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Defense of Base v 4.18a (Final)

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Acumenknight presents
DEFENSE OF BASE

Player Size:

5 v 5 (Recommended)
3 v 3
1 v 1



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Battle in a base defense between two teams of five! Become a Hero that you choose from 47 unique Heroes (Human, Orc, Undead, Night Elf, Naga and Neutral). You can cast magical spells on structures, attack gold mine for gold and buy tomes. It is a Multi-Player Online Battle Arena (M.O.B.A). The balance of Hero fight is very polished. A score board measures a player's networth gold and net-worth Hero experience.

Blogspot: Defense of Base





Hero:

[Alchemist]
- Fixed base gold text issue with Transmute.
(Meaning that it worked previously as the description says anyway)
[Dread Lord]
- Hunter Form recharge time improved to 60/55/50/45/40/35 seconds.








Game:

- Fixed some Gold Mine issue.
- Fixed gold income issue during revival.





Game:

- Troopers' size increased.
- Melee troops' attack range increased to 1 metre.
- Outer Towers' size increased slightly.
- Outer Towers' missile speed increased slightly.
- Towers' armor increased.
- Barrack/Crypt, armor increased.
- Ziggurat/Farm, armor increased.
- Bandit spawn stack maximum reduced to 5.
- Fixed a mysterious issue with Gold Mine.


Items:

- Basic Tomes and Tome of Experience, start stock delay at 5 minutes instead.
- Tome of Power start stock delay increased.
- Tomes now have slighly slower stock rate.
- Staff of Teleportation recharge time increased to 45 seconds.




Game:

- Melee troops' attack dice reduced by 8. (4 average damage)
- Melee troops' attack range adjusted.
- Melee troops' collision size increased.
- Ranged troops' attack dice reduced by 6. (3 average damage)
- Troops' health bar adjusted slightly.
- Castle/Black Citadel repair per second increased to 10.
- Castle/Black Citadel armor increased to 10.
- Castle/Black Citadel armor upgrade per level increased to 2.
- Mana regeneration per Intelligence reduced to 0.02 from 0.03.


Item:

- Reaper Mask mana regeneration increased to 125%.


Hero:

- Adjusted some melee Heroes' attack range.
[Crusader]
- Redemption cast range increased to 450 cm.




Game:

- Castle/Black Citadel health doubled.
- Structure's resistance to magic damage increased from 45% to 55%.

Hero:

[Huntress]
- Leap will now force Huntress to move infront afterwards.
[Spell Mage]
- Frost Bolt recharge time increased to 7 seconds.




Game:

- Ziggurat/Farm no longer grant armor bonus.




Game:

- Team starting gold increased to 5000.
- Random Hero bonus gold increased to 500-505.
- Minor fix to disabled gold during Revival.
- Bounty for Troops each increased by 10.
- Bandit and Brigand bounty increased by 5.
- Bounty for Towers doubled.
- Base magic attack range reduced to 9 metres.
- Glory/Exalt Aura bonus move speed increased to 25%.
- Glory/Exalt Aura range reduced to 12 metres.
(Lesser Aura remain unchanged)
- Melee Troopers gain 25 move speed.
- Melee Troopers attack range increased to 45.
- Ranged Troopers attack range increased to 500/525 (Human/Undead).
- River slow no longer slow attack speed.
- Final Weapon Shop and Final Attribute Shop swapped location.
- Starting Items starting stock delay reduced to 5 seconds.

Hero:

[Tauren]
- Taurus mana cost increased to 10/11/12/13/14/15.
- Starting Intelligence reduced to 3.
- Starting Agility increased by 7.
[Shaman]
- Intelligence per level reduced to 1.50.
- Agility per level increased to 2.50.




Game:

- Gold income increased to 2.
- Experience income increased to 2.
- Each Trooper death now grant 1 experience globally.
- Gold mine tick per second improved to 2.
- Fountains no longer show as shops in the mini-map.




Game:

- Towers' missile speed increased.

Hero:

[Demon Hunter]
- Base armor increased by 1.
[Blade Master]
- Base armor increased to 1.

Item:

[Claw of the Light]
- Updated description to show that Charge is not stackable.
- Fixed some description issues with Flags.
- Teleportation are not used on wards.




Game:

- Fixed an issue with measurement of Power.
- Fixed an issue with Hero selection.

Hero:

[Mountain Giant]
- Fixed Taunt dealing double the damage.





Game:
- Return channel time reduced to 5 seconds.
- Return graphical effect adjusted.

Hero:

[Paladin]
- Holy Bolt mana cost changed to 75 at all Levels.
- Resurrection mana cost increased to 125/130/135/140/145/150.
[Arch Mage]
- Crushing Wave mana cost increased by 10.
- Blizzard damage increased by 50.
[Mountain King]
- Avatar duration increased to 20 seconds.
[Blood Mage]
- Cast time improved.
[Blade Master]
- Mirror Image mana cost reduced to 25/35/45/55/65/75.
[Shadow Hunter]
- Rock Pitch mana cost reduced by 15.
- Hex mana cost reduced to 25/30/35/40/45/50.
[Tauren Chieftain]
- Shockwave mana cost increased to 75.
- Shockwave area reduced to 175 cm.
- Reincarnation mana cost increased to 125/130/135/140/145/150.
[Keeper]
- Entangling Roots recharge time improved to 17/16/15/14/13/12 seconds.
- Force of Nature recharge time improved to 15/14/13/12/11/10 seconds.
[Dread Lord]
- Attack range increased by 9 cm.
- Hunter Form bonus attack range changed to 25 cm.
[Alchemist]
- Transmute recharge improved to 60/57/54/51/48/45 seconds.
[Storm Elemental]
- Attack dice damage increased.
[Sorceress]
- Slow recharge time changed to 3 seconds at all Levels.
[Gryphon Rider]
- Static Lightning mana cost reduced by 25.
[Huntress]
- Attack dice damage increased.
[Claw]
- Rejuvenation mana cost reduced by 10.
- Roar now grants 1/2/3/4/5/6 armor for the duration.




Game:

- Fixed custom-made heals that over-heal.
(Includes building repair, Holy Bolt, Redemption and Holy Slam)
- Hero now starts the game with 2 charges of Scroll of Teleporation.
- Hero death timer adjusted slightly. (Moderately faster)
- Neutral Fountain mana regeneration rate reduced.
- Neutral Fountain heal range reduced to 330 cm.

Item:

- Scroll of Teleporatation now uses highest rank of Teleportation.
- Teleportation items now uses 5 seconds channel time only.
- Teleportation recharge time increased to 150/120/90/30 seconds.
- Crystal reveal, recharge time lowered to 20/17/14/10 seconds.

Hero:

[Talon]
- Base armor increased to 2.
[Tauren]
- Taurus move speed bonus changed to 15% at all Levels.
[Spell Mage]
- Cast time increased.
[Keeper]
- Entangling Roots can now be casted on yourself.



Game:

- All Towers no longer have side cannon.
- All building magic resistance reduced to 45%.
- Side cannon from Base reduced to every 0.55 second.
- Gold Mine magic resistance reduced to 95%.



Game:
- Dark Tower/Scout Tower no longer have side cannon.

Hero:

[Earth Elemental]
- Earth Slam mana cost increased to 85/90/95/100/105/110.
- Earth Slam recharge time increased to 12 seconds.
[Storm Elemental]
- Spark duration improved.
- Accelerate recharge time changed to 6 seconds at all Levels.
[Talon]
- Faerie Fire cast range improved to 6 metres.
- Faerie Fire mana cost reduced to 25/30/35/40/45/50.
- Recover mana cost reduced to 25.
- Recover duration reduced to 2 seconds.
- Recover heal improved to 50/75/100/125/150/175.
- Crow Form degeneration reduced to 2/3/4/5/6/7.





Game:

- Ziggurat/Farm armor increased to 9/10 respectively.
- All Tower side cannon recharge time slightly increased.
- Hero death no longer lose gold but still pause all gold earnings.
- Dual Towers are now more spread.
- Fixed some Water edges.

Item:

- Ring of Immortal regeneration increased to 25.

Hero:

- Fixed Earth Elemental death animation.
[Tauren Chieftain]
- Shockwave mana cost changed to 60/63/66/69/72/75.
[Warden]
- Fan of Knives mana cost reduced to 25.
- Poison Strike mana cost changed to 77 at all levels.
- Poison Strike slow reduced to 50%.
[Tauren]
- Pulverize Chance reduced to 45%.




Game:
- River slow reduced to 10%.

Hero:

[Priestess]
- Fixed Searing Arrows icon for auto-cast.
[Crypt Lord]
- Mana Drain amount reduced to 50/70/90/110/130/150.
- Mana Drain recharge time increased to 7 seconds.
[Acolyte]
- Base damage reduced by 6.
- Attack range increased to 50 cm.
- Move speed increased to 325.
[Dark Ranger]
- Dark Curse recharge changed to 7 seconds at all Levels.
[Pit Lord]
- Call of Fire area reduced to 200 cm.
[Pandaren Brewmaster]
- Breath of Fire mana cost reduced to 85.
[Arch Mage]
- Base Attack recharge time improved slightly.
[Blood Mage]
- Attack missile speed improved slightly.



