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[ORPG] Shadows of Everwood

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Finally, after some months of work and revisions - we present the current demo/BETA.

Shadows of Everwood, version 1.3.

In this version you are to face Gerome Bouthier, a noble-turned-bandit who's the commander of the close by Veldonn Knight camp.
You're restricted to this area.

The event quest is hard, and you'll have to utilize all your abilities to emerge victorious.

You start out with a couple of attribute points, and a lot of talent points.
The reason for the high talent point count is simple; to give you an easy way of trying different tactics without needing to re-level your hero.

We kept the attribute point count at the normal level since, even after all this testing, we're not fully aware of how your attribute choice will affect your performance.

If you encounter any bugs, issues or have any suggestions, feel free to post in this thread or send an email to us at: [email protected]

To download the map, please visit the front page: download link
 
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Level 6
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My bad, link fixed!

EDIT 1:
Link in announcement post has been updated to point directly at the download.

EDIT 2:
Keep in mind folks, that this is a demo test of the current setup.
While most systems are finished, the probability that you'll encounter some sort of issue is quite high.
Also, content-wise, you'll only see the tip of the iceberg since the map is restricted.

Anyway, enjoy!
 
Level 1
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My bad, link fixed!

EDIT 1:
Link in announcement post has been updated to point directly at the download.

EDIT 2:
Keep in mind folks, that this is a demo test of the current setup.
While most systems are finished, the probability that you'll encounter some sort of issue is quite high.
Also, content-wise, you'll only see the tip of the iceberg since the map is restricted.

Anyway, enjoy!

I'm truly surprised of how disappointing this turned out to be.

Not 15 minute into the game, I can point out the following :


> Creep spawn rate is up the ass! (why do they re-spawn not 10 seconds after killing them?)

> Paths / Cliffs / Edges - I get stuck on them simply moving around and it's very annoying to say the least.

> Archer's "Wolf Fang" arrow is extremely overpowered and can be used to 1hit almost any enemy creep (initial damage is okay, but overtime damage is ridiculous)

> Overall custom interface looks like it was downgraded tenfold compared to your previous one (YouTube video).

> Camera is also a let-down, even though I knew you were going to scrap the "3D" one, this angle makes the environment look plain boring.

> Terrain is mediocre. For a Beta, this better not be the final level of polish for the terrain. It's currently a mess, not in quality, but execution. 1 Word : CLUSTERFUCK!

> Tenacity is insanely over-powered! I gained some levels and trololololol added 50 points in the ol' bub. I am now, an instant healer! Win. No really, if anything hits me (even DoT spells), I instantly regenerate any lost hp.

> Other things I have little time to type, since I want to continue this little adventure of mine.



^ These are just a few of the things I've noticed and hopefully some will agree. It's just a first impression since I don't really know if things will mend later on. At any rate, if I'm being too harsh on the Beta, I apologize, but at this point my verdict is simple : The map was rushed. So many loose ends and various weak points make for a very poor gaming experience...
 
Level 3
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A few bugs I have found:
1) During the first quest when the represntative is assassined, if you have the interface on during the following battle, and "miss" the cutscene, the quest just stops there.
2) There are certain places with holes and I could go into the non-demo areas.
3) Like mentioned before, tenacity is very overpowered if you put a lot of stat points into it.
4) When I killed the bandit leader and the chest appears, I recieved nothing and the quest didn't finish (or is it supposed to be like that?)
5) Consequently, if there were supposed to be any follow up quests after the first one, if there was any, were not executed.
6) The pathing is very problematic and caused me to get stuck on cliffs, stuck between doodads, and somehow go up cliffs.
This is the bugs/glitches I found so far~
 
Level 8
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Multiplayer glitches!

There is an obscenely noticable amount of order lag.
In addition, when you get to the first cinematic, people disconnect.

Because of this I am unable to test any further multiplayer. I'll give it a shot later, singleplayer.
 
Level 6
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Thanks for testing, everyone!

I'm currently fixing all the reported issues, and will upload a new version once those are fixed.

The order lag will probably take a while to resolve.
Disconnection issues will likely be fixed in the same version.

A potential fix for Inventory and Specialization icons disappearing has been developed.

