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Wargale: Era of Chaos

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WARGALE
Era of Chaos
Current version:
1.0
Introduction

Download here!

Wargale is a DOTA-inspired single player adventure game. Once you've chosen your character, you will embark on a journey filled with quests, bosses and much more!

Features
- 8 different Heroes, each with their own, unique, triggered abilities.
- 25 levels. The XP has also been altered to favor creeping.
- A gigantic world: this map makes use of all of it's available space. Every single nook and cranny has a use here!
- 6 factions, 5 of which you can join and fight for!
- Real-time progress: Factions that will improve over time.
For example: as they acquire more gold, they will be gaining new shops as well.
- Hero and unit AI: Some units will act differently every time you start a new game. This means no game will ever be the same!
- Over 15 Quests, each with their own unique objectives and rewards!
- Epic boss fights: Many of which have their own unique abilities as well!
- Custom music to set the mood of the situation!
- Strange new item uses, such as fusing, digging and bottling!
- A ridiculous amount of cinematics. 98% of which are skippable for veteran gamers.
- A pouch system: Allows your one Hero to carry up to 30 items!
- A talk system: Nearly every single passive unit in this game can be spoken to at anytime!
- An ability system: Use the avoid ability to tackle foes far tougher than you! Or use the combo ability to cause massive damage!
- Up to 7 endings: Based on how you play the game, the ending will vary quite a bit!
- And much more!

THE MAIN QUEST
Main Quest
The main quest of this game is to defeat the "Corrupted Leader", an entity that has taken control of half of a supposed "Heaven". Defeating him will not happen any time soon though: he is well protected in the early game. To aid you in this endeavor, you can join forces with the still safe portion of the Heaven. However, if you do not defeat him later in the game, he will most likely destroy the other portion of the Heaven with his forces, making it much harder to defeat him. But assuming you DO defeat him, the game will not be over! There is much more to this adventure than just that!
The Factions

The Factions
This is what this game is all about! There are 6 factions in this world, and 5 of them can be potential allies for you! To join with a faction, you must first find it's "Hiring Center". Once you do, all you have to do is pay a small fee and you can join their cause! Once allied with one, you gain certain advantages, such as a constant pay and access to their shops! But...keep in mind that while allied with a faction, your fate is tied to theirs. If they die while you are allied with them, so will you too! Make sure to protect the faction if it is in danger, otherwise it will be lost forever! You can leave the factions by usually traveling far away from them. The limits of how far you can travel without leaving them vary from faction to faction.

The Life Guardians

You can join these guys straight in the beginning! They are probably the most important faction of all, as their fate is essentially tied to the entire world's! If they lose, you'll have a much tougher time staying alive!

The Devil's Minions


These are permanent foes. You cannot join with them, and for a good reason! They are the enemies of the Life Guardians and MUST be defeated in order to proceed with the game!

The Human Alliance

The Alliance is another faction that can be joined relatively early in the game. They possess a wide array of people to speak to and a huge creep area as well! Their enemy is the Horde. :smile:

The Orcish Horde

This faction is a bit small compared to the others, but still offers quite a bit! The Horde possesses the Arena, a special area filled with a variety of opponents for you to fight! But don't forget about their opponents, the Alliance. :spell_breaker:

The Sentinels

The Sentinels have the lowest pay out of all the factions: a mere 6 gold each 12 seconds. To make up for this, they own an inn; the only usable one in the game, in fact! The inn is extremely useful for quickly restoring your life. Especially when it will be often low when you are fighting their enemy, the Scourge!

The Scourge

Perhaps the toughest faction to join early game, the Scourge is the largest faction of all, and possesses the biggest variety of shops as well. To top it all of, they have the highest pay out of all the factions: 9 gold each 12 seconds! But beware, the Scourge has the most ridiculous early-game creeps of all. And it is difficult to leave their faction.
Neutral factions

These factions couldn't quite make it as a real one. However, they still play a part in this game, albeit a slightly smaller one.
The Tauren
Found near the Horde, the Tauren are located in the most connected area in the world! They possess multiple underground passages for you to use at anytime.
The dwarves
The dwarves are located in the vast corner of the land, and have only recently arrived from the mountains in the far west. They can still provide you with a few unique items, however.
The goblins and trolls
No one seems to know where they hid away, but somewhere in this world, these guys are waiting for you to help them. And once you do, you'll be surprised how much they can help you!