Game:

- Melee troops' armor reduced by 1.
- Melee troops' health increased by 50.
- Melee troops' health bar size increased.
(These changes are done to improve last hit)

Hero:

[Blade Master]
- Fixed a description issue with Wind Walk when learning.
- Mirror Image recharge time changed to 11 seconds for all Levels.
- Mirror Image damage taken reduced to 200/195/190/185/180/175%.
[Far Seer]
- Lightning Rod bonus move speed reduced to 10/13/16/19/22/25%.
[Tauren Chieftain]
- War Stomp mana cost reduced to 25/30/35/40/45/50.
- Reincarnation delay reduced to 5 seconds.
- Strength growth reduced to 3.5.
- Intelligence growth increased by 0.5.
- Shockwave damage increased by 25, per Level damage reduced to 40.
[Beast Master]
- Primal Wrath mana cost increased to 125/130/135/140/145/150
[Demon Hunter]
- Mana Burn mana cost reduced to 50/55/60/65/70/75.
[Storm Elemental]
- Electric Surge recharge increased to 7 seconds.
[Fire Elemental]
- Blazing Fire recharge increased to 7 seconds.
[Spell Breaker]
- Curse of Breaker recharge increased to 9 seconds.
[Gryphon Rider]
- Curse of Lightning recharge increased to 6 seconds
[Paladin]
- Base attack rate slightly improved.
[Crusader]
- Base attack rate slightly improved.


Game:

- Multi-board now more wide.



Hero:
- Some Hero size adjustment. (Changes previously are unaffected)
[Crypt Lord]
- Fixed an issue with Impale vs Archer in flying mode.
- Fixed icon for Spiked Carapace.
- Impale recharge time increased to 7 seconds.
[Death Knight]
- Death Coil duration reduced to 4 seconds.
- Absorb Soul cast range reduced to 7 metres.
[Keeper]
- Entangling Roots range reduced to 7 metres.
- Force of Nature range reduced to 7 metres.
[Infernal]
- Inferno now deals bonus damage equal to Mega Punch's bonus(Automatic).



Game:

- Zombie health reduced to 15.
- Gold bonus from Troop death added to Score.
- Human Base now uses Castle.
- Scroll of Teleporation now given properly.
- Wisp/Shade's position adjusted.
- Spirits' place has thicker borders.
- Return ability mana cost reduced to 25.
- Reduced missile speed of Level 1 Towers.
- Gold Mine armor reduced to 777.

Item:
- Price of Staff of Teleportation reduced to 250 gold.
- Price of Crystal Ball reduced to 250 gold.
- Price of Flag of Ward reduced to 250 gold.

Hero:

[Gryphon Rider]
- Curse of Lightning mana cost reduced to 75/80/85/90/95/100.



Game:
- All enemy players now gain 1 gold for each trooper death.
- (This description is added at Game Details[F9])
- Hero now starts game with Scroll of Teleportation.
- (This item can't be sold)
- Shift positions of Set Shop outside of Base.
- River slow reduced to 20%. (Added to Game Details)

Item:
[Claw of the Light]
- Update description to state that it don't stack with Berserk.
[Scroll of Strength]
- New icon used for Scroll of Strength, old icon used for Scroll of Teleportation.
[Teleportation]
- All teleportation can now target air ally.

Hero:
[Captain]
- Fixed a description issue with Shield Bolt.
- All weapon in Set Tomb are now considered for Sword Bolt.
- (However, only one weapon is chosen by rank)
[Huntress]
- Remove invulnerable from Leap.
- Elune's Shadow mana cost reduced to 100/90/80/70/60/50.
- Elune's Shadow recharge time reduced to 60/55/50/45/40/35 seconds.
[Blade Master]
- Wind Walk recharge time increased to 12/11/10/9/8/7 seconds.
[Royal Guardian]
- Base Strength increased by 5.
- Base Agility reduced by 5.



Editor: Introducing ranged Bandit called Brigand! Many balance changes to shape the game even more,
nothing to worry.

Game:
- Melee bandit attack swing time fixed.
- Added ranged bandit to spawn randomly.
- Ranged bandit have 50 lesser health.
- Ranged bandit has only 1 armor.
- Ranged bandit has 45 lesser move speed.
- Ranged bandit is called Brigand.
- All bandit bounty reduced.

Hero:
- Fixed description issue for Attribute Bonus.
[Arch Mage]
- Base attack damage increased by 10.
[Mountain King]
- Base attack recharge improved.
- Base attack damage reduced by 10.
- Base armor increased by 2.
[Blood Mage]
- Base attack recharge slightly improved.
[Shadow Hunter]
- Base armor increased by 1.
[Shaman]
- Blood Lust mana cost reduced to 25/24/23/22/21/20.
- Wild Form mana cost reduced to 75/80/85/90/95/100.
[Demon Hunter]
- Base damage reduced by 10.
[Priestess]
- Cast time slightly improved.
[Archer]
- Base attack damage reduced by 10.
[Sea Witch]
- Forked Lightning mana cost reduced to 75/80/85/90/95/100.
[Pandaren Brewmaster]
- Breath of Fire mana cost reduced to 100/97/94/91/88/85.
[Earth Elemental]
- Heavy Strike mana cost reduced to 50/55/60/65/70/75.
[Beast Master]
- Base attack damage reduced by 15.
[Tinker]
- Fortification mana cost reduced to 25/30/35/40/45/50.
[Ghoul]
- Insanity mana cost reduced to 100.
[Storm Elemental]
- Electric Surge mana cost reduced to 25.
- Electric Surge health regeneration reduced to 5/7/9/11/13/15.





Editor: More fine tuning, let me know what I can add!

Hero:
- Some minor adjustments.
[Gryphon Rider]
- Base attack damage increased by 10.
[Priest]
- Now uses default Sorceress missile. (":p")
[Sorceress]
- Now uses default Priest missile. ("<3")
[Warden]
- Blink mana cost increased to 20/17/14/11/9/7.
[Demon Hunter]
- Demon Portal range increased to 1000 + 25 cm per level.
- Demon Portal mana cost reduced to 25/24/23/22/21/20.
[Far Seer]
- Hero size increased slightly.
[Shadow Hunter]
- Hero size increased slightly.
[Infernal]
- Will no longer attack or move during Sky Fall. (Issue)
[Dread Lord]
- Hunter Form move speed reduced to 50/60/70/80/90/100.
[Acolyte]
- Base move speed increased by 5.
[Pandaren Brewmaster]
- Starting Intelligence reduced by 5.
- Starting Strength increased by 5.
- Base armor increased to 3.
[Fire Lord]
- Hero size slightly increased.
[Pit Lord]
- Hero size slightly increased.
- Doom can no longer be cast on yourself. (Well, Shit)
[Alchemist]
- Hero size slightly increased.
- Chemical Rage Hero size increased slightly each Level.
- Transmute can no longer be cast on yourself.
- Transmute now has an added sound effect upon arrival.
[Sea Witch]
- Hero size slightly increased.




Editor:
- I figured to round things up with this version, sorry about the terrain "XD".

Game:
- Return ability, graphical effects reset.
- Enhanced graphical effects when Main Base is destroyed. (End Game)

Item:
- Axe now increases damage of Twin Fury by 17 instead of 10. (Up to 2x)

Terrain:
- Remove some trees at fountain area.

Item:
- Fixed a minor issue with Shield's description.