Version 1.3a change log:

  • Highway Assault
    • Improved the assassination effects.
    • Challenge enemies now scale with number of heroes participating.
    • Assassination camera eye and at movement have been updated.
    • Made it more noticeable where you start/end the quest.
    • Find-camp phase has a more informative ending.
    • Chest has been updated to appear at the correct location and to display the rewards.
    • Enemy bandits in the camp will no longer respawn during and after starting the challenge phase.
    • Ambushing units will now jump out as intended.
    • The Bulwark escort will now help you during the battle with Gerome Bouthier and his captains.
    • Gerome Bouthier
      • Auto-balancing some stats based on number of players facing him.
      • Bleed duration on Bloostrike and Cleave has been reduced to 3 and 2 seconds, down from 8 and 6.
      • Flurry now deals 15 damage per attack, up from 4.
      • Auto-attack damage increased by ~20%.
      • Shield Slam now deals 20 damage, up from 8.
      • Decapitate now deals 35 damage, up from 15.
  • Stats
    • Tenacity effectiveness has been reduced by 90%.
    • Dexterity now increases crit. chance as intended.
    • Fixed a logical error which resulted in sky-high numbers.
  • Threat Engine
    • Threat bars will now appear as intended.
    • Threat bars will no longer be overwritten by another player's threat bar.
  • Classes
    • Heightened level experience requirement for all classes.
    • Equalized health pool and vision range for all classes.
    • Ranger
      • Updated tooltip on Phoenix Dart and Expose Weakness.
      • Reduced the Bleed duration from Wolf Fang to the intended value, instead of 12 secs.
      • Changed the cooldown of Web Shot to 8 secs, down from 10.
    • Warrior
      • Bloodspiller effect now only applies from physical damage sources, i.e auto-attacks and Savage Crippling.
      • Bloodspiller and Juggernaut stance now have proper on-active sfxs.
      • Reduced range on Savage Crippling to melee, from 800.
    • Magus
      • Vanguard will no longer repel dead units.
      • Barrage with Lightning mod will no longer target dead units.
      • Vanguard repel force reduced by 25%.
  • Attack System
    • Projectiles will no longer collide with dead units.
  • Specialization Interface
    • Potential fix for the black-icon error.
  • Inventory Interface
    • Moved attribute panel to inventory.
    • Removed a couple of debug messages.
    • Confirmed fix for the black icon issue.
  • Quest System
    • Fixed an error which made it nigh-impossible to complete quests if the quest giver had moved from his original position.
  • Creeps
    • Boss AI system has been optimized and has had a couple of bugs fixed.
    • Unit AI system has been optimized and should work as intended.
    • Veldonn Wizard
      • Now has a chance of dropping low-level scepters!
    • Veldonn Knight
      • Is now able to drop low-level shields.
  • Misc.
    • Reduced the amount of talent points to 1, from 15.
    • Cliff-detection algorithm improved to resolve the issue with players getting stuck.
    • Pathing blockers have been placed.
    • Increased creep respawn time from 15-30s to 45-60s.
    • Diciami has been promoted to Lord Evrette, removing his horse and remodeling his equipment.
    • Improved in-game initialization.

Updated: 2011-08-29 | 17:43 CEST
 
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Level 3
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One other bug I forgot to mention:
When you are in the inventory and try to equip an item, if it doesn't fit (i.e. like a weapon wouldn't go in the glove spot) the image that is in the gloves spot disappears. This happens with all the equipment slot, and on top of that the inventory grey box disappears when a picked up item is dropped.
 
Level 6
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Which hero, what item?

I cannot reproduce it, and thus, I've no clue what the cause could be.

When I try to equip a weapon into my glove slot, nothing happens.
When I drop an item, it gets removed, and the inventory slot is updated.

I've tried this, both with a Warrior and a Ranger.
 
Level 16
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I've also found a bug (however I did not tested the other classes, so maybe it's not a bug):
The magus doesn't have any icons on the talent tree.

EDIT: nvm, neither have the other classes.
However expose weakness needs a DISBTN version fix (you know, it's a green square)
 
Level 6
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Okay, that is really weird, as on my build, every icon is perfectly visible.

EDIT: What resolution are you playing in?
 

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Level 17
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After some testing with the Ranger, I have picked up a few bugs:

  • Knight & Soldier collide in the cutscene before the event begins
  • There is other loot besides the swords/axes, would be nice if they were added to the loot table
  • Bandits which ambush you along the way to the stronghold should not respawn if you die, otherwise they become really annoying
  • Web Shot seems to make bandits invulnerable sometimes, but they don't attack, which is good I guess...
  • Watchers stop before the arena, not intended, they should go the full way
  • I had 10 DEX and 100% Critical Chance? o.o
  • The bandits outside the arena shouldn't respawn when you engage the first wave of creeps from Gerome, because they aggro, then you get owned

You are all aware that we did have problems with testers, and I'd rather not go through that again, and considering Oz was away and I was busy and HeroSlayer was... not in his right mind, we decided to release it. So really, you are our testers. Take pride in that. :)

Regards,



Wolfe
 
Level 17
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Uploaded to the thread. Currently to small to be considered an actual map. Well, content-wise.
 
