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(Beta 0.11a)Wanderer RPG

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Update to Version 0.11a beta (8th Apr 2010)
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Additions;
- Introducing Battle Mage(Dark Apprantice > Mage > Battle Mage), A class with high intelligence and avarage strength. In can deal incredibly high spell damage in few seconds while helping allies with improoved vision and invisible detection. Battle Mage is highly dependant on spell damage items.
Only 5 classes remaining to be completed.

Bug Fixes;
- Fixed fatal errors caused by some lightning effects.
- Minimap preview was bugged because of a silly thing, fixed.
- Food Upgrading now no longer requires you to target yourself.
- Town Security no longer gets permanently hostile to you in case you attack along with your summoned units.
- Army of the Dead skill of Death Knight research icon is fixed now.
- Reworked how MIDI sound files are played to make them sound more stable but still they are known to fail playing properly sometimes. I'm trying to find reason of this. (I suggest keeping your music volume and sound volume both maxed at warcraft options.)
- Fixed Key Guardian so he can use his ability after reset of dungeon.
- Fixed Robe of Emperors, it gives spell damage bonus correctly now.
- Fixed Dagger of Emperors, it gives correct amount of damage and agility now.
- Food Drop no longer disappear after arenas.
- Fixed Imp's Fire Shield causing a green icon to appear near your backpack.
- Fixed summon book and backpack to open same menu when playing with Warlock.
- Tooltip of Death Amplifier Debuff has been fixed.
- Fixed an issue which caused high lag at King & Queen combat in Arafel Castle.
- Fixed Grave Markers, they do not block paths now.
- Fixed a little bug & exploit with Town Portal
- Fixed a bug which prevented other players than Red to save multiple times.

Changes;

General;

- Re-coded lightning effects they now look better.
- Lava Golems' and Rock Golems' ability ranges are reduced to fit their aggro range.
- Lava Golems' Lava Aura ability damage increased from 4 to 8 per shot.
- Moss Golem hit points reduced from 550 to 500.
- Units killed by guards no longer drop items.
- 3 Skill points available after a class upgrade now.
- All 3 initial skills will be available at starting level for all classes regardless of level. So if player wants he can start a Warrior with Shockwave, or a Priest with Inner Fire, etc.
- Added new Attribute bonus skill to 2nd classes along with skill point change.
- Power bonus have 5 levels instead 3 now because of skill point change.
- Boss unit levels are increased, making them give slightly more experience when killed.
- Some tooltips and skill hotkeys are reworked to be more user friendly.

Warrior Based Classes;

- Army of the Dead skill of Death Knight summons are slightly stronger now.
- Barbarian Blade Dance damage were too high, it's reduced now.
- Knight skill Burning Shield has new icon now.
- Knight Skill Noble Sword is renamed Noble Swordsman.

Rogue Based Classes;

- Rogue skill Vanish cooldown reduced by 20 seconds.
- Full Force ability of Executer now converts 1 mana to 2 damage instead 1 mana to 1 damage.
- Assassin base strength increased by 2 and intelligence decreased by 2.
- Assassin strength per level increased by 0.5 and intelligence per level decreased by 0.5.

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At long last Wanderer RPG is released in open beta. There are still things to add in to map, but. I want people to help me with beta testing for content made so far, I'd appreciate any comment, suggestion, or bug report. Remember that many things in map can be changed for balancing in future versions but currently there are no plans for removing/changing this save code on future versions unless a big exploit is found, so this is not really a beta but like end of a beta. About empty/existing but blocked places in map; there are plans about every location, but I will add theese with time one by one, a RPG map goes to oblivion fast if no regular content updates ;D

- 28 Playable classes. (22 completed so far, yes it is easy to make classes but to ensure a quality and balanced gameplay I'm not rushing it)
- Over hundreds of items available by doing PvP or PvE.
- 50 Levels (I know it's too hard to get to 50 with current content, I did it on purpose)
- Unique save code.
- Unique food system.
- Group instances which you can reset with -reset command.
- Unique music if you have midi support.( http://www.hiveworkshop.com/forums/tools-560/midi-files-run-midi-supported-maps-162351/ )
- Auto respawning mobs outside of dungeons.
- Unique death/revive system including classes with ability to resurrect.
- Arena action for both PvP and PvAI
- Upgradeable items.
- Special Undroppable item system for PvP rewards (you can sell to vendor but can't give to others or drop)
- Cast time system.
- And much more!..