Hero:
- Attribute Bonus now extends to Level 9.
- Last level of Attribute Bonus now give 20 points.
[Lich]
- Hero size slightly increased.
- Final level of Frost Attack Intelligence increased to 15.
- Breath of Frost mana cost changed to 100/110/120/130/140/150.
[Acolyte]
- Circulate Power mana cost reduced to 50/55/60/65/70/75.
- Life Force mana cost reduced to 100/110/120/130/140/150.
[Death Knight]
- Fixed an issue with Absorb Soul when ally is the target.
- Fixed an issue to check for Hero target for Absorb Soul.
- Obliterate mana cost increased to 50/60/70/80/90/100.
- Obliterate damage increased to 110/175/240/305/370/435.
- Death Coil damage per second reduced to 55/70/85/100/115/130.
- Death Coil slow reduced to 25%.
- Death Coil mana cost increased to 75/85/95/105/115/125.
- Death Coil duration now last 5 seconds on Hero.
[Ghoul]
- Desperate Hunger mana cost reduced to 25.
- Bandit Lord is now considered for Death Lust.
[Abomination]
- Bleed Strike description improved to show proper damage.
- Bleed Strike damage based on Strength increased to 1.1x.
- Bleed Strike mana cost redudced to 50/45/40/35/30/25.
- Disease Cloud damage per second increased to 10/13/16/19/22/25.
- Base Agility reduced to 3.
- Base Intelligence increased by 6.
- Agility growth reduced by 0.5.
- Strength growth increased by 0.5.
- Fixed some issue with life-steal for Hungry Feast with Bleed Strike.
- Fixed some issue when bonus damage from Hook don't damage building.
- Bandit Lord is now considered for Exhume Death.
[Mountain Giant]
- Taunt damage now spread over the duration. (Annoy)
[Keeper]
- Entangling Roots mana cost increased to 50/60/70/80/90/100.
[Warden]
- Fan of Knives mana cost reduced to 42/49/56/63/70/77.
- Fan of Knives recharge time improved to 6/5/4/3/2/1 second(s).
[Archer]
- Fixed Arrow Shower graphical effect.
- Focus mana cost reduced to 6/5/4/3/2/1.
- Bow Rush mana cost reduced to 6/5/4/3/2/1.
[Demon Hunter]
- Metamorphosis mana cost reduced to 100/95/90/85/80/75.
[Pit Lord]
- Improved graphical effects for Call of Fire. (From level 1 to 4)
- Howl of Terror now lasts 5 seconds for both Hero and non-Hero.
- Cleaving Attack area effect increased by 50 cm.
[Alchemist]
- Healing Spray mana cost reduced to 10/13/16/19/22/25.
[Dark Ranger]
- Dark Curse mana cost reduced to 25.
- Dark Curse will now apply bonus impact damage from Dark Power. (Dark Curse does not kill)
- Corruption Shot will now apply bonus damage from Dark Power.
- Corruption Shot will now apply bonus damage from Black Arrows.
[Beast Master]
- Dragon Bolt mana cost reduced to 75/80/85/90/95/100.
- Added graphical effects for Twin Fury.
- Attack swing time improved slightly.
[Fire Lord]
- Soul Burn mana cost reduced to 75/80/85/90/95/100.
[Sea Witch]
- Fixed a hot-key issue with Cold Arrows. (D -> R, Mana Shield uses D)
- Tornado Aura slow changed to 2/3/4/6/8/10%.
- Tornado Aura enemy area effect increased to 11 metres.
[Royal Guardian]
- Charge mana cost reduced to 25.
[Blood Mage]
- Fixed graphical spheres not refreshing properly.
[Crusader]
- Holy Shield mana cost reduced to 15/17/19/21/25.
- Redemption mana cost reduced to 15/17/19/21/25.
- Basic attack damage dice increased by 7.
- Justice Hammer now called Justice.
- Crusader's Hero icon reset.
[Paladin]
- Basic attack damage dice increased by 3.
- Holy Light now called Holy Bolt.
[Spell Breaker]
- Attack range reduced to 330 cm.
- Base damage reduced to 30-33.
- Base armor reduced to 3.
- Feedback burn reduced to 10/14/18/22/26/33 mana.
- Magic Defense bonus damage reduced to 3/9/15/21/27/33%.
- Magic Defense move speed slow reduced to 33%.
- Arcane Reversal exchange value reduced to 33%.
- Arcane Reversal mana cost reduced to 25/22/19/16/13/10.
[Mountain King]
- Strength growth reduced to 2.25.
- Agility growth reduced to 2.25.
- Avatar bonus armor increased to 15/22/29/36/43/50.
- Bash bonus damage reduced to 25/35/45/55/65/75.
[Sorceress]
- Slow mana cost reduced to 25.
- Healing Wave mana cost reduced to 75/80/85/90/95/100.
[Priest]
- Hero size slightly increased.
- Inner Fire mana cost reduced to 10/13/16/19/22/25.
[Tauren Chieftain]
- Hero size slightly increased.
- Shockwave area effect increased to 200 cm.
[Blade Master]
- Blade Storm damage area effect increased to 255 cm.
- Blade Storm description improved to show slow area effect.




Terrain:
- Changed tile-set to Ice-crown Glacier. (Ready for X'mas)

Editor:
- There will not be any big changes coming this year, have a nice day ahead!




Hero:
[Paladin]
- Holy Light mana cost reduced to 75/70/65/60/55/50.
- Resurretion mana cost reduced to 100/90/80/70/60/50.
[Blood Mage]
- Hero size slightly increased.
- Fire Dart expands instantly.
- Fire Dart mana cost reduced to 100.
- Inferno Flames area increased to 425 cm.
- Burning Attack damage per second increased to 5/11/17/23/29/35.
[Arch Mage]
- Liquid Burn damage per second increased to 10/15/20/25/30/35.
- Liquid Burn attack slow changed to 10/13/16/19/22/25%.
- Blizzard slow now has a shower delay. (+0.33 second)
[Mountain King]
- Avatar bonus spell damage and bonus attack damage increased to 25/35/45/55/65/75.
[Far Seer]
- Chain Lightning mana cost reduced to 75/80/85/90/95/100.
[Tauren Chieftain]
- Move speed increased by 25.
[Shaman]
- Move speed increased to 325.
[Tauren]
- Taurus mana cost reduced to 5/6/7/8/9/10.
[Dread Lord]
- Hunter now named Prowler.
[Keeper]
- Attack missile reset.
[Beast Master]
- Twin Fury damage increased to 200/225/250/275/300/325.
[Pandaren Brewmaster]
- Hero size slightly increased.
[Earth Elemental]
- Added graphical effect for Heavy Strike.




Hero:
- Life steal graphic added to Abomination, Dread Lord and Ghoul.
Abomination:
- Disease Cloud duration reduced to 10/20/30/40/50/60 seconds.
- Name now called Membo.
Huntress:
- Leap will now pause correctly during movement.
- Leap travel speed now boosted by 10% of movement speed.




Item:
- Death and Decay description changed to only destroy trees.

Hero:
Blade Master:
- Mirror Image recharge time improved to 12/11/10/9/8/7 seconds.
Tauren:
- Taurus mana cost changed to 15/17/19/21/23/25.
- Pulverize Chance increased to 55%.
Spell Breaker:
- Base armor reduced to 4.
Warden:
- Fan of Knives mana cost increased to 77.
- Fan of Knives recharge time increased to 7/6/5/4/3/1 second(s).
- Blink range increased to 777 cm.
- Blink delay increased to 0.33 second.





Item:
- Potions can now be stacked without slot.
- Tomes now start stocking after 10 minutes.

Hero:
- Return effect now flying instead of ground.
Beast Master:
- Attack swing slightly improved.
- Cast time increased.
- Twin Fury mana cost reduced to 75/80/85/90/95/100.
Warden:
- Fixed a description issue with Poison Strike.
Archer:
- Focus mana cost reduced to 10/9/8/7/6/5.
- Bow Rush mana cost reduced to 10/9/8/7/6/5.
Blood Mage:
- Base armor increased to 3.





Game:
- Fixed some minimap icon issues.

Hero:
Crusader:
- Redemption recharge time changed to 7/6/5/4/3/2 seconds.
- Redemption mana cost reduced to 25.
Mountain King:
- Stats adjusted.
Gryphon Rider:
- Main Attribute changed to Intelligence.
- Stats adjusted.
- Attack range increased to 525.
Tauren:
- Base armor reduced to 2.
Arch Mage:
- Crushing Wave mana cost reduced by 10.
- Lava Bolt mana cost reduced by 10.
Warden:
- Fan of Knives recharge time changed to 1 second at all levels.
- Fan of Knives area effect changed to 427/497/567/637/707/777 cm.
Pandaren Brewmaster:
- Attack swing slightly improved.
- Cast time improved.
Grunt:
- Chop damage increased by 10.





Game:
- Gold Mine area has been spread.


Hero:

Far Seer:
- Fixed an issue with damage bonus of Lightning Attack.
Keeper:
- Force of Nature is no longer global casting.
- Entangling Roots cast range reduced to 800 cm.
- Tranquility duration decreased to 10 seconds.
Demon Hunter:
- The last level for Demon Portal reduces 2 seconds recharge time.
- Demon Portal range reduced to 700 + 50 per level.
Priestess:
- Starfall duration reduced to 10 seconds.
- Starfall full area reduced to 10 metres.
- Starfall casting range reduced to 20 metres.
- Final level of Sentinel reduced to 3 seconds recharge time.
Shadow Hunter:
- Rock Pitch missile speed increased by 2 times.
Death Knight:
- Obliterate mana cost reduced to 50/55/60/65/70/75.
Priest:
- Area healing mana cost reduced to 25/30/35/40/45/50.
- Inner Fire armor bonus reduced to 1/2/3/4/5/6.
Lich:
- Frost Armor recharge time reduced to 1 second.
- Final level of Frost Armor, bonus armor is not 20.
Crusader:
- Justice Hammer damage per second reduced to 10/15/20/25/30/35.
Talon:
- Cast time improved.
Archer:
- Cast time improved while in Ride Hippogryph.
Tauren Chieftain:
- Base Strength increased by 7.
- Base Agility decrease by 7.
Pandaren Brewmaster:
- Breath of Fire damage increased by 30. (Burn damage too)
Pit Lord:
- Call of Fire mana cost reduced to 75/80/85/90/95/100.
Gryphon Rider:
- Base Strength increased by 3.
- Base Intelligence reduced by 3.
Grunt and Shaman:
- Ultimates no longer have cast time.
Immortal:
- Hero size increased.
Keeper:
- Base damage increased by 2.





Game:
- Bandit damage increased by 12.
- Bandit Lord health regeneration increased to 10.
- Bandit Lord level increased to 25.
- Gold bounty lowered for army.
- Damage dice of troop further increased.
- Attack rate of troop reduced slightly.
- Fixed some troop pathing.
- Chance to miss on lower ground reduced to 10% from 25%.
- All melee Heroes gain +2 health regeneration.


Hero:
Royal Guardian:
- Base health regeneration increased by 1. (Total of 3 in this patch)
Infernal:
- Fixed Hero selection effect for Infernal not landing correctly.
- Fixed a sight issue with Inferno when cast in Fog.

Item:
- Reaper Mask mana regeneration reduced to 110%.
- Ring of Immortal regeneration reduced to 20.
- Keg of Ale no longer grant bonus health and bonus mana.





Game:
- Glory and Exalt Aura bonus move speed reduced to 22%.
- Buildings can now be interacted by Players. (Nearby Hero)
- Ziggurat now has proper spell damage resistance.

Hero:
Crusader:
- Redemption mana cost increased to 50 at all levels.
- Fixed a description issue with Holy Slam.
- Added special effects of Holy Slam.




Game:

- Lesser Glory and Lesser Exalt Aura reduced to 11%.


