW:LR. I've stopped bothering telling the authors to fix it.

My rating is a 3/5 (Useful). This is a fun map to play with a powerful computer and friends (leavers totally ruin it).

EDIT: The review continues [self=http://www.hiveworkshop.com/forums/maps-564/azeroth-wars-lr-1-51b-131170/#post1173462]here[/self].
 
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bounty hunter2's Review on Azeroth Wars LR 1.51b

Azeroth Wars Legacy is a Strategy/Risk/RP type of map made by Avrion, EagleMan and Railen.

The map is well done. The terrain, is very well done, no Blizzards cliffs were present, usage of the height tool was supreme. The dodoads used were just enough, not overused to cause to much lag, and yet not underused. I can only suggest that you place some more dodoad in Kalimdor, in some of the very desolate territories.

The object editor work was fine, working hotkeys and decent tooltips. The factions were done nicely, however there are some imbalances. The satyrs for instance don't stand any chance against the Night Elves. Some custom spells would be nice, for sure.

There were some also minor polishing issues. The harpies were quite close to my borders, I was Night Elf, and they immidiately attacked my unites who passed nearby. You should place them a bit farther.

I also didn't like the long time you had to wait for a ship to re-stock, you should lower it for about 15 - 20 seconds in my opinion.

You should also optimize the map, if you didn't allready, since it causes a lot of lag, and the loading time is immense. Especially on a bit older machines, such as my own.

And please do work on your description of the map at the Hive Workshop, add more info, put some images (In hidden tags.), use tags.

Overall, a fun to play map, needing balancing and packaging fixes. Well done.

4/5 (Recommended) rating.

Note

This review was written by bounty hunter2 on 11th of June. 2009.
 
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Thank you for the reviews, while it is a cop out, I have not worked on the map forever and I would've designed it differently if I was there during its initial phases. I'm using Rui's first two paragraphs as the description (for now), I was first going to copy over the text from the 1.45 upload but I was unsure if this would anger you or not, but it's deleted now so what can you do.

Blue is something me and the authors have been discussing about how to update but keep the game balanced, but nothing concrete has been done yet in this manner. I've also been working on Quests for players but I've stopped working on this out of distractions elsewhere on the map, but it will be done eventually.

Also I am able to admit that I am a newb mapmaker, only having a good work ethic and some ideas, so how would I optimize it? I thought map protection did this (or is this simply compressing it some?), which Railen or Avrion does. And thanks for the reviews really, it's honestly impossible for even us 3 to catch all discrepancies in the map, since regular players will already have accepted the map 'as is' but newbs who dislike the map don't care enough to tell you their impressions either, so that leaves us with gaps of information regarding such things as Teal's heroes.

And finally, yes the map still is in development with no end to updates planned.
 

Rui

Rui

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(...)
Also I am able to admit that I am a newb mapmaker, only having a good work ethic and some ideas, so how would I optimize it? I thought map protection did this (or is this simply compressing it some?), which Railen or Avrion does. And thanks for the reviews really, it's honestly impossible for even us 3 to catch all discrepancies in the map, since regular players will already have accepted the map 'as is' but newbs who dislike the map don't care enough to tell you their impressions either, so that leaves us with gaps of information regarding such things as Teal's heroes.
(...)
I don't think Vexorian's Map Optimizer (for map size reduction & protection) and the Widgetizer (loading time reduction) can both be used without screwing up the map, but I may be wrong. Ask Avrion or Railen about this.

To me, authors don't notice balance issues because they don't want to.
I have, countless times, advised the various developers of this map against things such as the items you can purchase at Ironforge. I have played melee games for a long time, and (forgive me for the immodesty) I believe I have a better knowledge of what's balanced and what's not. Despite how much they're warned, the creators refuse to listen, so I have simply stopped trying. That's why I'm hoping you'll bring some ears to the team. I can't stand watching this game get buried with each version.

I forgot to mention balance in detail, by the way. I was in a hurry. The first paragraph isn't very well built either, I don't think you should have copied it.
Additionally, in the description, write who is who. Red = Scourge, Blue = Legion, etc. I'll do it for you if you want.
 