Level 19
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I've actually quit Wc3, but I've in secret read this thread and followed your progress. I saw you've released the map and I thought I could give it a try.

The map itself was very good, I can see a lot of hard work have been put in this, however, I've found a lot of issues (which of course is the point of a BETA). This is what I've found out (I've only tested the Warrior this far):


Warrior:
  • Add an effect when casting Bloodspiller and Juggernaut Stance, seems weird else.
  • The Warriors abilities is insanely overpowered.
  • Savage Crippling got ~about 800 range, not melee and I can't really read in the description that this ability will cause knocback?
  • Master of Defense should give a buff to one or both units.


Stats:
  • Strength is to overpowered, if you gain +1 damage as a warrior for each point of Strength you'll manage to get a silly high damage in a low amount of time (level) and can easily kill enemy units (maybe only in single player).
  • The gain of experience is too high, I managed get to level 15 in 10 minutes.
  • No need of spend attribute points into Dexterity, I had in the beginning 236% crit chance, with 2 points as default. When I put 1 point into dexterity, it wen't to 100%.


Terrain:
  • You can easily walk through the cliffs by spam-clicking the walk button to the other side, the hero will then lagg himself through the cliffs...
  • ...and if spam clicking doesn't work, you're stuck, like forever... (MAKE A -STUCK COMMAND!) Or give the heroes a teleport item or something that brings you to the start area.
  • You can still get access to the whole map and discover it (iseedeadpeople allow you anyway).



First Quest:
  • When the arrow is fired to kill the horse rider, you can see blood in the background from the dummy.
  • The bandit that is "escaping" do not escape, he's turning back and guard the gate, invulnerable.
  • The Bulwark Defenders that follow you up to the bandit camp, just stand there in the camp looking stupid, either make them help you in the arena or make them return home/dissappear.
  • The chest from killing that bandit lord didn't give me any items, at all, I looted air :) Also, I didn't get any class specific ring by completing the quest.
  • The quest giver should return to his original position after the cinematic, else the quest dummy will be out of range.
  • Is it any follow up to the first quest (second quest)? If yes, I couldn't find it or it has dissappeared; if no, then this isn't a problem :)


Misc:
  • I had to wait about 15 seconds before I were able to start select a hero class.
  • Debuffs still ticks if the unit is dead (cause a spam of texts until the duration is over).
  • I'd like to see cinematics skip-able (atleast in single player).
  • The inventory interface is insanely glitched, icons dissappear and leave black holes.


Goodluck with the map and I'll probably test your next release in order to help you :)


Edit: Oh, forgot to upload the image I took of the glitched inventory.
 

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Level 6
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Thanks a ton for the review(s)!

We're currently testing the RC.

The bottom line of the patch is:
  • A lot of nerfs to the Warrior and Magus.
  • Some very important bug fixes.
  • Potential fix for the disappearing icon problem.
  • Pathing has been updated; both block- and system-wise.
  • Many updates to the event quest; including balancing.

Read the complete change log here.
 
Level 6
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Messages
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Packed with an absurd amount of fixes and changes; we're releasing the new version!