The Heroes
The Heroes
The very first thing you must do when playing this game is to choose one of the Heroes.
Take heed: The one you choose will be the one you play as for the entire game. These Heroes do not share the same past, but they do share the same personality: don't be surprised to see that they all share the same dialogue.
The glass cannon Hero. Sel'kune is for those who wish to focus most of their efforts into damaging their opponents.
Abilities:
Thunder Shock - Throw a lightning ball, damaging your opponent and stunning him for a second.
Ice Wave - Create a frozen ice wave and throw it forward, causing damage to all opponents in a line.
Fire Ball - Throws a fire ball onto an enemy. The enemy and all those around him will then be burned, and lose life continuously for 15 seconds, as well as having a temporary defense decrease.
Elemental Shield - Ultimate. This makes the Sorceress nigh invulnerable for a short period of time. Note: "nigh invulnerable"; she can still be damaged, and "piercing defense" type moves will be unaffected.
The agile Hero. This guy is, as it says, an Assassin. However, for his abilities to really take effect, he needs to mark his opponents first.
Wound Dagger - Throws a dagger to an enemy. Causes decent damage to an unmarked target, but a marked one will be severely wounded.
Death Mark - Mandatory skill for this guy. Use it to mark a target. Bonus: A marked target cannot cast spells, and has reduced attacked power.
Cleaving Weapon - Gives you the ability to attack multiple enemies at the same time, though with limited strength.
Death blow - Ultimate. This gives a buff that will make your next attacks more powerful than before. If you attack a unit with the Death Mark, you will deal a great amount of damage, but will lose the buff.
A special Hero. This one possess abilities made for dealing with multiple foes at the same time, making this Hero a prime choice for faction fighting!
Freezing Claw - Freezes an opponent, damaging them over time. Frozen opponents can still cast spells, though!
Death Vacuum - Sucks up a maximum of 5 nearby corpses into the Hero's soul, restoring life and mana. If no corpse is nearby, it will steal some life from a nearby enemy unit.
Explosive Slinger - Grants an 8% chance to create a small explosion with your attack, dealing AoE damage around the target.
Meteo - Ultimate. Summon meteors over an area, dealing massive AoE damage.
The cunning Hero. This guy, despite being strength oriented, has the most de-buff oriented abilities of all.
Earth Slam - The Hero slams the ground in front of him, sending anyone in range up into the air, damaging and stunning them.
Spell Curse - Curses a unit with a spell hex. The unit will take damage over time until it casts a spell, but when it does, it will take even more damage.
Feedback Blade - Each of your attacks now combusts mana, dealing damage.
Forbidden Hex - Ultimate. Causes random effects, including slow, crippled, mute, weak, sap, blind and break.
A creature known for its incredible resilience. Eril'patr'ra used to help the Scourge, but has recently decided to break all ties with them so that she can rest peacefully for some time.
Chain coil - Send forth a death coil towards an enemy unit. The coil will damage up to four units, dealing full damage to all of them. Affects Undead units like all others.
Frost claw - A slowing attack. The de-buff lasts 1 to 4 seconds, depending on your level and whether the enemy is magic resistant.
Spiked carapace - Increases your defense, and melee attackers will be damaged by a small percentage when they hit you.
Mass impale - The Crypt Lord buries itself into the ground, and shakes the very land around it. This greatly stuns and damages all the units around the cast point.
An old druid with little sociability. Grizzwald spent many of his days alone, searching for his meaning in life.
Shock nova - Basically a re-skinned frost nova. Damages a target unit, and damages all the units around the target as well. This will also slow them.
Mana shield - Creates a mana shield to increase your durability. The mana shield uses your mana to stay effective.
Bash - Gives you a small percent chance to stun opponents.
Bear form - Turns you into a bear for a short period of time. The bear attacks faster and has more life than your normal form.
An experienced Troll doctor. Viel' lage has always seeked the world's greatest treasures and spells. Once his tribe decided to leave the land, he refused to join them, instead choosing to stay behind to fulfill his own goals.
Mana burn - Burns an enemy unit's mana. The mana combusts, damaging said unit.
Snake ward - Summons 1/2/3 wards. The wards are weak and cannot move, but have a ranged attack and are magic immune.
Troll regeneration - Boosts both hit point regeneration and your agility.
Evil Gale - Summons an immovable tornado for a short period of time. The tornado is invincible and will damage any unit near it, as well as slow them.
A drifter of the Alliance's paladins. Roland has been depressed ever since he failed one of his missions. He has since then been seeking a way to redeem himself.
Rejuvenate - Heals a targeted unit, including yourself. The healing heals a preset amount of life over 15 seconds.
Peacemaker - Pacifies a unit, preventing it from hitting with any physical attacks for a few seconds. Pacified units can still cast spells.
Brave aura - Basically an edited Endurance aura.
God's Will - Gives Roland a massive power and defense boost for 30/45/60 seconds.

Misc game stuff
The game is pretty decent in terms of difficulty...assuming you know what you are doing. Because it is otherwise UNFORGIVING. If you die, it's GAME OVER. There is not one instance this game will forgive you for dying, and therefore you should SAVE OFTEN, especially when you are about to visit a new area, or about to take on a boss. There is nothing that can be done about this, it's how the game works.


Any resource cheats (such as "Greedisgood") and "whosyourdaddy" cannot be used in this game (It's an instant game over if you use them). To make up for this, the game has some of it's own cheats, including:
-maxpower = instant level 25
-ilovegold = +2500 gold
-life = Fully restores both life and mana.
-wishuponastar = Gives you a Wand of Wishing
Please note though, that using any of these cheats nets you the Bad ending.
The "Iseedeadpeople" cheat is fine, but not recommended.


The map is complete!



Version 1.00 Added gold rewards for killing earthly, opposing faction heroes.
Added some new items.
Elapsed game time is now displayed. Minutes/Seconds in the first hour, then Hours/Minutes onward.
Heroes now start with their own respective items.
After some time/events, chaotic units will spawn every once in a while around the map, causing destruction and chaos.
Fusion centers (now known as Magicks center) now sell wands.
Most creeps will not spawn if you are nearby their spawning point.
Combo system has been revised - the damage dealt is now based on your agility.
For reference, the old system used 7 as it's base combo damage, with a maximum of 63 bonus damage dealt on one hit.
The new system uses (Triggering unit agility/4). A unit with 100 agility therefore has 25 base combo damage, with a maximum of 225 bonus damage dealt on one hit. Therefore this is a huge buff for the late-game usage of this ability.
Please keep in mind that sub-28 agility heroes still have 7 as their base combo damage, as it is the minimum.
Almost all consumables can now be stacked up to 99 charges.
Wishing has been added. Yes. WISHING.
Added many new customized icons.
Fusion scrolls are now "usable", so YOU can decide when to fuse your items.
Cave of Secrets got a slight revision. When attacking, strength is now taken into the equation.
One of it's glitches has also been fixed. Sorta.
Terrain has received some improvements and variety.
Score system added. See how high you can score.
Included some new mini-games. Try visiting the sewers or ogre mountain later in the game to find them!
Added horses, check your menu for more information.
Consumable items can be used on units other than yourself, including enemies. This is called feeding.
Added 2 new Quests: one for the Tauren and the other for the Dwarves. Both become available at level 10.
Nerfed the first Dimensional Creature in "Hell": it only has 50% health now. This is to make that specific section of Hell a bit less aggravating.
Items are now properly set-up for "random choosing".
Horses can drop any kind of random item, but higher quality items are far rarer.
Blode's rematch fight added! Come prepared - this is easily one of the toughest fights of the game.
The next-to-last room of Hell has been replaced with a boss fight. Flareus if he is still alive, otherwise DGC/Dragonspawn2/Demozorgan, depending on difficulty.
After 7 months, the best Ending has been finally added! The true Final Boss awaits at the end!
Version 0.99 The multiboard now displays the current in-game day of the week.
To encourage game experimentation, exclusive quests have been added to each faction ('cept the LGs). These quests can only be accessed by defeating the opposing faction.
Thanks to some feedback, a few glitches/oversights were fixed.
Some weather effects will now appear depending on which day it is.
The donation event is now available. Donate money to the Archmage to create a new Crystal Tower!
4 new endings have been added! The "Best" ending has yet to be added though.
Fruits, salves and some other healing items are now cheaper.
Potions of healing (and greater healing) can now be stacked up to 10 times.
Quest-givers now have a "!" above their head when they are ready to give a quest.
Note that some quest-givers might still give you a quest, even without a "!".
Version 0.98 "whosyourdaddy" cannot be used anymore. To compensate for this, the game now has it's own set of cheats.
Made a few improvements over the looks of the factions. This is especially noticeable with the Alliance.
Hard mode added.
Auction event added.
A new Gogera Quest has been added.
4 new Heroes added. These are most likely going to be the only new heroes in a long time.
Some other small changes.
Version 0.97 Nerfed the Creep Zombies outside the Scourge's faction.
The Elven Assassin's Ultimate has been revised: it now deals extra damage as long as he has the buff, and deals a "final" blow when a target has the Death Mark.
Combo ability added; you can now cause additional damage by timing your attacks. Consequently, the attribute ability has been removed.
Flareus' Blazing Flames Skill should no longer damage his allies.
The Cave of Secrets is now available.
The 4th, and last, Devil fiend has been added.
Easy mode added: This mode increases your beginning stats and experience gain rate. Beware, though; it will prevent you from getting certain endings in future versions.
Some other small changes.
Version 0.96 An oversight about the Devil's minions rescinding trigger (When they defeat the Life Guardians) would make it impossible to defeat the Corrupted Leader. This has been fixed.
Death Vacuum no longer works on Hero and structure corpses. Morever, it will now only work on a maximum of 5 corpses at a time.
The Devil's portal now requires to be destroyed, as opposed to previous versions where you had to merely wait for it to die out.
New tome of recipes added.
Ability point system has been added.
Avoid ability added to all Heroes.
One new quest was added.
Some music themes have been un-compressed, improving their quality.
Some other small changes.
Version.0.95d: Generic faction units have improved dialogue.
Additional fusion recipes and items.
The Life Guardian's Archer and Huntress units have now gotten a model change. They are also now called "Spirit" and "Warrior's Spirit".
2 Special Quests added: "Peace quests" that make the factions enter defensive mode without the need of destroying it's rival.
New skills for some bosses.
Some areas are now much more populated with doodads.
Sel'kune's ultimate has been slightly buffed - it now removes negative buffs, as well as quickly restoring her life.
Fixed the Tome of Recipes - 3.
Some other small changes.