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I have noticed that once the burning legion gets to azeroth, and isnt attacked right off the spot(like to kill archimonde) Really they win, they are just too powerful, I've been a lot of factions and used huge army and it did little, it took 3 people(we were allied) to hit at all sides to beef that army down, and they still had warlocks and eventually still won, I think they should seriously be nerfed some.
 
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I really like this map, the gameplay may need some tweaking here and there but the terrain is fantastic!. 4.5/5

Well, although I didn't test this on b-net yet.I don't believe it was intended for Archimonde and Kil'jaeden's summonings to not be usable on their own trained units ^^.

EDIT:Oh, nevermind.Strangely it didn't work at first.But now, everything is in order.
 
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Rui

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Widgetize first, optimize later.
Thank you for the information. Nice to see you posting around, too.


Anyway, I had a rant to do about balance, and I'm doing it now.

One of the main balance issues was already mentioned, which will swiftly take me to my point: it was the Burning Legion issue.
The Legion possesses the demonic creeps: Eredars, Voidwalkers, Succubi, Infernal Contraptions... well, the thing with creeps, not only demonic, but all of them, is that they suffer greatly from the upgrades of units. In the Legion's case, if they're summoned too early, they're too destructive to be contained; if they are summoned later, they are worthless, save for the stronger creeps who can still provoke some damages on units not under the effect of auras.
This is a shortcut to the point: there are eight levels of damage and armor upgrades, and they're imbalanced. If you recall, I said in my review post that leavers ruined the game... and they definitely do. Players such as Teal (Draenor) or Dark Green (Stormwind) have lot of land to step on, and if one of them leaves, the other can quickly claim all of the opponent's lands. Unnecessary is to say that with 300 gold a minute you can purchase the upgrades in no time, and with a race possessing level eight damage/armor upgrades, there will most unlikely be any turn of tides.
Summarizing, the game has come to an end.

And this is basically the essence of "Azeroth Wars: Legacy Reborn" on terms of balance: it hangs by a frail string.

That is my opinion.
 
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I agree with this...

The burning legion is either way to powerful to stop, or too weak to matter.

And if Stormwind or Draenei Player leaves. the other takes over lands and easily become the top power the whole game or most...

Also in a lot of games, I have seen yellow destroy stormwinds castle within the first 30 seconds, then DG is pretty much finished, and worthless, and Teal conquers... You should really fix this by making it so your allies can't attack your builders... This way it stops betraying, and I have seen this a LOT. Its even happend to me 3-4 times and I just gave up being DG.
 

Rui

Rui

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The point here is that it's not very fun to see balanced fights (Scourge vs. Alliance) getting ruined. Last game, I was fighting the Scourge when, suddenly, dark green arrived with eight-leveled damage and armor upgrades, while I (Lordaeron) only had level four upgrades.
A game that was being fun came to an end because Teal (Draenor) was a newbie and left early game. Sure, I could ally with Night Elves and rebuild, but the majority of the players don't appreciate seeing their lands being thrown to the ground.
I still blame the eight-level upgrades. After all, who likes watching buildings being destroyed by a few hits?

punwisp, you know you can always unally players, do you not? I can't think of a reason for Yellow to destroy his ally; the Dwarfs are weak and cannot handle Teal 1v1.
 
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I have a few things to say about what you guys/gals posted about balance issues.
Rui, i respect your position and i understand that you are a very experienced player, but you have said some things in here that are wrong. I'm playing azeroth wars for quite some time now (on eurobattle.net though), and theres a whole clan of gamers there that has been playing it with me for about a year now (we played thousands of games including DAoW, Lordaeron Tactics, Plaguelands Strife, etc. - all similiar to azeroth wars) so i could say i have at least some experience with the game, so lets get down to business, shall we?

