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Corruption of Sargeras Legacy

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Ancient_Doom Presents

Corruption of Sargeras Legacy
Created by Shalek, passed on to Ancient_Doom

Summary



Corruption of Sargeras is what you would get if Kodo Tag, hero defense, and LOTR Builder had 20 babies all on one giant map covering a universe with separate planets. Weird, I know. But let's break it down.

  • Evil

Evil is comprised of seven demon players.

Their objective is to kill either Sargeras or all of the World Races.

If all seven main units (Summoner) is captured then they lose. ('Capture' = hp reduced to 0)

If their main unit (Summoner) is captured it can be freed if your allies destroy the prison gate.

  • Good
Good is comprised of four World Races and 1 Titan, Sargeras.

Their combined objective is to hunt down the demons and capture all of the Summoners.

If Sargeras dies or all the World Races die, then they lose. Demons also can free their Summoners if they break the prison gate.

With me so far? Great!



Features



Gameplay can naturally be considered by understanding the races needs, abilities, and strengths against how that works with their objective in a uniquely designed map. Let's begin with the most obvious you will see when you first start the game.



The map is comprised of separate worlds (islands). Every world has a Well of Eternity (goldmine), and the bigger worlds have three. The only exception is Sargeras's prison world. It is the largest island, is in the middle, and has no gold mines. The World Races start in the four corners of the map with four of the six largest worlds in their possession. There are dozens of uniquely crafted worlds.

2pyynfd.png





With a map comprised of worlds, moving and how you manage larger armies is naturally an issue and becomes not only a unique quality, but the most important one.

Evil: Summoners can short-range blink rapidly and pull their units to themselves to move entire armies. This race also has access to units that can fly freely from world to world without the aid of Summoners.

Note: I want them to eventually be able to create portals with the nature of a waygate for them to have an easier time with extended sieges. But that is later down the road.

Sargeras: Sargeras can long-range blink on a medium cooldown. He can cross the map in two or three jumps.

World Races: They have unique units that can short-range blink and plant down portal nexuses. Once a portal is established then any World Race unit with the same skills can mass teleport to them, and of course bring an army.


Due to the unique nature of their maneuverability, then World Races have the strongest teamwork. They are able to instantly reinforce each other so long as they have a network of portals set up. Sargeras is also able to reach his allies quickly, just not... you know... as fast. :)P) Don't worry; he will eventually get there.

The Summoner's nature of maneuverability, as well as their unique flying units, leads them to naturally be unpredictable loners and risk takers. It is not unheard of for demons to aid each other, but they don't have that capability near as strongly as their enemy. It takes extra coordination for them to pull it off successfully.


Another factor that leads towards teamwork, or a lack thereof, is the nature of their economy.

Evil uses Magic and food. Magic comes from claiming Wells of Eternity. Naturally it is good to be self-sufficient, but this also leads them towards being competitive and establishing separate domains. they don't really want much to do with each other. Food simply means you can't have too big of an army.

Note: I am thinking of making food for them about how many Corrupted Wells they have, rather than army size. But this is how it is currently.

Sargeras uses Magic. Unlike the demons, he cannot harvest magic from Wells of Eternity. He must obtain more magic by destroying demons. This makes him a natural hunter, as if his overpowering muscles and masculine body wasn't enough.

Note: Something I want to add is something called 'worship', where the Mortals can donate Magic to him in ways. But that is later down the road.

Mortal Races use gold and food. Their economy is a bit more difficult to handle because it is about balance. They obtain gold via farms, and food via capitals, but farms use food just as much as their units do. So you must balance income vs the size of your army. Too much of an income can cripple the size of your army, even if it is more elite. Too many units may mean you will not have the funding to keep it up if you lose it. How you balance it is up to you.

This makes Mortal Races naturally self-reliant, but also not competitive in land unless you are building together and need every inch of space you can get. They can easily afford to expand slowly and work together.

Note: Different races will have different ways of obtaining gold, and have a different feel for how it handles food in the future. Some may even share economy with each other.


Next thing to understand is where each race is good and bad.

Evil:
+Stronger units than Mortals
+Can expand easily and quickly
+Have more players
+Summoners are evasive
-Have to take risks to get their army onto a planet
-Teamwork does not come too easily
-Sargeras can squash them
-The size of their economy is directly proportional to the size of their domain, and so they have weakspots.