Keywords:
RPG, pvp, save, load, dungeon, instance, arena, MIDI, cast time, wanderer, group, ORPG
Contents

(Beta 0.11a)Wanderer RPG (Map)

Reviews
17:34, 13th Aug 2010 ap0calypse: Rejected
Level 1
Joined
Nov 27, 2009
Messages
9
This map sure got some potential, but I've noticed a few bugs.

The rogue skill Uberstab is supposed to get shorter cast time at higher lvls, but it seems to be the same(the bar is correct according to shorter cast, but the actual cast is longer). Also there is a boss with a similar issue, Queen Leirena in Arafel castle, her spell got shorter casttime than the casting bar indicates because if you land a stun at about 90% she still casts her spell.

Another type of bug is the skill points. When you change class you got at lvl 15 only 1 skill point. If that's not a bug then you have to fix the loading of heroes because when you load a 2nd class or 3rd class char they get 15/30 skill points at lvl 15/30. Don't know which is wrong, but they don't add up.

The arena is a nice twist of how to get items, but the difficulty gets reset everytime you load so it's really easy to farm for strong classes, but still quite a pain for healing classes. So maybe you should add an arena for Priest, Paladin etc only thats a tiny bit easier since they don't really stand a chance vs most classes in PVP.

The items are really nice, but the Dagger of Kings doesn't get better when upgraded to Dagger of Emperors only the tooltip changes which was quite a let down.

More of a question is why there are no +healing items when there are +Deathspelldmg, Lightningspelldmg etc. Because if you wanna heal as a Paladin you sure gotta have sick mana regen since the heal costs a lot and tanks go above 6k hp before reaching 30. Best way of going around this is just to stand back a bit and use food while fighting bosses(works against all except tower). So maybe you should either block food at boss fights or put a 1hp/s aura and a 1dmg/s aura at boss fights to remove the use of food.

Maybe you could try adding a quest here and there to get started/class change (kill 3spiders.... or for the last hero change etc).

Keep up the good work! and lets hope you got something nice in store for us.
 
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Level 1
Joined
Jan 1, 2010
Messages
6
This map has some potential, but there are a few issues I noticed.
-The damage boost on the Warrior's "Fighting Stance" ability doesn't work
-In the Arafel dungeon, a Warlock can summon standing right in front of the Captain's gate, and the summon will be placed on the other side, allowing you to pull him over to the gate and shoot him without being attacked while taking only minor damage from his spell, and retreating to use food when your health gets low.
-The save timeout doesn't work, it just hangs indefinitely, preventing you from saving more than once per game.
-PvP seems to remove the "Drop Food' option
-The bonus spell damage from the "Robe of the Emperors" is not working.

Not really bugs here, but...
-The experience rate slows to a crawl once you get to level 15 and change class. Maybe add a dungeon with creeps in the level 12-15 range?
-There seemed to be few good spellcaster items dropped in dungeon loot, though that could just be Random Number God screwage.
-Warlock's summons seem a little weak.
-Blade Dance is way too overpowered.

And finally, if you're intending to balance this for groups of more than 2-3, then you should widen some of the dungeon paths a little, it's easy to get blocked in some places.

I'd definitely like to see this finished, or at least in a more complete form, and I've enjoyed what I've seen so far.
 