Hero:

Spell Breaker:
- Base damage increased to 40.
- Curse of Breaker mana cost reduced to 50/60/70/80/90/100.
- Curse of Breaker damage increased to 75/140/205/270/335/400.
- Feedback mana burn increased to 10/16/22/28/34/40.
- Magic Defense move slow when activated reduced to 40%.
- Magic Defense damage bonus when activated increased to 5/12/19/26/33/40%.
- Arcane Reversal value change now 40% at all levels.
- Arcane Reversal recharge time reduced to 60/50/40/30/20/10 seconds.
- Arcane Reversal mana cost reduced to 50/45/40/35/30/25.
- Arcane Reversal now has a 1 second delay before effect sit in.
Crusader:
- Added special effect for Redemption.
Priest:
- Attack damage reduced by 10.
Blood Mage:
- Missile speed adjusted.
Blade Master:
- Wind Walk move speed bonus increased to 10/12/14/16/18/20%.
- Wind Walk recharge time increased to 12/10/8/6/4/2 seconds.
Shadow Hunter:
- Attack swing time slightly improved.
Far Seer:
- Attack swing time improved very slightly.
Tauren:
- Attack swing improved very slightly.
- Attack dice damage increased.
Tauren Chieftain:
- Attack dice damage increased too. (He has the lumber)
Shaman:
- Attack dice lowered.
- Attack damage increased by 7.
Grunt:
- Attack damage reduced by 11.
Pit Lord:
- Base armor reduced by 1.
- Base mana increased by 25.
Storm Elemental:
- Gain 3 bonus health regeneration at night.






Game:

- Hero experience range increased to 1500.
- Hero Random now gives only 100 - 110 gold.


Hero:

Mountain King:
- Base damage reduced by 25.
Arch Mage:
- Base damage reduced by 10.
Archer:
- Fixed description for Relieve Hippogryph.
- Ride Hippogryph bonus range reduced to 400/450/500/550/600/650.
- Arrow Shower range reduced to 10/10.5/11/11.5/12/12.5 metres.
Captain:
- Sword Bolt damage reduced to 100/150/200/250/300/350.
- Shield Bolt will also consider base Armor as bonus damage.
Dread Lord:
- Attack range increased to 66.
Huntress:
- Fixed animation issue with Leap.
- Cast time improved.
- Base attack rate very slightly slower.
Talon:
- Base attack rate very slightly slower.
- Fixed Faerie Fire not working as intended.
- Crow Form now loses 25 attack damage.
Storm Elemental:
- Base attack rate very slightly slower.
Priest:
- Healing now called Area Healing, mana cost reduced to 50.
- Attack missile speed reduced.
Warden:
- Base attack rate slightly improved.
Claw:
- Attack range increased to 70.
Earth Elemental:
- Attack range increased to 110.
Infernal:
- Attack range reduced to 125.
- Cast time slightly improved.
Royal Guardian:
- Base armor increased by 2.
- Snake Skin regeneration reduced to 12/25/38/51/64/77.
Keeper:
- Attack range increased to 630.
Sorceress:
- Attack range increased to 600.
- Move speed increased by 1.






Hero:

Blade Master:
- Blade Storm now damage air units.
Alchemist:
- Chemical Rage mana cost reduced to 25/30/35/40/45/50.
- Healing Spray mana cost reduced to 25.
- Fixed some interraction problem with Transmute and Power(Score).
Paladin:
- Holy Light cast range reduced to 225 cm.
Crusader:
- Redemption cast range reduced to 175 cm.
Death Knight:
- Obliterate cast range reduced to 155 cm.
Tauren:
- Taurus mana cost reduced to 25.
Arch Mage:
- Base health increased by 75.
Blood Mage:
- Base attack rate improved very slightly.
Gryphon Rider:
- Base attack rate improved very slightly.
Priest:
- Base attack rate improved very slightly.
Grunt:
- Base attack rate improved very slightly.
- Rage mana cost reduced to 25/30/35/40/45/50.
Shaman:
- Base attack rate improved very slightly.
- Blood Lust mana cost reduced to 25.
Ghoul:
- Desperate Hunger mana cost reduced to 25/30/35/40/45/50.
Abomination:
- Bleed Strike mana cost reduced to 50.
- Hungry Feast mana cost reduced to 100.
Dread Lord:
- Carrion Swarm recharge time improved to 4 seconds.
- Hunter Form mana cost reduced to 125/120/115/110/105/100.
Talon:
- Faerie Fire mana cost reduced to 50.
- Faerie Fire damage reduced to 50/75/100/125/150/175.
Claw:
- Roar mana cost reduced to 25/30/35/40/45/50.
Mountain Giant:
- Taunt recharge time increased to 8 seconds.
Royal Guardian:
- Dragon Power cast time improved.
Storm Elemental:
- Electric Surge mana cost reduced to 25/30/35/40/45/50.
Pit Lord:
- Rain of Fire now called Call of Fire.





Hero:
- Fixed a bug when Gryphon Rider is lifted by Impale.

Archer:
- Focus mana cost reduced to 10.
- Bow Rush mana cost reduced to 10.

Dark Ranger:
- Black Arrows mana cost reduced to 3.

Priestess:
- Searing Arrows mana cost reduced to 2.

Infernal:
- Mega Punch mana cost reduced to 5.







Game:
- Improves handle for some lag issues at the start of game.


Item:
- Crystal reveal flare graphical effect now stays for a longer time.
- Flute of Accuracy now also grants 20% to do a nudge that will never miss.

Hero:

Infernal:
- Inferno stun damage and strength damage are no longer seperate.
- Inferno Meteor graphical size increased.

Keeper:
- Entangling Roots mana cost reduced to 50/55/60/65/70/75.
- Tranquility mana cost reduced to 100.

Arch Mage:
- Cast time increased.

Captain:
- Sword Bolt now considers a few new swords. (Sharp Blade, Curve Blade, Enchanted Whip and Moon Lance)





Game:
- Gold Mine no longer selects when out of range.
- Collision size of army reduced.

Hero:

Keeper:
- Recharge time of Force of Nature increased to 20/18/16/14/12/10 seconds.
- Force of Nature armor increased to 2/3/4/5/6/7.
- Recharge time of Entangling Roots increased to 22/20/18/16/14/12 seconds.
- Cast time increased.
- Attack swing time improved very slightly.
- Base Intelligence and Intelligence growth increased slightly.
- Base Strength and Strength growth reduced slightly.

Acolyte:
- Base Strength decreased.
- Base Agility increased.
- Base Intelligence decreased.
- Strength growth reduced.
- Agility growth increased.
- Intelligence growth reduced.

Paladin:
- Strength growth increased.
- Agility growth increased.
- Intelligence growth reduced.

Priest:
- Attack swing time improved slightly.
- Base Strength reduced.
- Base Agility increased.





Hero:


Shaman:
- Wild Form mana cost reduced to 50/60/70/80/90/100.

Paladin:
- Divine Shield no longer regeneration health.
- Holy Light mana cost reduced to 75/80/85/90/95/100.
- Resurrection mana cost reduced to 100.

Tauren Chieftain:
- Reincarnation mana cost reduced to 100.

Tauren:
- Pulverize chance increased to 50%.
- Pulverize damage increased to 50/65/80/95/110/125.

Shadow Hunter:
- Berserk mana cost reduced to 100.

Far Seer:
- Lightning Vortex mana cost reduced to 25/30/35/40/45/50.
- Lightning Attack bonus damage increased to 10/15/20/25/30/35.

Blade Master:
- Blade Storm mana cost reduced to 100.

Blood Mage:
- Cast time increased.
- Flame Strike cast range increased to 10 metres.
- Inferno Flames cast range increased to 11 metres.

Mountain King:
- Storm Bolt cast range increased to 600.
- Storm Bolt missile speed increased to 1000.
- Storm Bolt stun duration reduced to 3 seconds, 1.5 second on Hero.
- Storm Bolt damage increased to 125/180/235/290/345/400.
- Avatar now extends stun duration of Storm Bolt to 4 seconds.
- Avatar now extends slow duration of Thunder Clap to 5 seconds.

Arch Mage:
- Lava Bolt damage increased to 125/180/235/290/345/400.
- Blizzard mana cost reduced to 100.
- Crushing Wave mana cost reduced to 75/80/85/90/95/100.

Spell Mage:
- Field of Frost mana cost reduced to 100.
- Fire Ball mana cost reduced to 75/80/85/90/95/100.
- Frost Bolt mana cost reduced to 75/80/85/90/95/100.
- Frost Bolt damage reduced to 5/55/105/155/205/255.




Game:


- Standard game camera is now slighlty further. (This will not bug out if you scroll in)
- Power bars has a new graphic representation.
- Hero spawn area increased in size. (sometimes Hero get stucked)



Hero:


Spell Mage:
- Attack range reduced to 525.

Infernal:
- Inferno range reduced to 25/30/35/40/45/50 metres.

Warden:
- Blink range reduced to 477/527/577/627/677/777.

Royal Guardian:
- Cast time slightly improved.

Mountain Giant:
- War Club mana cost reduced to 25.
- War Club number of hits increased to 15/17/19/21/23/25.
- War Club recharge time improved to 60/55/50/45/40/35 seconds.

Archer:
- Ride Hippogryph, attack rate deccelerate reduced.
- New off icon for Hippogryph.
- Focus mana cost reduced to 25/23/21/19/17/15.
- Bow Rush mana cost reduced to 25/23/21/19/17/15.