Some of the content used is made by Nintendo, Square and Konami.
Vexorian's map optimizer was used for previous versions (1.00 and upwards are unprotected).
And I'd like to also give thanks to this site and World Editor tutorials for teaching me how to use GUI better, not to mention teaching me about memory leaks. :thumbs_up:

This is still an ongoing project, so expect new versions every now and then.
You can edit your own stuff as well, since the map is unprotected, but beware when changing stuff, since a lot of triggers rely on each other.
Please report any glitch/typos/mistakes to me as well. And I would like some feedback too! Have fun! :cool:

Download here!


Pictures don't do this game justice! :cool:
 
Last edited:
Level 18
Joined
Oct 25, 2006
Messages
1,171
I did not read your whole post. Some of your ideas (factions evolving, differents ends) are rather good.

But I looked at your terrain and I dont know if this is your final terrain but it really needs work.
 
Level 3
Joined
Oct 6, 2009
Messages
41
Thanks for the feedback!

About the terrain, I can say that no, it is not "final", just as the game isn't.
However, as I said before in the first post: "The map is not supposed to look realistic". The map is extremely boxed-in as it is, and I can barely run it with my computer. Not only that, but there are things that I must consider when changing the terrain on this map.

Moreover, I'd rather focus on gameplay issues and missing gameplay events right now, since that is what the game is about.

Still, if you have any suggestions, I'd love to hear them. :thumbs_up:
 
Level 3
Joined
Oct 6, 2009
Messages
41
Update: Version 0.95d is out! :grin:

Changes: Generic faction units have improved dialogue.
Additional fusion recipes and items.
The Life Guardian's Archer and Huntress units have now gotten a model change. They are also now called "Spirit" and "Warrior's Spirit".
2 Special Quests added: "Peace quests" that make the factions enter defensive mode without the need of destroying it's rival.
New skills for some bosses.
Some areas are now much more populated with doodads.
Sel'kune's ultimate has been slightly buffed - it now removes negative buffs, as well as quickly restoring her life.
Fixed the Tome of Recipes - 3.
Some other small changes.

Download at the bottom of the OP. And more comments/feedback please!

Also, since some areas have been updated, I'll try to get some new screenshots of the areas as well.
 
Level 3
Joined
Oct 6, 2009
Messages
41
Update: Version 0.96 is ready. This version fixes some rather nasty game-breaking glitches I wasn't aware of. :hohum:

Changes: An oversight about the Devil's minions rescinding trigger (When they defeat the Life Guardians) would make it impossible to defeat the Corrupted Leader. This has been fixed.
Death Vacuum no longer works on Hero and structure corpses. Morever, it will now only work on a maximum of 5 corpses at a time.
The Devil's portal now requires to be destroyed, as opposed to previous versions where you had to merely wait for it to die out.
New tome of recipes added.
Ability point system has been added.
Avoid ability added to all Heroes.
One new neutral quest was added.
Some music themes have been un-compressed, improving their quality.
Some other small changes.

As usual, more comments/feedback would be appreciated.
 
Level 5
Joined
Nov 6, 2009
Messages
185
You said it will be like 'your own DotA', but this game doesnt seem to be a dota type of game xD. Anyway, lets see now... Good features, and lots of em. Gameplay, i get the point but it is a little boring, maybe put in like you must get special weapon attainable by killing boss to kill the 'corrupted leader' or something, makes it more interesting. Terrain needs working on, very plain and dry, go look around the terrain tutorials, there are plenty. I like the factions, very nice idea. Overall, still could use working on. :) +rep!

EDIT*
Sorry forget to look at your first comment, boxed out game terrain arnt nice to play, unless of couse they are TDs. :)
 
Level 1
Joined
Dec 1, 2009
Messages
5
Hi Whitehawk I'm new to this forum and I have registered just to post my thoughts about map.

After playing for 10+ hours (with Jaina Proudmoore) I've destroyed devils minions, night elfs and human.

My problem now is that I still have no idea how to defeat devil nor found any hints on how to learn more about his plan (read all the books from pandarens place & absorbed Gogera who told me that now I'm strong enough to defeat Devil).