Last edited:
Level 6
Joined
Oct 7, 2008
Messages
113
Ok so it is funny to play but you really need more monsters and a really better terrain + when you attack the units in town you get enemy to them so someone attack the knights all hte time new respawn point and we got like 10 levels from that :D
 
Level 1
Joined
Nov 27, 2009
Messages
9
About the save that Bron mentioned.

I myself never had any issues saving several times the same game (as red player), but a few of my friends encountered that issue (blue being one). Might be that you added a save blocker for each player and that one or more of them aren't working properly.
 
Level 2
Joined
Mar 28, 2010
Messages
7
Thank you all for bug reports/feedbacks/suggestions. I'm trying my best to fix/improove the map theese days. I'm taking all your your suggestions into account.
@ Maartz
I don't see any issue about cast time thing but I'll re-look into that. Hmm... Strange. Also nothing looks wrong with Uberstab... I'll watch that closely. -.^
There were quests about dungeons but after dungeon reset/dungeon reward system implemented they are removed.(See useless Town Mistress at town, she used to give quests ^^) Now I have plans of adding quests for netural creeps out of dungeons. Maybe in future after I add some more content x.x
With proper regeneration items priest/paladin/prophet can be unmatched in Arena :) just try out different builds :)
@Bron Tigerclaw
In Arafel that should cause a reset to boss. Did you try doing it? >.> hmm.
12+ dungeon is already being made but I'm not sure when it will be released because I have some complex boss ideas planned on paper which will be hard to get in triggers :)
Experience rate is different from normal maps where you only get proper exp from monsters around your level. If you tried to grind low level monsters... no wonder it started to crawl ^^'
Edit: Just checked warrior/knight/holy knight stances they seem to work fine. It does not show the increase in damage at your unit card, maybe that confused you?

0.11beta will be released as soon as I get over with important save issue.
Known Issues so far:
- Music may not work or you may encounter bugs if you don't have MIDI file support implemented.
- (Fixed in 0.11)Food upgrading requires you to target your own hero.
- (Fixed in 0.11)Rock Golems and Lava Golems can use skills out of their aggro range.
- (Fixed in 0.11)Summoned units initiating attack to town can result in them being aggresive towards you permanently.
- (Fixed in 0.11)Lightning effects causing fatal errors with some spells.
- (Fixed in 0.11)Loading 2nd & 3rd class skill points are not accurate, also class upgrading leaves you wery weak.
- (Fixed in 0.11)Drop food disappearing after an arena match.
- (Fixed in 0.11)Save cooldown not working for players other than red.
- (Fixed in 0.11)Minimap preview bugged because of a silly reason lol
- (Fixed in 0.11)Key Guardian not using his abilities after a -reset
- (Fixed in 0.11)Robe of Emperors and Dagger of Emperors are both bugged.
- (Fixed in 0.11)Skill hotkeys are at annoying positions (duh....:hohum:)
 
Last edited:
Level 1
Joined
Jan 1, 2010
Messages
6
About The Warrior stance, it is quite possible it got me confused.
And about the summoning over the gate, yes I did try it. The dungeon was not reseted.
 
Level 2
Joined
Feb 8, 2009
Messages
25
a "not-bad" rpg !

some suggestions:

1) seriously, terrains need a lot of improvements
2) update the questlog (F9) for some game informations & misc stuff
3) implement more interesting systems, such as Item Classification (Head, Armor, Weapon), Visible Equipment (if possible), Backpack System..

this map has potential ! i like it when it becomes more fun! Good luck !
 
Level 2
Joined
Mar 28, 2010
Messages
7
Well, the time I tried, neither his hp or mana were going back to 100% and I got to kill him that way.
I'll test that in detail... Thank you very much.

a "not-bad" rpg !

some suggestions:

1) seriously, terrains need a lot of improvements
2) update the questlog (F9) for some game informations & misc stuff
3) implement more interesting systems, such as Item Classification (Head, Armor, Weapon), Visible Equipment (if possible), Backpack System..

this map has potential ! i like it when it becomes more fun! Good luck !

thx fishyyy,
1) We are doing this all alone (2 people but we live in same house with one PC. That's slowing things down a lot) and we both fail at terraining & unit balancing. We MAINLY worry about fixing buggs and adding content now it takes our whole time. When there are not enough content and bugs lurking in map, having an amazing terrain won't do much good... This is in plans but it is postponed in "To do list" for now. About unit balancing we trust on opinions of players. More suggestions, opinions with explanations will help us make the map way more balanced.