Earth Elemental:
- Base attack damage reduced by 20.
- Base mana increased by 75.
- Base mana regeneration increased by 0.1.
- Base attack rate now slower.

Fire Elemental:
- Base armor reduced by 1.
- Attack range increased by 30.

Dread Lord:
- Hunter Form attack acceleration improved to 66%.

Abomination:
- Cast time improved very slightly.

Paladin:
- Cast time increased.

Crusader:
- Cast time increased.






Game:
- Fixed pure damage vs Gold Mine previously not strictly implemented.

Hero:

Archer:
- Arrow Shower no longer require a channel time.
- Arrow Shower now takes 0.5 second to deal full damage.

Dark Ranger:
- Attack range increased to 625.

Mountain King:
- Storm Bolt stun duration reduced to 4.5 seconds, 2.25 seconds on Hero.
- Avatar Storm Bolt stun duration remains unchanged.

Tauren Chieftain:
- War Stomp stun duration reduced by 0.5 second.






Game:
- Lesser Glory Aura and Lesser Exalt Aura improved to 33%.

Hero:
Alchemist:
- Transmute will now properly show gold values transfered.
- Transmute gold and damage reduced to 75/125/175/225/275/325.
- Fixed pure damage of Acid Bomb vs Gold Mine.

Crusader:
- Fixed pure damage of Shield Bolt vs Gold Mine.






Game:
- Scourge Fountain area now has more walkable path.
- Fixed limited pathing.
- Fixed an issue with gold mine selection.
- Gold Mine no longer passively lost 1 gold when a player stands near it.
- Fixed some slight lag issues with Gold Mine.

Hero:

Infernal:
- Heat Crush now damage buildings.
- Permanent Immolation now damage air and buildings.

Mountain King:
- Storm Bolt damage reduced by 50.

Spell Mage:
- Frost Bolt damage reduced by 45.







Item:

- Crystal reveal now has player color.
- New special effect for Crystal reveal.






Item:
- Ultimate Shield armor reduced to 20.

Hero:
Dread Lord:
- Fixed icons for Hunter passive.






Game:
- Main Town health reduced.
- Building health bar size increased.
- Bandit damage increased by 10. (Applies to Bandit Lord)
- Army spawn increases by 1 after 45 minutes once only.






Terrain:
- Hey guys, Felwood is the best terrain.





Game:
- Player exit will no longer be active upon victory.
(It is weird that the gold still shares when game is over)
- Enable wards to have flying vision.
- Wards now able to position at 50 move speed.
- Crystals reveal duration increased to 11/12/13/15 seconds.
- Added another entrance to each gold mine site.
- Reduce health regeneration rate given by wild Fountains.
(They now regenerate mana faster than health)
- When player attacks a gold mine when out of range, it is selected.
- Position Alliance Set Shop slightly.
- Magical Glow is no longer selectable.
- Fixed some pathing limit issues.
- Specify: Game Time at score screen.
- Specify: Execution at score screen.
- Specify: Generation at score screen.

Hero:
Pandaren Brewmaster:
- Attack swing slightly improved.

Mountain Giant:
- Attack swing slightly improved.

Tinker:
- Normal form attack swing slightly improved.

Royal Guardian:
- Attack swing improved very slightly.
- Base move speed increased by 5.




Game:
- Fixed an issue when no Hero was given for Random Hero.
- Some terrain add on to Human paths.






Game:
- Some graphical editing in starting location.
- Tome stock delay increased to 1000 seconds.

Hero:
Fire Elemental:
- New ability icon for Blazing Fire.
- New ability icon for Fiery Speed.
- Fiery Speed recharge time increased to 9/8/7/6/5/3.5 seconds.
- Fixed cast range with Inferno Wave.
Blood Mage:
- Burning Attack has a new ability icon.
- New icon for Fire Dart.





Game:
- When Dark Tower/Scout Tower is destroyed, it now properly upgrade defense.
- Barrack/Crypt now located closer to main Town.

Hero:
Pit Lord:
- Cleaving Attack area reduced to 150/175/200/225/250/275 cm.

Talon:
- Attack range increased to 300 cm.
- Arcane Barrage area effect reduced to 325 cm.
- Crow Form now able to attack but with 5 cm range.
- Crow Form now degenerate 5/6/7/8/9/10 health instead.

Blood Mage:
- Fire Dart damage reduced by 10.

Arch Mage:
- Lava Bolt mana cost reduced to 75/80/85/90/95/100.

Blade Master:
- Mirror Image duration reduced to 7 seconds.

Far Seer:
- Chain Lightning damage changed to 125/180/235/290/345/400.
- Chain Lightning damage reduction per bounce increased to 15%.
- Lightning Attack chance changed to 5/8/11/14/17/20%.

Grunt:
- Attack rate improved very slightly.

Priest:
- Attack range reduced to 5 metres.

Infernal:
- Inferno base area damage increased to 100.

Claw:
- Bear Form attack acceleration reduced to 5/6/7/8/9/10%.
- Bear Form bonus attack damage increased to 25/30/35/40/45/50.
- Bear Form bonus health regeneration increased to 5/8/11/14/17/20.
- Bear Form bonus armor increased to 5/8/11/14/17/20.



Game:
- Fixed some buff issues.
- Fixed gold not sharing when player leaves.





Game:
- Fixed an issue with announcement of maximum movement speed for Scourge players.

Hero:
Fire Elemental:
- Attack sound made softer.
- Inferno Wave graphic now only appears every 250 cm.
- Inferno Wave distance reduced to 15 m + 2 m/level up.
- Fiery Speed recharge time improved to 6/5.5/5/4.5/4/3.5 seconds.
- Blazing Fire mana cost reduced to 15/17/19/21/23/25.

Infernal:
- Inferno now deals 25 damage and stunning land units for 1 second, 0.5 second on Hero.

Storm Elemental:
- Shock Bolt base mana cost increased by 1.





*Map uploaded is protected (Visit the website to check unprotected versions earlier in the update)
*Credits in-game (Press F9)



7 January 2017: Happy new year! I have decided that version 4.18 will be the final version, thank you for joining in this experiment to help shape the M.O.B.A experience and make balance a thing. I will be moving on to my next project, which will be my fifth major project for Warcraft III as a whole. Do check out my previous maps. (Wrath of Nations, Legendary Stage Challenge, Naruto Battle Siege and this)

11 December 2016: Hey players, X'mas is coming, I apologize for not having the snow version but please go back a few versions to play that. Right now, the balance for spells had been adjusted and hope that these bunch of changes will make a better game!

26 October 2016: There has been mainly balance changes and right now at V3.89, it becomes the one that is to be taken seriously. A very important note is that you have to go aggressive to win defensive, the defensive will win by default but fails to allow for potential future improvement. It is up to the player to choose which role (offense or defense) he/she would like to take and yield to the responsibility in order to win.

20 September 2016: Hi people, I will be doing more of this to communicate with the players more. Back in the beta and release dates there used to be a lot of icons in the description and are being brought down by myself because of new content that I flooded into the map which is at its current stage. There was a big name change from first version and along the way slight changes. I believe there won't be anymore map name changes in the future because the current one is very fitting. The first motivation that made me commit to this map is the weirdness of how the popular DOTA2 and League of Legends plays out. Players are required to study the game and use absolutely off-balance abilities to gain advantage and start the snow-ball effect. To counter it, I created this map in hopes that it will attract professional players to use it as a tool for their Internationals in the big silver screens.




Keywords:
hero, defence, defense, of, base, epic
Contents

Defense of Base v 4.18a (Map)

Reviews
23:42, 24th Jan 2016 StoPCampinGn00b: It's quite a basic AoS map with its own style. I haven't tested this extensively, only playing the Master Gladiator hero in a 2v2 match. It's easy to learn and has a decent amount information in the quests. I...

Moderator

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Moderator

23:42, 24th Jan 2016
StoPCampinGn00b: It's quite a basic AoS map with its own style. I haven't tested this extensively, only playing the Master Gladiator hero in a 2v2 match.

It's easy to learn and has a decent amount information in the quests. I think the item system nice to have, not over complicating things with recipes like most other AoS's while also having your custom item system. The structure of hero abilities seems is organized but different. The terrain is pretty average, but I don't think it'd bother people much.

There was a complaint that the dark ranger's abilities are overpowered and by looking at the briefly I think that's the case.

But in whole, the map didn't seem buggy and is in the bounds of the rules. I haven't had the time to measure the balance in the map which is also why I won't rate it.

People looking for a simple AoS map that's not a DotA clone should look here :).
 
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Level 18
Joined
Nov 21, 2012
Messages
835
It is quite basic aos in my opinion, I tryed ghoul-based hero in SP. Let me suggest to diversity hostile (I saw only bandits) maybe allow them to drop items? I very like your ideas about gold mines (staying near + attacking) and game-time show at lumber&food position-thats funny and new for me. I think spells are quite good described. Good work. Give you 3/5.
 