First - I played dwarves very few times but i can say that with dwarves - Teal is pretty much soloable, only thing required is common sense and perhaps only 2-3 games that you played already (just to know you are familiar with the game). There is no special strategy specified here because you need to ADJUST to his tactics, wich is mostly rush (teal because of his strong starting units wich are very massable will mostly use rush, unless he is an experienced player wich will do something else only for the "suprise" factor that might give him some advantage) if rush is the case, solution is very simple, you need only to block him off with some melee or w/e that has some nice armor and hp and then use chokepoints and your (powerful) ranged units to eradicate his army, then you need to make a swift counterattack and stop him from creeping (assuming he has taken stormwind he will have a lot of income spent on creeping) from then on you just need to push him back.

Of course, we're not here to discuss strategies, but i put it here just to prove to you that teal isnt as much as powerful as you say, of course it also depends on your luck because you might not to be so effective against a pro player (hereby noted that example given above is only worth if players are of same skill since we're discussing balance).

Then there's the issue of the burning legion. You all say it can be overpowered in the beginning and underpowered in the end-game. Very unlikely. If the Legion is summoned in the early game, chances are it will destroy most of northern EK due to strong allies. Even if it is summoned by the enemy that already overwhelmed the scourge and/or draenor, the enemy is probably weary and not ready to fight the accumulated forces in outland! The case is different if Red is a leaver and that he was easily destroyed. Lordaeron can't destroy Scholomance before the 15 minutes of the game, and even if he takes the book and summons earlier, he CANNOT fight on two fronts successfully if the players are of same experience. If you defeated BL just because he was a noob, that isnt a balance issue.

Then on the other hand we have a much bigger balance issue concerning purple. Since most of you didn't play the game and tried truly ALL of the options, you probably didn't notice how overpowered arthas (as a lich king NOT as a death knight or paladin) is. Here we have a 100% bash wich stuns you for 2 or 3 secs where the time between attacks is 1.5 or 2.5 secs (means he can kill any other powerful unit without the unit have any power or any chance to retaliate at all), he has a slow splash damage (damage splash wich also applies a freeze very much alike to the frost wyrm's) wich has more radius than a blizzard spell on rank 4, 3k hp with a regeneration wich makes him invulnerable to all melee hits (regen so high that you cant use any amount of melee units to kill him since the units next to him are blocking the units behind them), a spell immunity wich applies not only to ALL spells (and here i really mean ALL spells) but to dalaran's magic attack as well AND to their anti-undead aura, and has a frost nova spell wich can kill most fodder with one (or two, if you're lucky) shots AND of course a spell wich ressurects all the units near him (almost all the units in his sight range) to make them fight for him. Its only weakness (and the only way i killed him ONCE) is the fact that he needs boats to travel over bodies of water.

Apart from that, one last thing to be said about balance. Balance in this map is not calculated as one nation against another (1v1) since you cant compare the orcish horde to the burning legion or draenor horde. Balance is achieved overall on TEAMS (e.g: Dalaran cannot match the draenor horde or scourge or burning legion but in coordination with lordaeron and quel'thalas it can easily overcome any other team or enemy). Of course, Night elves and naga are exeptions to the rule but the balance here is achieved so that night elves dont have any larger early games threat (I pity the fool trying to increase satyr power when NEs have to fight naga too) and that the naga are in the sea and is hard to get as well as almost nobody even launches counter-attacks against them.

And basically... pff... that's it pretty much, post some comments (preferably with GOOD explanations) where is my logic wrong!
 

Dr Super Good

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This game has serious technical, lore and ballence flaws.

I would advise the creation of some sort of penalty system for allies and unallies. Eg if DG / yellow ally purple, orange and green, both sides should lose some resources / troops as those troops normally would be used to fight eachother so as to not make teal doomed. Equally well, if teal allies dark green the same should occur, as otherwise it would be totally unballenced. I would also like to see a dominance penalty system, whereby if purple and allies do not attack yellow / darkgreen, darkgreen gets some weakness as otherwise the situation can occur where darkgreen and yellow just focus on teal as the other players leave them alone so teal is doomed. What I am sujesting is some sort of system whereby powerful playerss which are meant to hold off against multiple fronts get a penalty if they are only having to hold one front which could be called a dynamic ballence system to make it harder for a player to really gain an advantage.