Version: 1.3a (previous was 1.3)
Release date: 2011-09-01
Download: link


  • Highway Assault
    • Improved the assassination effects.
    • Challenge enemies now scale with number of heroes participating.
    • Assassination camera eye and at movement have been updated.
    • Made it more noticeable where you start/end the quest.
    • Find-camp phase has a more informative ending.
    • Chest has been updated to appear at the correct location and to display the rewards.
    • Enemy bandits in the camp will no longer respawn during and after starting the challenge phase.
    • Ambushing units will now jump out as intended.
    • The Bulwark escort will now help you during the battle with Gerome Bouthier and his captains.
    • Gerome Bouthier
      • Auto-balancing some stats based on number of players facing him.
      • Bleed duration on Bloostrike and Cleave has been reduced to 3 and 2 seconds, down from 8 and 6.
      • Flurry now deals 15 damage per attack, up from 4.
      • Auto-attack damage increased by ~20%.
      • Shield Slam now deals 20 damage, up from 8.
      • Decapitate now deals 35 damage, up from 15.
  • Stats
    • Tenacity effectiveness has been reduced by 90%.
    • Dexterity now increases crit. chance as intended.
    • Fixed a logical error which resulted in sky-high numbers.
  • Threat Engine
    • Threat bars will now appear as intended.
    • Threat bars will no longer be overwritten by another player's threat bar.
  • Classes
    • Heroes now feel more responsive.
    • Heightened level experience requirement for all classes.
    • Equalized health pool and vision range for all classes.
    • Ranger
      • Updated tooltip on Phoenix Dart and Expose Weakness.
      • Reduced the Bleed duration from Wolf Fang to the intended value, instead of 12 secs.
      • Changed the cooldown of Web Shot to 8 secs, down from 10.
    • Warrior
      • Bloodspiller effect now only applies from physical damage sources, i.e auto-attacks and Savage Crippling.
      • Bloodspiller and Juggernaut stance now have proper on-active sfxs.
      • Reduced range on Savage Crippling to melee, from 800.
    • Magus
      • Vanguard will no longer repel dead units.
      • Barrage with Lightning mod will no longer target dead units.
      • Vanguard repel force reduced by 25%.
  • Attack System
    • Projectiles will no longer collide with dead units.
  • Specialization Interface
    • Potential fix for the black-icon error.
  • Inventory Interface
    • Moved attribute panel to inventory.
    • Removed a couple of debug messages.
    • Confirmed fix for the black icon issue.
  • Quest System
    • Fixed an error which made it nigh-impossible to complete quests if the quest giver had moved from his original position.
  • Creeps
    • Boss AI system has been optimized and has had a couple of bugs fixed.
    • Unit AI system has been optimized and should work as intended.
    • Veldonn Wizard
      • Now has a chance of dropping low-level scepters!
    • Veldonn Knight
      • Is now able to drop low-level shields.
  • Misc.
    • Reduced the amount of talent points to 1, from 15.
    • Cliff-detection algorithm improved to resolve the issue with players getting stuck.
    • Pathing blockers have been placed.
    • Increased creep respawn time from 15-30s to 45-60s.
    • Diciami has been promoted to Lord Evrette, removing his horse and remodeling his equipment.
    • Improved in-game initialization.
 
Level 7
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Messages
339
Inventory Interface
Confirmed fix for the black icon issue.

Still had it, and you should add in test items for the archer type class since it can't wear anything. I think whats causing it is the selection blue sfx thing that has an blank icon or something of that sort.

Theres also a bug with the creep groups where they become permanently invulnerable and unable to move. It happens when they chase you for long enough and don't return to their creep camp position fast enough or something like that.

In singleplayer the game is easily cheat-able through with greedisgood, iseedeadpeople, etc. (You might want to add some protection in for this eventually; maybe preventing single player codes on multiplayer.)

The archer is the weakest hero i think anyways, but it does have the phoenix darts skill with 65 damage it does seem a bit cheap for so much damage early on.

The arrows also don't hit if a unit is barely above the archer, which i saw that was kinda annoying. I didn't realize that I couldn't hit a unit on one of the dock-like porches until i was right next to him (The bandit mage was located at the start of the real bandit camp.) until the archer was at fairly low health.



I like this project somewhat, but it's taking quite a while to develop some stuffs it seems. It has great potential.

I'm curious can you explain a bit about how the resolution system works? I mean does it only change how the camera views the tree/inventory or does it also change the size of the icons? I think the resolution thing was mostly done to try to fix texttags right? I think multiboards are fine and not dependent on the resolution that much.
 
Level 11
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Apr 28, 2008
Messages
696
I noticed, that when you select a weapon in your inventory the weapon slots for main and offhand are highlighted. That is nice but rather useless, if your hero can't use the selected weapon. I.e. playing as ranger and selecting a 2h axe, will also highlight the weapon slots, even if you can't use that type of weapon.
 
Level 6
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Feb 10, 2008
Messages
300
If you still get the black icon issue, please post a comment detailing what you had done up to that point, and what you did when those icons started to (dis)appear.

Version: 1.3b (previous was 1.3a)
Release date: 2011-09-03
Download: link


  • Inventory Interface
    • Attempt to fix the black icon issue


Valid point there Thyrael, I'll fix that for the next version.
 
Level 7
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Dec 3, 2006
Messages
339
If you still get the black icon issue, please post a comment detailing what you had done up to that point, and what you did when those icons started to (dis)appear.

What i did was, move an item anywhere in the inventory. Literally anywhere. . .Thought it would be a bit more irritating if i explained it that way.

I'll test the new version and see if it occurs at all.


Edit: Looks fix'd to me !
 
Level 17
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For varying reasons, HeroSlayer has resigned from the team. We wish him well with his future endeavours, if any, in the field of game development/art/modding.
 

Gwy

Gwy

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I have still desyncs when the cinematic appears
so i cant follow the quest

all other things look very fine/ promising, and I like the spells
 
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