Level 15
Joined
Aug 14, 2007
Messages
936
@ZiBitheWand3r3r
It is quite basic aos in my opinion, I tryed ghoul-based hero in SP. Let me suggest to diversity hostile (I saw only bandits) maybe allow them to drop items? I very like your ideas about gold mines (staying near + attacking) and game-time show at lumber&food position-thats funny and new for me. I think spells are quite good described. Good work. Give you 3/5.
Thank you for your rating! I guess you mean SP as in single player mode. The ghoul is the only custom hero I have designed, for the bandit neutral hostile, I have to admit it was rushed but next time in the near future there will be updates on that aspect of the game. The gold mine objective was initially designed to cover the spaces in the map and it was briefly implemented in imitation of the original gold mine mechanics from Warcraft. I am very serious when it comes to Hero ability balance and wordings as not to confuse the players. The format is very standardized and clear cut for easy reading. I do hope that the score can be a little higher :D


_________________
Game Update: v1.19
Highlights:
- New Gold Mine system.
- Fix some lag issues.
 
Last edited by a moderator:
Level 15
Joined
Aug 14, 2007
Messages
936
Thanks :D

23 Nov 15: Version 1.21 with the new improved item upgrades. I have no plans currently for neutral creeps and additional item system, the next update is probably going to be more Hero designs focus, meaning more Heroes will be added to the choice list. Currently there are 18 Heroes, each balanced and with their advantages and disadvantages. In this game the most important value to seek will be experience as the ability damage leveled can grant an exceeding amount of forward push to your game.

Version 1.22: New Hero Spell Knight. Check out details above in Heroes tag.

Version 1.23: New Hero Holy Paladin, read the details above in the description.

Version 1.24: Added Frost Mage, read the details above in the description.

 
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Level 15
Joined
Aug 14, 2007
Messages
936
Some accidental edit happened but I will restore the data once I am done!


Version 1.30: New Hero Master Gladiator, check details at description (Hero tag).

Version 1.31: New Hero Tauren Warrior, check details at description.

Version 1.32: New Hero Stone Giant, check details above.

Version 1.33(b): New Hero Talon Druid, check details above, fixed many issues including Random Hero bug that disappear after a player has use Random.
 
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Deleted member 247165

D

Deleted member 247165

Analyzing and playing your map for several times,I have to be honest! Here are the issues you must fix or improve or better change them:
-the terrain looks kinda ugly,not having a normal design for a battle camp,the vegetation is very rare or in some places inexistent.
-the abilities of each hero,are unbalanced or even without relation.An advice for you,the skills must depend each on the other,to make the respective hero a good one,and enjoyable,cause if not,your game won't be played by many.
-the items aren't even normal.The morphed item that gives you 3 points to all stats,its actually nonsense,cause it results from the combination of items that give you about 8 or 9 points to each attribute,but when morphing that item,it decreases to 3 points...looool!!!!
-another issue....cmon now...the attack damage of the creeps isn't even equal...if some are stronger,they will always advance to the enemy's base...loooool again!!!! The creeps must be equal in HP,attack damage and armor...not to mention you added mana points to the melee creeps!!!!! Remove it
So you drastically need to reborn Defense of the Base!! And next time...analyze your map,which momently is pathetic from my point of view! And I am sure other people think the same thing -_-...Try learning from my game War of Sanctity ! Maybe you will get some knowledge about what people want to see in an AoS.They want to see both action and strategy,War of Sanctity offers that mix,yours not!
 
Level 15
Joined
Aug 14, 2007
Messages
936
Thank you for your "honest" review, I am getting really tired of this so please, I was just trying to help I make many maps before so I come from experience you tell you that, firstly balance means that the game is fair for players to play with and or against each other in a game, counterplay etc. I don't want to shove your comments aside but of course every words have their own meanings which is why I tend to avoid myself from using certain words until situations like this.

Your judgement is mainly critical at this point, however, which I practically got no reason of understanding which will then lead me to taking this comment as a rant or inaccurate representation of one self I will be completely serious here because if words don't make any sense or inaccurate (example aiming for the rabbit and shooting at yourself) is pointless and also toxic.

You suggestions are as follows:
-the terrain looks kinda ugly,not having a normal design for a battle camp,the vegetation is very rare or in some places inexistent.
I kid you not Warcraft has a very standardized tileset and it's a game from the "2005" or so era and you can't say it's going to be pretty as "compared" I mean we are all making map mods just cut some break will ya? I will try to add some doodads when I am done with like gagillion amount of updates that I am planning for the patches.

-the abilities of each hero,are unbalanced or even without relation.An advice for you,the skills must depend each on the other,to make the respective hero a good one,and enjoyable,cause if not,your game won't be played by many.
Please be specific about "imbalance" because from version 1 I have been focusing on that regard as to mathematically formulas and unicorns. I totally understand what you mean by ability synergy but I mainly get my designs to converge on crediting blizzard for their hard work instead of ignoring that and go straight full custom. That is my style and I hope you understand. I know with synergies like a stun then pull then permanent slow then ultimate will be fun, easy, imbalanced and entertainment but what I want is clearly very different effect.

-the items aren't even normal.The morphed item that gives you 3 points to all stats,its actually nonsense,cause it results from the combination of items that give you about 8 or 9 points to each attribute,but when morphing that item,it decreases to 3 points...looool!!!!
-another issue....cmon now...the attack damage of the creeps isn't even equal...if some are stronger,they will always advance to the enemy's base...loooool again!!!! The creeps must be equal in HP,attack damage and armor...not to mention you added mana points to the melee creeps!!!!! Remove it
First of all for starters, to qualify as a professional teacher, one must pass all the examinations to proof that their knowledge is acceptable at a certain degree (there are 360 degrees) If the required degree is 10, and you have a blurry scope of say 300, then you are 30 times out of accuracy which means you need to learn more to get better. That's why here I will attempt to give you some hidden information that may be you might have missed from the test plays yourself. The items are using the new upgrade system, when you buy tier one nothing happens but when tier two item is purchased, the system searches for a tier one in your inventory, upgrades it and refund your *GOLD*, which means you don't lose anything because your GOLD is given back to you, which obviously you missed so I am going to say don't guess too much, don't assume too much I hope you take this seriously. You are right I will give you that but do you know? You don't know I'll give you the answer, every creep has different attack swing time and that will give a delay, Rifleman has no missile delay but skeletal mage has missile delay, Undead tower has a slow starting attack reaction time, Human towers react faster when they detect an enemy. These factors therefore given the correct advantages and disadvantages will determine their difference in attack values which that of course is a hidden value which I might not blame you for it, I hope you learn some things. Therefore, with this I will add a gold text every time player upgrades item to fix this misunderstanding.

Finally I thank you for the time to play the game and have a wonderful day ahead, I do hope for a second review and peace :3



Update V1.38: New item upgrade system that requires low tier item.

Update V1.39: Many hero balance changes to allow better game-play.
 
Last edited by a moderator:
Level 18
Joined
Nov 21, 2012
Messages
835
You must know it's big advantage to have low sile-size map, it tooks about 1-2sec for new players to download.
Just played 1.39ver 3v3:
Some people unfortunatelly left but we continue to the end with 2players.
Please remove Shades for non active slots/or leaving players.
Maybe even small multiboard, where we can check who is actually playing/what level has. That would be nice to have that info aviable.

Took us a minute to figure out the items upgrade system, 1st time playing players also ask about that (player wants to buy stronger item that is not an item in fact, but an upgrade, we didnt know about that at the begining) :plol:
Maybe it would be good idea to change item-upgrades description. (I know there's info on 2nd line what item will be upgraded by buying this new item-upgrade, but it is not clear for new players at all)
But player cannot lose gold by mistake: that is fair, well implemeted.:pwink:

Leaving player: I notice that you gave control over leaving player's hero. In most aos that hero is removed, and sometimes gold is giving for leaver's team. Please consider this.

Ok, now my MountainKing: thunder clap + storm bolt ..and.. out of mana:D Maybe lower his skill's mana cost.
A guy had FireLord (dont remember in-game names). His passive (living volcano) is overpowered in my opinion.

Do I understand this corectly: 1st team that destroy enemy tower gains tower upgrade? I saw also creeps have upgrade 1-1 but don't know where it comes from. Generally: good job, keep improving :psmile:
zibi
 
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@ZiBitheWand3r3r

Thanks for the review! I will check if I can do anything to the wisp/ghost at the start of the game. The item upgrade system is still not very refined I guess and I will address it at v1.41 hopefully update it soon.
Regards to leavers, the hero control is given to allies and gold is shared automatically every few seconds, hope that clear some doubts you had. If the shared gold is more than 10, it will appear above your hero.

Regards to Mountain KIng(Stone King), his mana cost is high and there are only two possible builds as the 100 mana cost, do take note the storm bolt is a killer ability in actuality. It was not intended for sure but I hope you see that thunder clap is only useful for pushing and storm bolt otherwise, for hero kills.

Regards to towers, whenever a team gets an enemy tower, they upgrade. Scenario being, you kill a tower (No gold reward, exp given on death) your allied base is upgraded. The creep upgrade that you mentioned was activated by the 30 minutes upgrade mark. Every 30 minutes, each team gain an additional melee spawn and an additional range spawn. All toops are upgraded once in attack, armor, health and move speed. Killing the enemy Barrack will trigger attack and armor upgrade, however, no health or movement speed upgraded. Killing the enemy Farm only upgrade health once. This means that the only way move speed is upgraded is through the natural 30 minutes upgrade.