Sargeras:
+Strongest unit in the game, literally designed to be OP
+You are basically Duke Nukem
+Can cross the map in 2-3 jumps
-There is just one of you
-You have no army, no real base, and not really much of an economy to support your hero beyond smashing stuff
-Picture an elephant trying to smash a horde of Speedy Gonzales, and you get the problem
-You can easily feel like a babysitter... If said babysitter was Duke Nukem (Is that actually a bad thing?)
-Your allies can oftentimes be stupid enough to just turtle in...
+You are still Duke Nukem

World Races:
+Incredible teamwork
+Your babysitter is Duke Nukem
+Self-reliant, stable economy
+Can throw armies across the galaxy in the span of three seconds (In our galaxy that would be 1.2e+20 km per hour. Seatbelts?)
+Your enemy are natural loners and risk-takers
-Your units are the weakest
-Have to balance the size of your economy with the size of your army
-Should be expanding across the galaxy to aid Sargeras and corner the evil to as small a cluster as possible so they can't escape, but the players rarely are that smart

While this looks complicated, and makes some things look completely OP and other races as just not fun, that's really my problem. They have strengths, they have weaknesses. I want to not have the game be so balanced that its dumb and lacks excitement, but rather for their to be high risk, high reward while at the same time having two solutions to every problem.



Races


Humans are a race with a strong front line of metal, supported by the powerful arcane and light. Tier 1 is as you can expect, a barracks. Not complicated. From there, you can go into tier 2 of either a holy temple or arcane observatory. Either way, you gain access to powerful units to support your army, however, these tier 2 units are held back and your most powerful units are locked. This is where tier 3 comes in.

Tier 3 is the choosing of a faction. Either choose to lift up the Silver Hand, or unleash the Kirin Tor.

Choosing the Silver hand removes your ability to unlock the Kirin Tor, but gives you access to the best priest and paladin spells, and unlocks the Highlord. The most powerful paladin there is, with the capability to turn even the darkest of tides.

Choosing the Kirin Tor removes your ability to unlock the Silver Hand, but gives you access to the best wizard and sorceress spells, and unlocks the Archmage. The most powerful mage there is with the ability to slay countless demons with fire and transition through the Twisting Nether on his own.

Even with these things giving a powerful boost to your army, the barracks is still a powerful figure from tier 1 to 3. Knights aura stacks with the paladin, and knights can hunt down and pick off just about anything and lock it down, or flank an army with devistating results. Footmen are a difficult nut to crack, only becoming tougher as your support, auras, and spells are used to their full power. And while archers are not the most interesting of units, they are simple, powerful, and require no micromangement (unlike them pesky wizards!) while offering a necessary attack-type to your lineup.


Orcs are a race with a very linear mindset, yet a great variety within that. They like to charge. They like to unleash might and fury on their foes, and they are a powerful early-game race that never lacks in mid or late. The race is almost entirely melee, and they lack the steady progression of weak units to strong that other races have as they tech up. RAther, Orcs go about it an entirely different way.

There are no tiers, and there is no researches or unlocks that prohibit others. Instead you can unlock any unit, any tech, right from the beginning by building the respective clan hall. And in some way every single unit is just as powerful, just as strategic, and just as much a solution to a problem as any other. You want blademasters? You can right from the beginning. Build a Burning Blade Clan Hall, and the blademaster is unlocked for your great hall to train. You want shaman? You want warlocks? You want a large army of ranged and wolves? You want to kick total ass? Orcs specialize in choosing 1-2 units from the very beginning they want, building them, and throwing themselves into battle.

Their mid and late game don't lack either, as they continue to be able to unlock more and more units over time that offer their army a variety of offensive buffs, powerful attacks, a variety of attack and armor-types (including being the only mortal race with chaos damage), and the incredible fury of a proper horde.

In my mind, their greatest strength is their ability to unlock powerful units early, make them, and zerg your enemy all while pillaging and gaining tribute as you kill units and buildings alike to fuel the war engine of the orcish horde.


The Burning Legion lack for nothing. Every unit has a variety of purposes and strengths, and strength is by no meanings something they lack. The greatest example of this can be found no further than the Nathrezim and Infernal. The Nathrezim have been remade to be powerful agents with a choice. You can spy with them, assassinate, or support your army with raising skeletons. The Infernal have been remade to be able to throw THEMSELVES onto worlds and unleash hell as orbital drop shock troopers, paving the way for a proper invasion, or just throwing themselves into the vulnerable backline of the puny mortals.

Their greatest weakness is in fact, their strength. Every unit must be used with a choice. Every choice made means another choice is not being made by its very existance as a choice made. choose wisely and unleash chaos.

Screenshots and Videos


Will Sargeras come to restore?
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Or to destroy?
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Capture the Burning Legion
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Or free them
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Build
2ccw461.png


Expand
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Fight
f0yaty.png



Not an accurate portal of CoS Legacy, but of a different version of CoS. Meant to give a general idea.