Heroes need major ballencing, as currently some normal units are a lot stronger than heros. Major heros in the campaign only have like 2-5 times the HP of a normal unit, which is ok for something like a campaign but is totally weak when the average brawl is between 40+ units with near no colission so you can easilly have them all focus fire. Thus eithor add collision to armies again, majorly buff all heroes so they can not be focus killed in 2 secs or reduce the average army size. I would advise reducing the average army size, as WC3 is not supreme commanders so you should not get 100s of units so easilly. Basically heroes should be a major part of the game, currently they are only factored into combat if they have mega ammounts of items which are hard to aquire or are a near impossiably high level. In short, up the role of heroes in combat, so having one can literally be battle turning and so they can not be killed so easilly (maybe give hero armor huge resistance to normal attacks so they do not die like normal units).

The frozen throne should be more based on lore. There should be 4 oblisks which all need to be converted so the throne can be hit, and converting takes 1 minute each per hero, so you can not just march in and unrealisticly focus on it. The eye of sargaris should curropt the holding hero causing them to ally the demons, afterall it was a highly evil artifact owned by the chief destroyer sargaris (who was above archimonde and Kiljaden in rank) and illidan only used it because he was helping Kiljaden. Basically it should only be worth picking up if you want to ally the demons, also for the human races it could cause their aquiring hero to go rouge if you are concerned about ballence. The allience mode it should make should result in the holder dieing if they unally. These generally would make it more lore worthy.

A whole host of other ballence changes need to be done but I am sure you know that.

So as for my rating? I give it a 4/5 if you are playing with friends, as you can certainly have an enjoyable time making alliences, armies and destroying stuff. However if you are playing alone with no one you know, then I give it a 2-3/5 (more towards 2/5) as the lack of ballence removes nearly every ounce of enjoyment as you end up highly fustrated and do not have a good time. For singleplayer I am not ratting it as it is not meant to be played single player. Thus I conclude advising the playing of it if you are with friends and want to mess around a bit with other players yet not with each other however I do not advise you play it with only total strangers as you will probably end up wasting a lot of time and not enjoying it one bit.
 
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Dr. Super Good, I like your idea about the obelisks, but you must understand the fact that in order to create space for the obelisks all around icecrown, you'd need to remake the whole continent, make it bigger, not to mention the fact that you then need to "move" the other continents further away too, and besides, heroes are more than powerful in brawls and especially useful in larger fights due to their great crowd control abilities (of course, there are a few exceptions to the rule, but nothing much).
 
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While the idea is no longer original (stolen from many authors, along with many similar maps being developed), the execution was acceptable.

There were far too many lore sources incorporated, going as far as recent WoW updates (most of which, I was not familiar with).

The balance is probably one of the major issues I had with the map. Dark Green and Yellow were easily able to overpower teal, even with the support of blue. While blue should have been a behemoth of a force when summoned, he's actually quite weak. He lacks any form of upgrades, so after a while into the gamer his demons are weaker than knights, for example. In the game I was playing, dark green summoned blue just to immediately kill both of his heroes afterwords; removing him from the game.

The alliance system is also in need of improvement. Since any player can ally any other player, teams of seven or more players is not uncommon. This allows them to basically deciminate any other team in the game. Some players are too powerful to ally others. Imagine if the Alliance of Lordaeron (Purple, Orange, and Green) had summoned blue. They'd basically be unstoppable, and that's only four players.

The map could turn out well, but is in definite need of balance.

This map should probably get somewhere between a 2 (Lacking) and 3 (Useful), so I've decided to give it the benefit of the doubt (after all, the balance issues could just be me), with a 3/5 (Useful) rating.
 
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I am a long-time fan of the Azeroth Wars Strategy games. In a usual day of battle.net I ignore this particular version due to the fact that it wasn’t the same author, and I was afraid it would end up being a horrible game remake. Well, I tried it today, and here is my review:

One of the biggest problems with this game begins as soon as the host presses the “Start” button. AW (Azeroth Wars) attempts to allow the players to simulate what would happen if every faction on Azeroth (the world in which the main story of Warcraft takes place on) suddenly broke out in conflict. Since this simulation is on such a wide-scale, the load-time can become atrocious, and the lag will become heavier as the game progresses. You need to find a troop number balance between being able to keep the total war simulation realistic, and keeping it small enough to prevent unit clogging.