I've played using iseedeadpeople because i found it more enjoyable that way (no way i would see second part of the item near ogre if i didn't use cheat).

My suggestion is that recipes from the books should added as new windows in quests menu because it's irritating to click every time with 10 sec cooldown (this also applies for history books).

And Gogera, Necromancer, and Grom Hellscream should give quests every time you talk to them because most of the time I thought that I've finished questing for them just to return few days later and see that I can do more missions.

All in all i can write a detailed feedback about map (these thing are just first that crossed my mind) but please first help me finish it.

Edit :Just finished it; I was just one talk away from finishing it good last time. GG
 
Last edited:
Level 3
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Oct 6, 2009
Messages
41
Version 0.97 is here. This version adds an area previously unavailable; the Cave of Secrets! The cave messes with a LOT of gameplay mechanics, and is practically an entirely different game when accessed. :grin:
It's also the reason this update took a bit longer than usual. :hohum:
Changes: Nerfed the Creep Zombies outside the Scourge's faction.
The Elven Assassin's Ultimate has been revised: it now deals extra damage as long as he has the buff, and deals a "final" blow when a target has the Death Mark.
Combo ability added; you can now cause additional damage by timing your attacks. Consequently, the attribute ability has been removed.
Flareus' Blazing Flames Skill should no longer damage his allies.
The Cave of Secrets is now available.
The 4th, and last, Devil fiend has been added.
Easy mode added: This mode increases your beginning stats and experience gain rate. Beware, though; it will prevent you from getting certain endings in future versions.
Some other small changes.

I also added an easy mode for those who find the game too unforgiving in the beginning. Beware though, in future versions, easy mode will make some endings unavailable, such as the best one. (When it will be available)

Oh, and one last thing: to access the Cave of Secrets, you need to be at least level 18. Just something to point out.
 
Level 3
Joined
Oct 6, 2009
Messages
41
Version 0.98 has been out for a while, but I had to hold out on updating this thread because I wanted some updated pics. (The current ones are really out of date :hohum:)

Changes: "whosyourdaddy" cannot be used anymore. To compensate for this, the game now has it's own set of cheats.
Made a few improvements over the looks of the factions. This is especially noticeable with the Alliance.
Hard mode added.
Auction event added.
A new Gogera Quest has been added.
4 new Heroes added. These are most likely going to be the only new heroes in a long time.
Some other small changes.

Also, Aquafresh, I didn't see your post. :eekani: Sorry for being so late for answering, but better late than never, right?

Anyway to answer your questions:
My suggestion is that recipes from the books should added as new windows in quests menu because it's irritating to click every time with 10 sec cooldown (this also applies for history books).
I can see how it can get annoying to click everytime for a recipe/history book, but I'm not too sure if I can get the read recipes into a Quest box without complex triggering. I might try to do so later though.

And Gogera, Necromancer, and Grom Hellscream should give quests every time you talk to them because most of the time I thought that I've finished questing for them just to return few days later and see that I can do more missions.
The problem is that their quests are storyline related, so I can't make them give them all at the same time without breaking their story AND revising tons of triggers. But you're right about them giving quests at strange paces: they sometimes only give their follow-up quest after a wait period/a different quest is completed. I'll try to make it so that Questgivers have a "!" above their head when they are ready to give a quest.

Glad you played the game to the fullest btw. :grin: If you (or anyone else) have anymore questions/feedback, feel free to give some!
 
Level 1
Joined
Dec 31, 2009
Messages
2
Hello I've played your game for a little time but It said to post here if we would find any glitches. I don't want to be a pain but I really liked your game. So far I've found 2 glitches. The first one is in what I suppose is Gogera's last quest. When I go to talk to the goblin (having already obtained the parts from the glitched engines, although I think I'm only supposed to use one) but he won't even talk to me this time when I press the talk button.
The second glitch I'd like to point out is one at the cave of secrets (I think that's what it's called sorry if it isn't ^^UU) When I killed the harpy it drops the devil weapon but three harpies remain there and won't allow me to either kill them or pick the weapon.

Well I think that's all. Good luck and keep the good work :thumbs_up: .
 
Level 3
Joined
Oct 6, 2009
Messages
41
Hello I've played your game for a little time but It said to post here if we would find any glitches. I don't want to be a pain but I really liked your game. So far I've found 2 glitches. The first one is in what I suppose is Gogera's last quest. When I go to talk to the goblin (having already obtained the parts from the glitched engines, although I think I'm only supposed to use one) but he won't even talk to me this time when I press the talk button.
The second glitch I'd like to point out is one at the cave of secrets (I think that's what it's called sorry if it isn't ^^UU) When I killed the harpy it drops the devil weapon but three harpies remain there and won't allow me to either kill them or pick the weapon.

Well I think that's all. Good luck and keep the good work :thumbs_up: .
The first one I'm already aware of. I have that fixed for 0.99

The second one...I have 2 triggers dedicated to removing the harpies. :confused: I find it strange that they still remain...also, could you point out what you did when at that area? It never happened to me before...

Still, if the harpies are that much a problem, I'll create a trigger dedicated to eliminating them, and it will loop forever until it works! :mwahaha:

Seems interesting from the way you presented it. The Terrain in screenshots, however, are somehow bland. I'm just hoping that it won't be the final terrain.
To be quite frank, the screenshots do this game no justice. Besides most of them being out of date, the map has a tight-spaced design, which results in poor draw distance in some cinemas as well as specific camera angles during scenes. Nevermind the terrain difficulties I've encountered.

The terrain isn't final though. I've been reading some terraining tutorials but I've found most of them to be quite useless for my map.
 
Level 16
Joined
Nov 30, 2009
Messages
2,073
Oookay. Tested it once and there's a bug on training center. The second time i went to train my character, the first round ends abruptly with the spider (Yes. Beginner's Training) just dead because of nothing. Also, capitals in names needs fixing (For example, The Elf commercial girl). And where could i get to the Elven Forest? Even with iseedeadpoeple, i still don't see a passage to go there.
 
Level 3
Joined
Oct 6, 2009
Messages
41
Oookay. Tested it once and there's a bug on training center. The second time i went to train my character, the first round ends abruptly with the spider (Yes. Beginner's Training) just dead because of nothing. Also, capitals in names needs fixing (For example, The Elf commercial girl). And where could i get to the Elven Forest? Even with iseedeadpoeple, i still don't see a passage to go there.
I haven't tested the training center recently...I wouldn't be surprised if it's triggers were still faulty, especially with the introduction of the new heroes. :hohum:

Also, the Sentinels' forest is accessed by going through the portal south-west of the Life Guardians.