2) Quest Log will show info in future releases, including credits/patch infos/little guides about game and classes. It's already in "To do list"

3)There won't be any item classification implemented but there will be unique items. High end items will be unique & undroppable. When you get the best gear for a class as other items are unique they will look like head/armor/weapon... it's hard to explain that idea for now :)

visible equipment is impossible to implement due number of item choices are high and map filesize is limited. But if you noticed some items give visual effects on your hero (Like cloak from wolf master, sword from key guardian, pvp items, etc.) that's all we can do for now.

We have a backpack system but it's totally different from what you meant by telling that. :p Other than that we decided not adding such system. Most common mistake in RPG maps is making the map a gold/item farming map more than a role playing map. We will change this WRONG idea. I know this may sound silly for now as nothing about the story is shown in map right now. We had a story in earlier versions at closed beta but it's removed. Maybe I can talk about that later but we decided having a little contest to write a story for WRPG. After careful decision the winner will get an epic item in game unique only just for him/her, his/her name will be written in credits in all future releases, and winners story will be implemented.
This will be at last phase of beta unless we change our minds ^^'
 
Level 2
Joined
Feb 8, 2009
Messages
25
1) ok, i see. Looking forward for the improvement of terrain in future release ^^
would you mind state out the "imbalance" of units in this game? i need to know some

2) ok, nice !

3) i get yr idea. actually, my point was to implement some interesting system/features in order to enhance the gameplay. I'm only suggesting some system that usually can be seen in most other rpg.

so.. i'm looking forward for the updates of this unique rpg ! gud luck !
 
Level 2
Joined
Mar 2, 2010
Messages
10
like previously said this map has great potential and especially since you are setting it as a chapter map it should go far. though a couple of the items seem to be over balanced. such as the items from king and queen in arafel castle. the staff adds 40 int and 200 spell damage but removes 20 str. i dont kno about you but i stacked my warlock with spell damage items except for a fortification. still havent updated to summoner really dont wanna farm arafel castle for that long anymore. but with all these reductions it seems that they are more over balanced. dropping significantly in hp from (500HP) when at most even with emperors helm you your only getting 225HP. but to lose that 200 spell damage item is a great difference in spell damage. possibly look into this and see if it is really that effective or if you overbalanced to compensate for the item
 
Level 2
Joined
Mar 28, 2010
Messages
7
like previously said this map has great potential and especially since you are setting it as a chapter map it should go far. though a couple of the items seem to be over balanced. such as the items from king and queen in arafel castle. the staff adds 40 int and 200 spell damage but removes 20 str. i dont kno about you but i stacked my warlock with spell damage items except for a fortification. still havent updated to summoner really dont wanna farm arafel castle for that long anymore. but with all these reductions it seems that they are more over balanced. dropping significantly in hp from (500HP) when at most even with emperors helm you your only getting 225HP. but to lose that 200 spell damage item is a great difference in spell damage. possibly look into this and see if it is really that effective or if you overbalanced to compensate for the item
They are not meant to be used in stack of 5 or 6... also that side effect makes that item less useful in pvp. Everything has a purpose.

I haven't played this map fully yet, but I liked what little I played of it. My only suggestion would to have an NPC healer, just in case no player's picked a healer. Or maybe I didn.t find one. Still, the maps cool!
Preist Trainer heals hp/mp.

Project is a bit delayed as I'm working in development of another game (not a map a new game). I have to give priority to my work and we are seriously busy now. I can't find any free time to work on the map. Sorry for the delay.:cry:
 
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