Another problem that can disrupt game play is upgrading. I am not talking about the upgrades themselves, as this forces players to look at both militaristic movement as well as technologically outfitting their troops, but more-so who has the ability to upgrade. As upgrading is expensive, whoever has more resources available to them based on location, will usually end up upgrading first. Arathor and basically anyone who has early access to Kalimdor have a lush trove of resources available to them without being contested for it. This, in combination with the player being able to successfully utilize their resources, will give certain factions a powerful early initial boost through upgrading, and it should. So, if I agree with such a boost over players, where is the problem? Well, that single initial boost continues to grow exponentially as the game progresses. That one player who is able to gather the necessary resources in the time it take to complete one upgrade will be able to continuously upgrade, take over more enemy territory, gain more resource income, and lessen the other players income, all by that one boost. If a player wanted to even the playing field by upgrading themselves, since the upgrade cap is so high, and the boosted player started first, the boost will usually give the first player the advantage until a majority of his enemies are defeated.

One solution I suggest to you to fix this problem is to lower the upgrade cap to a number such as 4 or 5. By doing so, the players who are able to use and gather their resources effectively and efficiently will be able to gain an advantage from upgrading. However, this will also allow a player to upgrade fast enough to level the playing field once again, without being totally annihilated from one advantage an enemy gets simply because they can click a button fast enough. This also forces players to seek new methods to get the ever-so-sought advantage in warfare. Another problem lowering the upgrade cap fixes is the legion unit problem. If you can successfully align the maximum upgrade power, with the strength of the demons, than this game can be fun for all factions.

The allies have already been mention in the other reviews, and DSG penalty system would be a good way to fix it. However, as long as upgrading was revamped, then allies wouldn’t be as prudent of a problem, and they also give players a chance to test their diplomatic skills, as well as seeing how well of a liar they can be.

Now that I have told you some of the major repulsive points of the game, and you can see what suggestions you like and use them, let me tell you some of the better aspects of the game, as I did enjoy it.

The terrain was skillfully done, and was a nice piece of work. It was a nice way to capture the entire world of Azeroth in one map. However, it was not because it was some “amazing artwork” that I was joyous about the terrain, but how it had aspects that could be used to make this warfare game more strategic. Master Sun-Tzu (author of the Art of Warfare) states that “to be unaware that terrain does not favor us in battle, reduces the chance of victory once again to half.” If one took the time to study the terrain they occupied, instead of fighting anywhere the enemy was, they could seriously gain an advantage. Throughout the land there were a few choke points, where those who were relying on numbers could be decimated as they attempted to cross. However, if the defensive player was not truly analyzing how they were defending, a more elite force of attacking units could taunt the defensive units, and move them into position in which the chokehold was used against them. Yet, there were alternate routes you could take if you did not wish to assault their defensives, routes that were wide and allowed for full marching of your troops, spread out enough to avoid AOE attacks. This though, would allow huge armies to get surrounded by multiple enemies. It is due to such a strategic layout of the battlefield that I loved the terrain.

Another thing that was enjoyable is the amount of lore-driven events. A problem with most games that have events are that the events don’t last the entire duration of the game. In this map’s case, that wasn’t a problem. There are small scripted events that can be uncovered for the 45 minutes to 2 hours this game may take, preventing this from turning into a complete slinging of units at each other. All you need to do is add some bigger one’s, that follow more truthfully to the lore than they are currently, without lagging the game, and you will be set on that front.

It is because the positive and negative points are fairly equal, as well as the game running semi-smooth (semi due to some lag) and the map, in my standards, successfully imitating total war in Azeroth, that I give this map an even:

3/5 (Useful)

I’m satisfied with this AWZ remake, and will have fun seeing if you can fix the problems we have brought to your attention to day.