And finally, the capitals in some names were done on purpose. (Elf commercial girl is probably going to get a name change though, she's got an actual name: Strawbetty)
 
Level 1
Joined
Dec 31, 2009
Messages
2
The second one...I have 2 triggers dedicated to removing the harpies. :confused: I find it strange that they still remain...also, could you point out what you did when at that area? It never happened to me before...

Killed the funky looking gate, found the harpies, fought the red ones, killed the big one... I think that's pretty much it. Then the weapon drops but they remain there.

I hope this is useful.

Cya :grin:
 
Level 3
Joined
Oct 6, 2009
Messages
41
All right, to solve the harpy issue, I added a trigger that will always attempt to remove their type of unit (when it needs to), and will loop forever until it sees that they are all gone.

For the training area problem, I made a trigger that allows you to manually escape the area if you ever get stuck (although it shouldn't ever happen now...).

Of course, these changes will not take effect until 0.99 is released. Also, I have to test these changes to make sure they work, and don't mess up the game even more. :hohum:

And finally, updated the OP with the new Heroes' information. Some of the pictures are still out of date btw. :bored:
 
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Okay. I think i know the reason behind the mysterious deaths on the Training Center. It must be the Arcane Tower on the Night Elf's base. Either you reduce the range or remove it or place it on another place.
 
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Okay. I think i know the reason behind the mysterious deaths on the Training Center. It must be the Arcane Tower on the Night Elf's base. Either you reduce the range or remove it or place it on another place.
I already changed it so that the trigger recognizes the kill even if it wasn't by the player's hand.

Turning "iseedeadpeople" off would also help. :wink:
 
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Heaven got destroyed while i was fumbling around with the factions. Now at level 25, all I can do is fight those ridiculously OP infernals guarding 4 towers. I killed a whole bunch of them but they seem to be respawning. Can I finish the game at this point? They are too strong to take on more than 2 at a time and recovering takes alot of time even with 4x 3hp per sec rings

Also, the harpy guards in the secret cave stay on the map when defeated and bar the way to the sword.

Another note - the quests reward str-based heroes too heavily as opposed to almost nothing for casters, at least from what ive seen. And the map also makes it essential that you get massive amounts of hp-regen. They are also your only source of constant healing during boss battles. I carried 1 pouch with 5x kegs of +3hp/75mana regen and its pretty much everything you have at your disposal as healing, since you cant stack potions, the consumables cannot be used in combat, because they regen too slow, cant stack and cost a bitch compared to the lousy amount of hp they restore.
 
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Awesome!

4 hours of my life doing every quest I could get and I landed the bad ending. Just how much more can I find out about the person referenced? I did his crappy quest and talking to him afterwards did not yield any other quests.

The grievance below contains a SPOILER:





After beating the demons with the naga, I could go 2 paths, first time went northwards and got the fight with the wizard, loaded and went the eastern path, then couldnt get the wizard fight.

If this is tied to getting the bad ending, I say its stupid that you base getting good/bad ending on pure chance. There is no puzzle, no condition, you simply play until you realize that the door that you cannot open anymore screws up your ending. I mean I could see how you may punish players for not being inquisitive and poking everywhere, but why the hell do you bar them from exploring such an important plot-related detail, simply because they chose to explore the eastern part of the road fork?? What is the logical explanation for which I am punished for choosing to explore 1 of the two paths first. And what is the logical explanation that the other door is locked afterward?
 
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Level 1
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Awesome!

4 hours of my life doing every quest I could get and I landed the bad ending. Just how much more can I find out about the person referenced? I did his crappy quest and talking to him afterwards did not yield any other quests.

The grievance below contains a SPOILER:





After beating the demons with the naga, I could go 2 paths, first time went northwards and got the fight with the wizard, loaded and went the eastern path, then couldnt get the wizard fight.

If this is tied to getting the bad ending, I say its stupid that you base getting good/bad ending on pure chance. There is no puzzle, no condition, you simply play until you realize that the door that you cannot open anymore screws up your ending. I mean I could see how you may punish players for not being inquisitive and poking everywhere, but why the hell do you bar them from exploring such an important plot-related detail, simply because they chose to explore the eastern part of the road fork?? What is the logical explanation for which I am punished for choosing to explore 1 of the two paths first. And what is the logical explanation that the other door is locked afterward?

Look at my first post; I had same problem and I don't want to put spoilers here.

Also Whitehawk I'm hoping for 1.0 version to replay the map again. And maybe you can tell me how to put factions in friendly mode eg. stop the fighting.

Also regarding "!" signs above questgivers search for the map called "the Wreckage" - maker implemented this function in that map.
 
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If this is tied to getting the bad ending, I say its stupid that you base getting good/bad ending on pure chance. There is no puzzle, no condition, you simply play until you realize that the door that you cannot open anymore screws up your ending. I mean I could see how you may punish players for not being inquisitive and poking everywhere, but why the hell do you bar them from exploring such an important plot-related detail, simply because they chose to explore the eastern part of the road fork?? What is the logical explanation for which I am punished for choosing to explore 1 of the two paths first. And what is the logical explanation that the other door is locked afterward?
Whoa! Some deep feedback here! :thumbs_up:

Sorry for the trial & error ending, but I haven't implemented a way to make it not too obvious to the player that they were about to miss on the "good ending" fight yet, namely because the good ending hardly changes much for now (You just get an escape sequence).
BUT you do raise a good point, it currently makes little sense how the path you choose decides your fate. I'll see if I can't add a warning/scene that tells the player that they should check the north door first. I'll also try to make it so that the "wizard's" quest actually makes more sense to do, since it hints at nothing about what it really rewards you with.
It gives you the opportunity to fight him when you're in Hell.


I agree about the HP regen items being overpowered. :hohum: It's probably because of the lack of insta-healing items, as well as the general expensiveness of the current ones. I'll adjust pricing accordingly, and add some better healing items.
Not sure if I'll implement potion stacking this late in the development, but I'll look into it.

The harpy glitch is fixed for 0.99...well, hopefully. I've never seen it myself, so I'm not sure what caused it in the first place.

Finally, the wizard makes it abundantly clear that if you let the Heaven die, the world will be doomed. The overpowering force of the dimensional creatures was to make sure that the player was punished properly for not heeding his words.