Thanks T_T.. It's been harsh times but I will add more things mainly heroes :)
 
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hey, good job with item description, but why added delay at start
news: today we rip gold mine :D we had feeling that something shows up (treasure maybe) but we had bad luck:D
you may look at this http://www.hiveworkshop.com/forums/pastebin_data/w2ygec/_files/defense.w3g i think some skills with 6sec cd are to strong, especially ranged hero (i tryed archmage today) can shot fireball + frost nova few times so melee opponent had small chances to survive;]
zibi
 
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Just saw the replay, looks like you guys had so much fun except for the leavers part ;p

Now for QnA, the item stock delay was added to prevent players from buying items directly after picking hero followed by running to the bandits, killing them all with the item advantage and level up to 2, channel return to teleport back for healing, meet the 2 minute preparation mark and run back to lane. I do that all the time, at least now it is very difficult for most hero to achieve that without item advantage. Comparatively going straight to the gold mine is also another possible way which is more efficient than bandits but grants totally no experience. Yep about the gold mine I don't think there will be any rewards since the 11k gold is really enough for a spot ;p but I will urge players not to kill it as the gold mine regenerate at 1 gold per second. I will look into adding more health for melee heroes but that will have to wait for some balance "laning" phases since ring of regeneration is very unrated right now. That's about right, without ring of regeneration the hero will die if you just spam attack and add in two or three spells.

Version 1.40: Fixed hero balance issues.
Version 1.41: Added new item description for upgrades and many new hero changes!
Version 1.42: New Hero Black Rider, more terrain, items buffed.
Version 1.43: Many hero damage and ability adjustments.




__________________
 
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Hey,
today I have proposal for you :psmile:
just spend an hour to create example of diffrent items upgrade, I belive more user-friendly. I like your idea to create 12 basic-type items (plus books) and then upgrade those items. I think I use, what I wrote in the future map, but for now please look and cosider this solution;]
So you will need only 2 shops instead of 6. One for items, one for books.

http://www.hiveworkshop.com/forums/pastebin_data/lfy0h6/_files/itemUpgrade.w3x

zibi
 
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Hey I just saw your proposal and it was familiar at least to battle tank players ;p
Honestly, I always had issues with this upgrade system since it doesn't require the players to go near a shop to do it, then comes the realistic problem ;p
It's definitely a good system no doubt if I can make a shop requirement but that would be a sweat, I have to say the current item upgrade system took me hours and I feel rather tired to rework it again XD it's been reworked 3 times!!

Version 1.48 Gold mine limit now 99,999 gold.
In development 1.49, 3 new elemental heroes: It's the spirits storm, earth and fire~!
 
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Deleted member 247165

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Deleted member 247165

Imhmm you told me I criticized your map too much? No I was trying to make you understand what people and the moderators expect from an AoS game.It is no wonder why it was not still approved......mister update your map but update it so as it shows an incredible update not just little changes
 
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RE: Regards to War of Sanctity

Imhmm you told me I criticized your map too much? No I was trying to make you understand what people and the moderators expect from an AoS game.It is no wonder why it was not still approved......mister update your map but update it so as it shows an incredible update not just little changes

I have communicated with a moderator regarding the in accuracy of the game rating and there was no response except from the maker himself in a short comment, However, Defense of Base was literally ignored while War of Sanctity had received many chances for reviews/moderation until this point where I had to make a short attention of the actions that was seemingly chaos.

Lastly, I am tired of referring to examples that are obvious and sometimes I also wonder why the popular maps like Dota, Legion TD are not uploaded upon this site, instead I am even more curious of the credit-ability and knowledge of map reviews of the people who are responsible for that operation.
 
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It's quite a basic AoS map with it's own style. I haven't tested this extensively, only playing the Master Gladiator hero in a 2v2 match.

It's easy to learn and has a decent amount information in the quests. I think the item system nice to have, not over complicating things with recipes like most other AoS's while also having your custom item system. The structure of hero abilities seems is organized but different. The terrain is pretty average, but I don't think it'd bother people much.

There was a complaint that the dark ranger's abilities are overpowered and by looking at the briefly I think that's the case.

But in whole, the map didn't seem buggy and is in the bounds of the rules. I haven't had the time to measure the balance in the map which is also why I won't rate it.

People looking for a simple AoS map that's not a DotA clone should look here :).

Sorry for the short review as it's more of an explanation of approval.
 

Deleted member 247165

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Deleted member 247165

Now it was approved...probably you've finished all the requirements...good job I am going to play it then rate it ;)
 

Deleted member 247165

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Deleted member 247165

I am rather surprise you didn't blast my map in the comment again >_>

Now that you improved it.....I don't have any reasons to "blast" it.Long time ago I didnt blast it....I was just suggesting you some tips;)
 
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Just saw the replay, looks like you guys had so much fun except for the leavers part ;p

Now for QnA, the item stock delay was added to prevent players from buying items directly after picking hero followed by running to the bandits, killing them all with the item advantage and level up to 2, channel return to teleport back for healing, meet the 2 minute preparation mark and run back to lane. I do that all the time, at least now it is very difficult for most hero to achieve that without item advantage. Comparatively going straight to the gold mine is also another possible way which is more efficient than bandits but grants totally no experience. Yep about the gold mine I don't think there will be any rewards since the 11k gold is really enough for a spot ;p but I will urge players not to kill it as the gold mine regenerate at 1 gold per second. I will look into adding more health for melee heroes but that will have to wait for some balance "laning" phases since ring of regeneration is very unrated right now. That's about right, without ring of regeneration the hero will die if you just spam attack and add in two or three spells.

Version 1.40: Fixed hero balance issues.
Version 1.41: Added new item description for upgrades and many new hero changes!
Version 1.42: New Hero Black Rider, more terrain, items buffed.
Version 1.43: Many hero damage and ability adjustments.




__________________

You could look into spawning the creep camp units after the preparation timer is done. You could do the same for the gold mines as well.

An alternate solution for the creeps is to make them invulnerable until the preparation timer is done.

An alternate solution for both is to trap the heroes inside their base until the preparation timer is done (just create units to block all the paths with some timed life). You may have problems with heroes that have blink with this, though.
 
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You could look into spawning the creep camp units after the preparation timer is done. You could do the same for the gold mines as well.

An alternate solution for the creeps is to make them invulnerable until the preparation timer is done.

An alternate solution for both is to trap the heroes inside their base until the preparation timer is done (just create units to block all the paths with some timed life). You may have problems with heroes that have blink with this, though.

I had addressed that issue by increasing bandit's armor and therefore allowed item purchases for more dynamic game play, thanks for the suggestions :D


Edit: Version 1.50 in development: Many items changing icon and names.
Edit: Currently developing details for this upload.
Edit: version 1.51, many important balance changes to game-play.

Version 1.52: Fixed an important bug exploit.
Version 1.53: Many more game balances.
 
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Hey, I haven't played your map yet, but anything that isn't a DotA-like clone (almost exactly same heroes) and seems simple to learn catches my eye pretty good. But looking at some of the kits for the heroes, here are a few that I feel are "unhealthy."

1) Holy Priest - This guy has heals up the butt! But that pretty much ends what he does. Depending on how you look at heals, they can be extremely godlike, or pathetically useless. If the enemy can't instantly burst you down, then the heals are just too much. But when they suddenly gain enough damage to overcome that healing, only his attacks will be of any help. As a one-trick pony, I think he might be ignored pretty easily due to a boring kit. The only reason anyone would play him would be for potential easy wins.

Suggestion: I'd think about changing his healing aura into something that gave protection. Like say an aura that reduces magic damage that nearby allies take by X%. A default priest has the inner fire ability, maybe you can give him a variation of it?

2) Sea Witch - The way her kit looks, it seems like escape is impossible if she gets even a single slow or frost arrow on you. If said sea witch if also fed, then it's pretty much game over as you can't help but feed. Heck, even when she isn't fed she still looks like a b*tch. Trying to autoattack her when slow and frost arrows both reduce your attack speed? Yikes. I get a Viper feeling from her (DotA Hero). All the stacking slows just become so overwhelming, and if you nerf the slows, they suddenly become obsolete.

Suggestion: Instead of making her impossible to escape, what about almost impossible? Frost arrows could slow only attack speed whereas slow would be like a strong slow that lasts for maybe 3 seconds at most? That way if you survive the slow, you still have a chance to escape instead of dying a slow painful death to endless frost arrows. Or heck, even switch it around. Having frost arrows reduce only movement speed means you could at least exchange auto-attacks with her when slow wears off.

3) Mad Crawler - He feels like the kind of hyper carry that everyone just absolutely hates. The killer spot is how he passively gains movement speed. Now this speed boost can either be so small that it's not even noticeable, or it's strong enough to muster some WTF's. The rest of his kit I'm actually okay with ;D

Suggestion: What about instead of a passive speed boost, he gets an active one? Like say for example, instead of gaining 10% ms passively, he would gain 75% ms for 4 seconds. Or another idea could be like a dash or jump ability. Ghouls are quite agile. :)


I am unable to play this game due to my wifi issues (mobile data ftw!), so I can't play this on my pc for now. I don't know whether or not you are already changing these guys, or even the exact numbers on the abilities, but just from their presentation, they look a bit unhealthy for pvp. These are just my opinions, and if you think they are perfectly fit for the battlefield, then I await the day that I can play this!

EDIT: I just noticed that lich has similar problems to the sea witch. But I have no clue how to adjust anything about him as he is... lich. They are freaking known for spamming slows! (And utterly wrecking bases with death and decay)
 
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Hey, I haven't played your map yet, but anything that isn't a DotA-like clone (almost exactly same heroes) and seems simple to learn catches my eye pretty good. But looking at some of the kits for the heroes, here are a few that I feel are "unhealthy."

1) Holy Priest - This guy has heals up the butt! But that pretty much ends what he does. Depending on how you look at heals, they can be extremely godlike, or pathetically useless. If the enemy can't instantly burst you down, then the heals are just too much. But when they suddenly gain enough damage to overcome that healing, only his attacks will be of any help. As a one-trick pony, I think he might be ignored pretty easily due to a boring kit. The only reason anyone would play him would be for potential easy wins.