~Asomath
 
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The point here is that it's not very fun to see balanced fights (Scourge vs. Alliance) getting ruined. Last game, I was fighting the Scourge when, suddenly, dark green arrived with eight-leveled damage and armor upgrades, while I (Lordaeron) only had level four upgrades.
A game that was being fun came to an end because Teal (Draenor) was a newbie and left early game. Sure, I could ally with Night Elves and rebuild, but the majority of the players don't appreciate seeing their lands being thrown to the ground.
I still blame the eight-level upgrades. After all, who likes watching buildings being destroyed by a few hits?

punwisp, you know you can always unally players, do you not? I can't think of a reason for Yellow to destroy his ally; the Dwarfs are weak and cannot handle Teal 1v1.

Yes, I do know how to ally and unally... Yellow isn't meant to go and betray you, and its hard to do much about it, by the time it said I was under attack, stormwind castle had like 20-30% hp left. It was too late.

And if you face a good teal player, without yellow you can get stomped
Not saying it will, but very few instances where 2 very good players go face to face. Not to mention teal is very powerful and has 2 very good advantage points to keep you in your area, and teal is just powerful in general, thats why yellow and DG is suppose to work together to defeat teal. It basically ruins it when your ally attacks your main base when you least expect it.


And I don't know why someone would, but people do And I've seen it done enough times to not be DG again

Also other than the obvious balancing issues, locations aren't exactly accurate, thought I understand since you cant fit everything in and right, since you have yo make the terrain usable for numerous things
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,180
The intended ballence is that yellow and dark green fight back both teal and the northern players. Their intended ballence is that they fight both red, some naga and yellow and dark green. The orcs are also within their ballence of being able to fight back.

Teal is not as powerful as people say he is, their units have average quantities of damage as chaos means nothing next to constant damage output to all armor types. Yes their units have slightly more HP, but thats minimal. With all upgrades teal should technically be quite formidable, too bad yellow and dark green if unhindered can totally whipe teal no problem as combined they can outproduce teal and even with research teal can not really keep up. May I remind you that teals forces start scattered and darkgreen and yellow both have very powerful units so an early attack from yellow and darkgreen on bothfronts is beyond retaliation. Ofcourse if purple attacks then teal has the advantage as yellow and darkgreen have to defend. The orcs joining in can also swing teal to victory. However depending on who attacks early can really cause teal grief as his position is deliacate and easy to lose. Teals heroes are also crap as they have no rigged items and generally atmost have twice normal units HP so do not do much better than normal units. I blame this whole thing on the income point system, which is generally bad for ballenced gameplay in a diplo situation.

The easiest way to solve the whole ballence issue with teal is to give him some way to keepup if he did lose his mainland installations due to doubling tactics from yellow and darkgreen. Currently yellow and darkgreen gain the control points so get mega gold and end up dominating as teal can not out compete them. In this situation teal should get some form of additional bonoush gold as compensation (probably from a trigger source) to boost his army size so that he can capture the points back until he was where he was before and the compensation starts to drop off. This would make his ballence aim more towards a stalemate as if you clobber him too much, the harder he will fightback which is the opposite of the current ballence scheme.

However if you look at the current games ballence, it has many multiple flaws due to the addition of some events which may never be able to occur, eg dalaran falling may never happen if the northeren players ally with the southern and form a rigged defensive force. Thus gameplay should be streamlined a lot more, so some events will almost certainly happen with some effort being put in. EG, blue should be sumonable each game and red should not be defeatable during the plague of loderon. The idea behind this would be to make the game head towards an ideal state. By this I mean that dalaran starts out weak so will likly fall but afterfalling gains some sort of strength boost so that he will be able to still compete in the game. The plague should be very hard to to prevent and after it occurs, the survivors gain better stats. Equally well, the bloodelves should be better than the highelves powerwise so that them falling as an event is not a bad thing and will only improve the cometitveness of gameplay. This is one idea for improved gameplay which would encourage all the campaign events occuring while not forcing them to occur.