And yes, they do spawn endlessly. :xxd:
Every 5 minutes until you destroy the four towers. :mwahaha:
It is very possible for the game to be unwinnable if you aren't leveled up enough in this case.

Anyway, hope that answers all your questions. More feedback is always appreciated!


Oh! And Aquafresh, the "peace quests" are available only once you do all of the quest lines of the opposing factions. Once you do, one of the quest givers will start the quest.
 
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The harpy glitch is fixed for 0.99...well, hopefully. I've never seen it myself, so I'm not sure what caused it in the first place.

Hi, I encountered the Harpy glitch as well. I'd very much to complete the Demon weapon assembly. Can you release 0.99 and also, do you know if I'll be able to load a save point from the .98 version so I don't have to play the entire game again just to pick up the Demon Blade?

Thanks. It's been enjoyable so far! My only suggestion would be to add the ability to key forward through the dialogue of the cut scenes so that you can read them faster; they're pretty slow.
 
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Sorry for the long wait!

I only started working on the new models recently, as it took quite some time for me to get the hang of it. Unfortunately, this means I had to cut out the new boss fight from 0.99. It will be ready for Version 1.00.

Anyway, changelog for this version:
-The multiboard now displays the current in-game day of the week.
-To encourage game experimentation, exclusive quests have been added to each faction ('cept the LGs). These quests can only be accessed by defeating the opposing faction.
-Thanks to some feedback, a few glitches/oversights were fixed.
Some weather effects will now appear depending on which day it is.
-The donation event is now available. Donate money to the Archmage to create a new Crystal Tower!
-4 new endings have been added! The "Best" ending has yet to be added though.
-Fruits, salves and some other healing items are now cheaper.
-Potions of healing (and greater healing) can now be stacked up to 10 times.
-Quest-givers now have a "!" above their head when they are ready to give a quest.
Note that some quest-givers might still give you a quest, even without a "!".

Tested this version only a few times, so there may be a few oversights.

Also, this version bumps the number of endings from 2 to 6! :grin:
Although, don't expect much from these new endings, they're basically extensions to the "normal" one.
(In case you're wondering, the new endings appear depending on which quest lines you've completed first, and the survival of the earthly factions)

Anyway, version 1.00 is next! Of course, I have my hands full right now, so don't expect it anytime soon. :sad:
That being said, 1.00 WILL have the following:

2 new boss fights with custom models
The best ending
New mini-games/events
Neutral faction quests
...and maybe a new custom hero!

Until then, feedback is always appreciated!
 
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Went to the cave of secrets after seeing the new version and yeah, all the bugs are still there. The abrupt fight end after 1 round then having to fight both enemies at once ( i had to fight the water thing and the gate at the same time) and of course the harpies that dont disappear.

Time well spent.

As a side note - how hard it is to just make the harpies NOT block the way to the weapon? Why not just place them at the middle of the room so you can go around them? I that that solution was obvious.

I played the game with every character now and I cant figure out 2 things: 1) how long do I have to wait before the archmage gives me the second quest 2) where is the third solar crystal?
 
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Went to the cave of secrets after seeing the new version and yeah, all the bugs are still there. The abrupt fight end after 1 round then having to fight both enemies at once ( i had to fight the water thing and the gate at the same time) and of course the harpies that dont disappear.

Time well spent.

As a side note - how hard it is to just make the harpies NOT block the way to the weapon? Why not just place them at the middle of the room so you can go around them? I that that solution was obvious.

I played the game with every character now and I cant figure out 2 things: 1) how long do I have to wait before the archmage gives me the second quest 2) where is the third solar crystal?
What?! Are you serious? :nw:
...I'm honestly flabbergasted. The glitch must be caused by the map optimizer or something, because I have NEVER seen that glitch happen to me, and I have 2-3 triggers that are supposed to make sure this oversight does not happen.

...anyway, since that's the case, I'll remove the front harpy for version 1.00, which SHOULD finally fix the problem. I'm sorry for those still subjected to this glitch, honestly, I never thought the position of the harpies would be THAT much of a problem.

The archmage gives you his "second" quest after you've completed the "Ghost hunt" quest, given by a woman just below his position. It has nothing to do with waiting (Even though he says so).

The 3rd solar crystal...well, I'm guessing you already have the ones from the succubus and ogre mountain. The last one is in Hell. It's in the very first section, somewhere in the middle, between some rocks.

Also, there are invisible shades inside the Undead faction that tell you the location of the Solar Crystals, as well as some other secrets.

This seems like a pretty good map :)
I'd offer to do terraining/testing, but my Wc3 is bugging :(
So, do you need a loading screen or something? :p
Thanks for the offer, but I already have one. I can't really think of anything I might request.
 
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Alright, I know I said that I'd fix the harpy glitch (AGAIN) for version 1.00, but I just said "Screw it" and removed the front harpy just now.

Newest uploaded version has only two harpies, and they are distanced from the location where the devil's blade should spawn. Even if they now stay, they should not be blocking the way to the item in any manner.

That being said, if the 2 remaining harpies still somehow remain, I'd like to know. In fact, if anything seems "off", I want to know. If such a mistake could persist so often, there may be others.
 
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Off I go to see what will happen, then. Gona have to level to 25 again, but will be worth it to finally sate my curiosity just how powerful the weapon is. Another thing Im curious about - the orc champions letter says he'll be back, but im pretty sure he never does, as I have killed him in every game and he never shows up. Whats the deal with that?

Also, magic damage resistance does not reduce boss spell attacks - is that intended?

As a suggestion: it would be nice if you add a specific bounty for killing (I.E. finishing blow) an enemy faction hero.

Another bug in cave of secrets, i think its introduced by this version - Enemy health does not always drop when you score a hit. You hear the damage landing, you see a number but the health if the opponent doesnt lower. I cant get past the death gate because 1/3 of my hits miss and another third of them dont register damage properly

And yes, the 2 hapries remain still after death.
 
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Level 3
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Off I go to see what will happen, then. Gona have to level to 25 again, but will be worth it to finally sate my curiosity just how powerful the weapon is. Another thing Im curious about - the orc champions letter says he'll be back, but im pretty sure he never does, as I have killed him in every game and he never shows up. Whats the deal with that?

Also, magic damage resistance does not reduce boss spell attacks - is that intended?