Suggestion: I'd think about changing his healing aura into something that gave protection. Like say an aura that reduces magic damage that nearby allies take by X%. A default priest has the inner fire ability, maybe you can give him a variation of it?

2) Sea Witch - The way her kit looks, it seems like escape is impossible if she gets even a single slow or frost arrow on you. If said sea witch if also fed, then it's pretty much game over as you can't help but feed. Heck, even when she isn't fed she still looks like a b*tch. Trying to autoattack her when slow and frost arrows both reduce your attack speed? Yikes. I get a Viper feeling from her (DotA Hero). All the stacking slows just become so overwhelming, and if you nerf the slows, they suddenly become obsolete.

Suggestion: Instead of making her impossible to escape, what about almost impossible? Frost arrows could slow only attack speed whereas slow would be like a strong slow that lasts for maybe 3 seconds at most? That way if you survive the slow, you still have a chance to escape instead of dying a slow painful death to endless frost arrows. Or heck, even switch it around. Having frost arrows reduce only movement speed means you could at least exchange auto-attacks with her when slow wears off.

3) Mad Crawler - He feels like the kind of hyper carry that everyone just absolutely hates. The killer spot is how he passively gains movement speed. Now this speed boost can either be so small that it's not even noticeable, or it's strong enough to muster some WTF's. The rest of his kit I'm actually okay with ;D

Suggestion: What about instead of a passive speed boost, he gets an active one? Like say for example, instead of gaining 10% ms passively, he would gain 75% ms for 4 seconds. Or another idea could be like a dash or jump ability. Ghouls are quite agile. :)


I am unable to play this game due to my wifi issues (mobile data ftw!), so I can't play this on my pc for now. I don't know whether or not you are already changing these guys, or even the exact numbers on the abilities, but just from their presentation, they look a bit unhealthy for pvp. These are just my opinions, and if you think they are perfectly fit for the battlefield, then I await the day that I can play this!

EDIT: I just noticed that lich has similar problems to the sea witch. But I have no clue how to adjust anything about him as he is... lich. They are freaking known for spamming slows! (And utterly wrecking bases with death and decay)

I absolutely welcome your suggestions and the analysis that you had provided is only beneficial to the contribution to Defense of Base. Regards to your concerns of the unhealthy portions and the many explanations that follows I realized that they are absolutely and precisely the problems that I face every now and then to balance the game and make it fair XD.

Holy Priest
Indeed for the presentation of the Holy Priest it states that he heals a lot and your concerns about the full heal set is boring but I assure you there is a twist about this guy but I am just going to reveal it to you here. Healing Wave, Holy Blast, Holy Aura and Divine Heal. They are all heals is right but you missed out on the point that Holy Blast also able to deal pure damage to an enemy if you target an enemy. For the likes of hyper carry mage you could just go full holy blast and attribute, it's pure damage it's going to be fun. (There are magic protection items and those won't work on Holy Blast damage.)

Sea Witch
For sea witch you mention the impossibility to escape and I would agree to you firmly only after level 30 (the final level up of Tornado Aura). Tornado Aura slows for 10/15/20/25/30/35% in 900 area and also gives Sea Witch 2/3/4/5/6/7 mana regeneration and there won't be any changes in the next patch and beyond at least for the time being. Sea Witch gets really strong at level 2 ultimate with 15% but I do think 10% is reasonable consider it is a passive ultimate. Frost Arrows can potentially do permslow and that is intended and was being balances a few times in the past (It used to do only 25% slow XD it was actually really weak but not it's 50% for 1 second (0.5 second on heroes for balance). Side track a little, most of the stuns and slows all last half duration on heroes even hex.) There is also one other way to stop the perma frost arrows which is to buy evasion but then we come to another inevitable problem that Sea Witch can also cast Slow. Luckily for the balance stand point it only slows 25% movement speed but 50% attack speed. However it will be actually impossible to run away if say a max Tornado Aura that is why you need a stun hero to deal with her XD. Tornado Aura used to be 28% and was buffed to 35% because it was too weak, enemies finish her off in seconds.

Mad Crawler
He has life steal, insane dps and a movement speed passive. Regards to you active ability for his scrambler ability you are actually on point. The passive movement speed is 10/13/16/19/22/25% and also will not be changed anytime in future patchesthat I will assure you. You mention the 75% movement speed active for 4 seconds well I think that's just hardcore XD. The way to play him is to get kills for permanent agility but trust me in most games I never pass 2 kills, after the permanent agility kill it will announce to every player that you gain permanent agility. What happens after that is just brutal, I usually get ganged left and right XD. Also just for balances sake, Mad Crawler has agility growth of 1, he is main agility, most main agility hero has 3 agility growth. He is one hyper carry with significantly weak stats.

Good luck for your game test I will look forward to your feedback.

Version 1.54: Upcoming, more precise balance changes and name changes.
Vesion 1.55 In development, new Hero and some lots of balance fixes.
Version 1.56 and 1.57: total of 2 new items and a total terrain edition.
Version 1.58: Added description for learning abilities.
Version 1.59: Two new final sword upgrades to counter either armor or health.
Version 1.60: New hero Thunder Rider!
Version 1.61: New hero Immortal!
Version 1.62: New Hero Spirit Rider!
Version 1.63: Fixed an exploit for Spirit Rider.
 
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Deleted member 247165

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The game is nothing new to the MOBA universe. Boring gameplay, no innovative spells, plain and simple items. More than 2/5 this thing does not deserve.
 
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Thank you for rating Defense of the Base, updates are coming for v1.662 to fix various issues to improve player experience.

You should make more advanced skills...I mean....some of them are cool like the Black Panther's Leap ability...but most of them are just buffs that increase life regen, speed, attack rate, armor....if all heroes have such skills and have less abilities like stun, slow, or DPS or combinations of those....I don't say your heroes don't have disabling skills and damaging skills ..but they are just a few...if you make heroes with buff spells and passive gainings ...they look more like support heroes...it is just my point of view...but I am sure you should think of it.
 
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Regards to Originality

You should make more advanced skills...I mean....some of them are cool like the Black Panther's Leap ability...but most of them are just buffs that increase life regen, speed, attack rate, armor....if all heroes have such skills and have less abilities like stun, slow, or DPS or combinations of those....I don't say your heroes don't have disabling skills and damaging skills ..but they are just a few...if you make heroes with buff spells and passive gainings ...they look more like support heroes...it is just my point of view...but I am sure you should think of it.


The purpose of the pioneer Heroes being simple and close to the original design is due to the rights that Blizzard Entertainment holds as a game company, therefore many of the Heroes that were first created for Defense of the Base mainly have similar abilities as the ones in standard game. The game do have some as you mentioned, custom Heroes like the Elementals, with a set of unique abilities and new mechanics which are more difficult to execute. Hopefully after sharing the game more as a maker myself, once the players accept it, more changes to the game will be meaningful but as it stands right now there is no purpose in new updates. The focus is to get people to play it.

Version 1.661: Fixed a crash error.
Version 1.662: Fixed weird bugs.
 
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Deleted member 247165

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The purpose of the pioneer Heroes being simple and close to the original design is due to the rights that Blizzard Entertainment holds as a game company, therefore many of the Heroes that were first created for Defense of the Base mainly have similar abilities as the ones in standard game. The game do have some as you mentioned, custom Heroes like the Elementals, with a set of unique abilities and new mechanics which are more difficult to execute. Hopefully after sharing the game more as a maker myself, once the players accept it, more changes to the game will be meaningful but as it stands right now there is no purpose in new updates. The focus is to get people to play it.

Version 1.661: Fixed a crash error.
Version 1.662 pending: Fix a bug.


OK...if this is your purpose..then good luck with it.
 
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Replay added


Version 1.663: Added some polishing to Cleric, Spell Knight and Magic Sorceress.
Version 1.664: Big polish patch.
Version 1.665: Polish and polish.

Enjoy the replay I recently played attached to this post. (Scourge are new players)
 

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Version 1.663: Added some polishing to Cleric, Spell Knight and Magic Sorceress.

Enjoy the replay I recently played attached to this post. (Scourge are new players)

Oh....I forgot to tell you. You said you'll make meaningful changes to the skills after people accept it....man you must create custom skills now, if you want Defense of the Base to become more popular.
 
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Version 1.666: An important polish update that is finalized for a long time to come.
Version 1.67: Fixed some tooltip issues.
Version 1.68: Terrain changes and a new item shop.
Version 1.69: New Hero Keeper.
Version 1.70: New Return icon and animation, some bug fixes.
 
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wonderful! i tested it, i liked it! Only if you could make a better terrain, that will drastically improve the visual of your game. :D
 
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wonderful! i tested it, i liked it! Only if you could make a better terrain, that will drastically improve the visual of your game. :D


Thank you for your comment, there should be a terrain update near to version 2 but that is too far to speculate and there is no plans for major terrain development but surely more choices of Hero will be added along the way, hope you get used to the terrain. The next Hero will be called Priestess from Night Elf with some cool skills.

———
Version 1.71: Added many fixes to tooltips.
Version 1.72: Many polish changes to clear some edges.
 

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Priestess is playable in v1.73, it was released yesterday haha

Oh I didn't notice in the night elf heroes! I played with the undead Abomination. You should check mine from War of Sanctity, I made the Abomination a powerful tank with awesome skills. ^_^
 
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