As for the demons, well some work could be done with them in general. Their only general should be Archimonde, after he dies they lose but logically has a huge buff so is not that easy to kill. Currently when they lose it is over, however what should happen then is they lose the ability to create huge monster hoards easilly but gain control of kil-jaden, who is unkillable (revives on death) but generally is not meant for combat like in the campaign. Kil-jadens abilities should be mostly of stealth and irritation, including charm, windwalk and some well made trigger based spells ofcourse. Basically he should be able to buff friendly units and generally cause problems as vengence for the legion failing. He should logically be much weaker than archimonde on physical power as the demons role in gameplay is mostly over but be designed to irritate and annoy people. He should have some other special abilities in this form, even a doomsday one for red whereby he teams up with the naga and gets illidan to try and rip the contenent appart using the eye.

As for the eye of sargaris, it was used as a mythical powersource and not a actual combat item. Whoever holds the item should be granted a player dependant effect with maybe some minor spell based boost like more mana or mana regen. The idea behind it is that most players should find it usless (like those in azeroth / loderon or the night elves) next to perhaps a minor physical boost but for naga and other races, it can perform great achievements of power which are scripted and not just combat spells.
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,180
Thus like I said, adding a sort of additional income source based on how well you do would be a good idea. Thus seriously losing players get a larger than usual income in an attempt to allow them to hold. Equally well, winning players which are really strong do not get much if any bonous income so they will have a limated income. Thus it would encourage stalemates instead of domino slides on players.
 
Level 12
Joined
Jan 16, 2008
Messages
1,037
Teal in general isn't as strong as combined dg and yellow, I agree, but if player who controls teal knows what hes doing, he can single out armies, including if dg or yellow don't quite know what there doing, along with if they dont work together right. Also teals main base can actually be tought to get into, if teals makes numerous towers, i think boulder towers, it really does keep units at bay, and I believe the dark portal is the only way in, so there is no backdoor like to most bases, and they can pile defenses in that one spot.

I think like its been trying being explained. People who are doing horrible should get some income boosts, and those that are doing good simply don't. This way like its been said, they can keep in the game.
 
Level 7
Joined
Apr 13, 2009
Messages
101
By the way, again, the map does not use the most recent melee patch. Rectify this in the Map Options so the map uses the latest bug fixes.
I've done this already from your first post, thank you.

And there is much written of which I simply cannot take the time to reply to, I will say I've read and its given me some inspiration.

I will say though that I've gotten much better feedback concerning the South fight (aka DG/Yellow vs Teal) after I replaced DG's Chaplains with Priests, and that Teal has much of Outland to creep and gain Control Points with during the war or if he has lost Blackrock and has retreated.

1.52 may take awhile as Avrion is completely redoing the North EK and has already done moderate work to the South EK and misc. changes to Kalimdor. He has also reduced doodad count by a lot and we are going to use the Wid/Opt tools. Somewhat relatedly we told Luka_Blight about this as well (maker of DAoW [Dark Ages of Warcraft], it can be considered a rival map if you may and are interested in maps like this) and he is going to apply it as well.


Also uh.. it's spelled "balance", not "ballence".
 
Level 3
Joined
Feb 13, 2009
Messages
68
Well, to be honest, i like this kind of maps, i read the post of all of you, and i think some of them are right. in first place i think that when thrall reaches kalimdor, it has to pass some time (like 5 min) so he can build Orgrimar. Zul'aman is the Kingdom of forest trolls, and now they are the Horde's enemy. In the RoC undead campaign, Arthas fought with the orcs of Alterac (Not fel orcs by the way), so i think they should not be allied with the Scourge. The trolls in echo isles should be neutral until thrall reaches them.
The terrain is GREAT.
Another thing that i dislike is the Eye of Sargeras, it is a powerful artifact capable of destroy all northrend, there should be an event for that, or something like Massive AoE damage.
I think you did a great job. Ratting 3.5/5
 