As a suggestion: it would be nice if you add a specific bounty for killing (I.E. finishing blow) an enemy faction hero.

Another bug in cave of secrets, i think its introduced by this version - Enemy health does not always drop when you score a hit. You hear the damage landing, you see a number but the health if the opponent doesnt lower. I cant get past the death gate because 1/3 of my hits miss and another third of them dont register damage properly

And yes, the 2 hapries remain still after death.
Blode (the Orc champion) never comes back, but I plan on introducing him in a secret boss fight in a later version. I plan on adding a tournament mode to the Orc's arena, so he might fit in then.

Not all boss abilities damage you with magic. Some abilities, such as Belrandes' crush attacks, damage you physically.

Also, the cave of secrets' "hit" bug has always been there, I just don't know how to fix it. I've thought about using it to my advantage, actually. Every time the glitch happens, you would deal extra damage to all enemies, kinda like a critical hit.

Missing is based on your character's intelligence, by the way. I think 75 int is enough for a 100% hit rate.

As for your suggestion, I might add gold rewards for killing enemy faction heroes.

Oh and as for the harpies...well, it's probably the map optimizer.
I'll try to see if manually removing the harpies would work...
At least they aren't obstructive now. :hohum:
 
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I've only been giving bug feedback so far and I feel I forgot to mention how much I enjoy the map. Which should be self explanatory by the fact that I've played every but 2 characters to the end. Original Idea, awesome map, keep it up.

Also if you will be making another RPG, I'd love to know about it.

1 thing regarding your new endings: If i complete 2 factions post-sworn-enemy-destruction quests, how do I know which ending will I get?

Thanks to you i assembled the solar crystal, but apart from the stat bonus i cant figure out what it does. the USE function does not grant any obvious bonuses. If you dont hold it a secret in high regard, perhaps you could PM me with its full functions?
 
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Level 3
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I've only been giving bug feedback so far and I feel I forgot to mention how much I enjoy the map. Which should be self explanatory by the fact that I've played every but 2 characters to the end. Original Idea, awesome map, keep it up.

Also if you will be making another RPG, I'd love to know about it.

1 thing regarding your new endings: If i complete 2 factions post-sworn-enemy-destruction quests, how do I know which ending will I get?

Thanks to you i assembled the solar crystal, but apart from the stat bonus i cant figure out what it does. the USE function does not grant any obvious bonuses. If you dont hold it a secret in high regard, perhaps you could PM me with its full functions?
If you complete two opposing quest lines, whichever one you completed first decides your ending. If your original quest line's faction dies, however, the game checks to see if you did any other quest lines, and chooses the first ending it comes across then.

Solar crystal set abilities: +10 to all stats, +50% magic resistance, +50% mana regeneration and an instant cooldown refresh ability.

In my experience, the Solar crystal set is basically for double ultimates. Try not to use it too quickly in some cases though. Some ultimates are GUI-triggered, and may end up being wasted/glitched if used too quickly in succession.

Anyway, don't know if I would make another RPG. I've thought about doing a map using only a revised Cave of secrets battle system, but haven't really had any inspiration to get it off the ground.

And if I ever make another custom map, it will never be as big as this one. It'll probably be a small campaign consisting of a few 5-10 minute maps.

Of course, first, I'll finish this map. This may take some time though, I haven't touched the map a lot because of college. My semester ends in April, so things may pick up then.
 
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Just a small update on my current progress work for version 1.00 so far.

-Added gold rewards for killing earthly, opposing faction heroes.
-Added some new items.
-Most chargeable items can now be stacked up to 99 times. (Sorry for not implementing this sooner, btw. I just found out how easy the trigger for this was.)
-Elapsed game time is now displayed. Minutes/Seconds in the first hour, then Hours/Minutes onward. (This replaces the food display.)
-Heroes now start with their own respective items.
-After some time/events, chaotic units will spawn every once in a while around the map, causing destruction and chaos.
-Fusion centers (now known as Magicks center) now sell wands.
-Most creeps will not spawn if you are nearby their spawning point.
-Combo system has been revised - the damage dealt is now based on your agility.
For reference, the old system used 7 as it's base combo damage, with a maximum of 63 bonus damage dealt on one hit.
The new system uses (Triggering unit agility/4). A unit with 100 agility therefore has 25 base combo damage, with a maximum of 225 bonus damage dealt on one hit. Therefore this is a huge buff for the late-game usage of this ability.
Please keep in mind that sub-28 agility heroes still have 7 as their base combo damage, as it is the minimum.
-Wands of Wishing added. Yes, this is as good as it sounds. :grin:
-Added many new customized icons.
-Fusion scrolls are now "usable", so YOU can decide when to fuse your items.

..pretty much all the stuff is there, although I also did a few other small changes (typo fixes, balance).

Again, these changes are not implemented into the current uploaded version, this is just to show my current progress on Version 1.00. I still have much to do, so it probably won't be ready until at least May.
 
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Haven't touched the terrain yet. :bored:

Although, I did think about updating the trees and some other doodads with new models.

That being said, terrain is low priority, so I probably won't touch it until I'm almost done. And sorry for no pics for current version, I always seem to forget to take some. Heck, the OP still has pics from version 0.95. :ugly:

If you have some recommendations, I'd like to hear them.
 
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Oh.

Well, the problem is that I can't use anymore tilesets. :hohum:
The editor only lets you use a number of them at a time.

I think there's a mod that lets you get around that, but until I find it, terrain is going to need some suspension of belief for a bit more time.

Although, if I do find it, rest assured that I will make the best of it. :thumbs_up:
 
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New 1.00 update.

-First of all, I have good news: I downloaded the NewGen Editor, which allows me to use up to 16 tilesets! The terrain has received various improvements thanks to that.
Unfortunately, the program does not let me use new cliffs, which is something I could really use. Still, I gotta work with what I got.
-Cave of Secrets system revised. Now when your character attacks, his/her strength is taken into the equation, meaning you can deal a lot more damage than before. Also, I "fixed" the miss glitch: when it happens, your character does a critical instead, dealing a bit more damage to ALL enemies.
-Score system added. When you finish a game on any ending, you will be given a score based on your performance, such as how fast you completed the game, how much ability points you used, etc.
You will also be told if you did a conduct, such as completing the game without ever joining a faction(yes, this is possible).
Note that cheating nullifies your score. Wishing also carries a massive score punishment.
-I included 2 new mini-games.
The first one can be found in the sewers after the 4th Alliance Quest is complete(the one with the boss battle).
The second one is found in the quiz chamber of Ogre mountain AFTER you completed it once.
Both mini-games give a glyph of experience(+3 to all stats) as a top prize, so
it's worth it to check' em out. Sorta.
-Added the Horse.
This is a unit that travels around the map, picking up items, and occasionally stirring up trouble. The thing to know about the horse is that it's mana meter is it's hunger meter, and if it reaches 0, the horse dies. The meter is constantly ticking down, so this happens quite often, but you can help keep the horse alive by feeding it apples. This will also make the horse drop whatever item it may be carrying. If the horse dies(killed or starved), a new one is generated within 5 minutes.
-Added 2 new quests, one for the dwarves and one for the Tauren. Both become available at level 10.
-Comestible items can be used on someone other than yourself...including enemies! Using it on a major boss may give you a special response.
-New cheat: -wishuponastar gives you a fully charged wand of wishing. The WoW is an exceedingly rare item, so this is a pretty fun cheat, since it gives you access to basically every non-unique item in the game...among other things. :grin:

And that's pretty much it so far. These are the only changes left for version 1.00:
Orc tournament
3 (minimum) new boss battles
Best ending
Some various other mundane stuff as well (like fixing the credit list, more terrain updates)

If everything goes well, I'll have version 1.00 ready before May is over.
 
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Problem guys. :sad: One of the models got messed-up animation. Specifically, I screwed up the skin meshing, which resulted in the model getting awkward movement/animation.
While I don't mind that my model looks blocky and has low texture res, I DO mind that it's animation doesn't look right. I have to go all the way back to that step in the modeling process, sadly.
Fortunately, this is the only model with this problem.

I already added 2 more changes so far. Listed down here.
-Added the Blode rematch fight. He's a lot harder than last time, so be as prepared as possible. You can find him by completing the tournament event after beating him once.
-Remember that next-to-last room in Hell with the 3 Devil Guards? Now that room contains a boss fight. :wink:

And that's it. I spent most of the time working the boss fights (The new Hell boss fight actually has 4 different ones, so it took a lot of testing).

Only things left is 2 boss fights(Best ending included), and a new loading image(Current one isn't all original).

Expect a June release now, though I can't guarantee anything since June will be a pretty busy month for me.
 
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The terrain is pretty bad as everyone has been saying, but the gameplay really seems to make up for it. Nice map with great features so far. The characters seem pretty well-developed too.

One bug so far is that we start the game with our multiboard saying we're neutral with the human alliance (which makes sense since most playable heroes are human anyway). I just walked up to the human faction area without previously changing anything faction-related and got killed. That doesn't seem very neutral to me.

Edit: Wow! No wonder DotA inspired you. The faction system and AI for the warring heroes are great. So many features in this map keep it entertaining nonstop. I'm curious why you didn't turn it into a campaign instead, because you would have been able to space the dungeons and factions out more, use more tilesets and provide faster loading times (especially when having to save/load a lot).
 
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Ah, yes, sorry about the neutral status of the factions really being hostile, but design-wise I needed to keep the player out of a faction until he/she allied himself to the faction.
There are 3 status' you can have for the factions:
1- Allied. You can interact with all the units of the faction, as well as the shops and the quest giver.
2- Neutral. But not really. :ugly: Just stay out of their way, because they'll attack on sight. You can join them if you find their hiring center, though.
3- Wanted! You might only rarely see this status, since it can only be gotten by betrayal: you cannot re-join with the faction for a period of time, and they will send a bounty hunter after you. (A quest revolves around this.)
4- Enemy. Okay so there's a 4th status. But this one is pretty self-explanatory: you will never be able to join factions with this status.

Also, I didn't want to turn this into a campaign because I needed everything in a single map. In fact, I had to cut stuff out because the maximum map size was still not large enough.
Admittedly, load times can be atrociously long, especially if you keep dying, but I think it's a fair sacrifice for a map full of life.
 
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Ah, yes, sorry about the neutral status of the factions really being hostile, but design-wise I needed to keep the player out of a faction until he/she allied himself to the faction.

You could put guards up in front of the neutral faction entrances saying something like 'those who are not in direct alliance with the faction cannot enter' (with some pathing blockers just behind them), but I get why you set it up the way you did.



I've been doing the quests for Gogera in the Life Guardian area. I like his quests and his mysterious nature, but the dialogs between him and my character keep being interrupted by Strawbetty and the Life Guardians warrior's announcements/advertisements. Not only that, but their announcements don't even show when I'm not in a cinematic with another NPC. I suggest making them announce through some other text feature, so maybe floating text or 'Game - Text Message'. The problem happens in other faction areas as well.
 
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Hahaha, yes, I knew someone would complain about the commercials eventually. :grin:

Way back when I implemented that idea, I thought it was funny how the commercials always interrupted me in cut scenes, so I left them in just because of that.

However, I addressed this issue a long time ago: Type "com off" (without brackets) to turn the commercials off, and they'll never come up again. Unless you type "com on".

Also, do you have subtitles on? It's very recommended you keep them on, since a lot of units won't have their dialog displayed otherwise.
 
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Aha! Subtitles did the trick, so thanks for clearing all that up. I think some +rep is long overdue. I've spent so many hours playing this map, and it's still so enjoyable.
 
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I've just re-played version 0.99 and finally did all quest including ceasefire quests. I would like to make a few suggestions:

1. Please make spell hot-keys Q W E R from first to last (for all heroes).
2. Please make all potions in game stackable (not just health potions, I like to use blood potions) to 99, or if its too much work at least to 25.
3. Orc Arena is best place to make money fast so it would be nice to reduce cooldown time for opponents (I would like to fight Chaos Orc time and time again until a gain 30k gold)
4. Maybe add some very good (otherwise unattainable) item in Auction house.
5. Maybe add some Artifact item to be attainable by digging in hell


Now a few questions:

Are movement bonuses stackable?
Is it possible to finish gogeras quest by giving him live sacrifice? (I've tried bringing him "Ghost in the shell" xD)

...and for the end one bug.

When I attack a factions warriors and they chase me to house where you can ally with faction; when I ally myself they continue attacking me (the warriors that were aggroed before allying and there is no way to stop them without betraying the faction. Also if a start cinematic, they attack during cinematic until they kill me (It would be nice to pause time during cinematic).

If I remember something more I'll edit the post.
 
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