Level 3
Joined
May 10, 2008
Messages
35
Yellows' towers are op :D. I've stood there at ironforge and turtled while red, and pink, both atleast 3-4 upgrades above me, die. The Keep towers are what I mean :p. Even with catapults, I would just send in the roflcopters to shoot em down.
However I do suppose this all depends on the teal. I've been teal and not have to worry about that cause I would rush yellow and dark green far to fast. Yet as dark green/yellow I've rushed teals, even good teals that can micro-manage and rush with full force and creep outland. So I'm pretty much posting this to let you know, the only bothersome thing down in southern EK are the towers and raider cleaves, which no one uses alot because they are sometimes overpowered. And as a response to Punwisp's post of overpowered Legion. The Legion is usually a spot occupied by a new player who thinks they'll be mighty and strong right off the bat. It is rare that I see good blue's that conquer Kalimdor, and have full armies ready to march out of the portal. Orange and green having the resources needed for the summoning should tower the Sunwell, so red cant sneak in. Or get magic sentry right away as with orange the gates will sometimes be open and blue can sneak in; also have towers at the book. And if these do not prevail, a good player is always in every game, and will eventually kill Blue.
 
Level 7
Joined
Apr 13, 2009
Messages
101
Just to keep this updated, there has been no news as Avrion has been doing major terraining work, along with a slew of new twists that have been done. The next version should be very exciting and refreshing, obviously there will be kinks but they will be worked out.
 
Level 18
Joined
Oct 11, 2008
Messages
15,323
Lol I aways wanted to play this map but when ever i make a game N call my pals n random people from the room,they start DW it for an hour and after that we all wait for "WAITING OTHER PLAYERS" and like an hour or later the someone presses the key and we all start and evryone is like WTF is this?And before I start Explaning they all leave N say lets go play SHIT TD and DotA:all fags.....

So what im asking is does anyone play it on garena?
 
Level 23
Joined
Nov 17, 2008
Messages
17,312
I really like this type of maps, and I think that we have some progress here.

However I would just love if there were uncorrupted draenei, that are a different player.
Here is what options they should have: They start in Zangarmarsh as a small camp and they have an option - They can either go in Netherstorm and exile to Azeroth and get autiomaticly allied with the night elves(Which would be a little strange in timeline, and hard to make on map because of Azuremyst Islands that should appear on the map when draenei exile, if not it is closed), or they can destroy a group of fel ocs in Terrokar and claim Shattrath City as their new home(their buildings should appear in it). They can also have the option to retake the Black Temple and make it Temple of Karabor(it was called so before orcs have sieged it), but that would make it to hard for other players and mess up naga options.

EDIT: They should also have ability to ally the dwarves and Arathor kingdom. But there would be a problem here with finding place for the draenei in the map menu.
 
Level 23
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Nov 17, 2008
Messages
17,312
Actually no, the draenei start with a really small force, and even if they decide to live in Shattrath(which is uber hard), they can easily be defeated, so its better to run in Azeroth.

I also noticed that there's no Kezan and Undermine.
 
Level 23
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Nov 17, 2008
Messages
17,312
Perhaps... I was also thinking that Arathor can get draenei if they choose the Mastery Expedition Mastery. They will not only get Khadgar but also the draenei. However the night elves are too... based on themselves, i cant imagine draenei with them. Plus Azuremist Islands can be a really small land that can be added without editing the size of the map and moving the continents.
 
Level 23
Joined
Nov 17, 2008
Messages
17,312
Nah, that doesnt suit the style of the game. I wonder if there can be a possibility of getting them after your first force dies. For example you play as... arathor. If you had the Expedition mastery chosen after your destruction you get the draenei.
 
Level 7
Joined
Apr 13, 2009
Messages
101
Changelog 1.53b

-Nerfed Netherstrike
-Fixed Shaman's purge hotkey
-Fixed Lich King's Charm
-Fixed Mograine
-Shockwave given to Garithos
-Really remove Battleship Phoenix Fire
-Lowered the cost of Death Knights and Crypt Guards
-Removed the Limit on Guild Archers but slightly decreased their attack speed
-Removed Mana from Elven Footmen
-Gave Blackmoore a hero inventory
-If Stratholme falls, the Eastern portion of Lordaeron will go Hostile. If Lordaeron Capital falls, the western portion will go hostile.
-Dark Green may not leave his port for the first 8 minutes of the game.
-Nerfed Silence
-Fixed entering Nether bug
-Fixed Death Coil
-Removed Rivendare's food cost
-Decreased Mana Flare to 4 levels
-Moved Scholomance out of range of Illidan's Prison
-Reverted Augur back to pre1.52
 
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