Change Log







A lot of what I am doing here is largely things aimed at new players. Something I regurally see (when I see this being hosted) is that a newer player is lost, or they completely screw themselves over by building in the center at start as a demon or canceling their first portal or something to successfully screw themselves over for the entire game. Something I also see a lot is that even though this map is designed to allow for a large army, you can never use it. You constantly find 2-5 units fighting while all the others are in the back stuck behind other units or stuck behind terrain.

This is partially why Voidwalkers are considered OP by some of the better players, because voidwalkers are one of the only units that currently can get into the fight and participate actively. In addition, I see Succubus dominate fights they really shouldn't because they have range against an army that cant get to them. Therefore, a lot of what I am doing is designed to fix this. You build an army, the soldiers should be able to get into the fight instead of standing back sipping tea. Terrain is messy, not only because it keeps half of your army split in every direction, but because you get individual units stuck in the middle of forests for no reason, sargeras regurally finds himself unable to reach his prey entirely because the summoner can hide in small crevices the titan simply cannot
reach (More of an abuse than strategy due to the lack of counterplay), world races often find themselves having to build around all kinds of mountains and trees at their very START, and demons have such huge buildings on worlds that offer so little space that... simply there are problems.

Research is scattered across buildings and is disorganized. The relationship between wells and citadels is unclear, esspecially to newbies. The base tower has 1/4 or 1/5 the stats of Sargeras and costs 5g? Looking at the spells, I don't know what they offer and do for me. A lot of information is unclear, and so I am trying to tackle a lot of things while trying to figure out where else there are problems. One thing is food. It seems literally every demon building gives food, and I don't want food to be a concern for them, nor do I want this information to be so confusing in what gives food and doesn't give food and how much food. I want them to be as openly aggressive as they want to be and mass the shit out of things.

Thing is I rarely ever see mortals do anything more than turtle, and I rarely see demons actively building early armies and going after people. Don't get me wrong, this relationship is expected. Mortals, being weaker, would be afraid, and would turtle up. Demons are aggressive. But they spend so much time going into arcane portal. Arcane Portal to me is something you do if you are already doing well. It is not something you HAVE to do.

I want demons to be able to see early aggression as a whole strategy of its own, just as much as going into higher tech with heros or middle tech with elites.

I want demons to be able to see fighting back against Sargeras, or sieging the prison, or going after the mortals, to be just as rewarding in their own ways.

I want mortals to be able to see an aggressive stance to be rewarding just as much as a defensive one.

I want Sargeras to be able to say that he can choose between going after demons, or defending his allies, and to be able to have a successful game whichever path he focuses on more.

Naturally all of this mindsets would have pros and cons. They would have strengths and weaknesses, but that is part of what I want it to be so exciting!

--A lot of what I put my focus on then revolved around three things:
1. Making units small enough to get into a fight, look small enough in comparison to the fact that they are meant to be on WORLDS (damn they are like giants if you did a Real life comparison of size here), while still being large enough that the player can easily grab them and see what is going on.

This may mean the pit lords and Infernals and Sargeras, with all their aoe, are getting a major buff from it. But that is something to be watched.

2. To fix the terrain to be less screwed up and not give EVERY SINGLE PERSON a handicap from it. It may look pretty, but looking natural and pretty should never damage gameplay, it should only enrich it.

3. To fix the portal problem so that beginning demons do not completely screw themselves over as easily.

While I'm at it, you shouldn't even be able to have buildings in the prison... So I'll be ensuring there are multiple things keeping you from doing that.


--With that done, I am setting out to make things easier on newer players and make the gameplay faster paced, and beginning to move towards a better balance.

I have no intention of making Corruption of Sargeras completely 100% balanced. Some things should be powerful, but it should also have a weakness. For every problem there should be two solutions. The reward should be equal to the risk. If you make high risk, you should get high reward if it works.

1. Having more universal movement speeds is easier when dealing with a lot of variety, and giving almost everyone a bit more speed makes faster gameplay.

Also makes ranged less op.

2. Setting a lot of the training time to 1 second means you should be more concerned with resource management then having 4-5 barracks using 5 minutes just to get an army out. It also shouldn't take 2 whole minutes just to train one Infernal...

In the end if you have money, you should be able to damn well use it quickly and easily so you can put more time and focus on mobility and actually using your army. But at the same time, the easier ability to spend that cold hard cash means you need to be wiser about how you balance income with your food and how far you expand.

It has vastly increased reward to do this, while also increasing the risk some.

3. decreased hp regen across the board, because things should actually die at some point!

4. Shifted around the max hp of the demi-hero demon units. Some of them are meant to be tanks and have half the hp of the mages... Naturally I want them to have high hp, but come on. Tanks should be tanky!

5. Arcane Portal is increased from 250g to 500g.
All demi-hero costs set to 0.
All demi-hero time to train set to 1 second.

This is big, and is meant to make it easier on newer players, people who are a bit down on their luck (or have been stepped on by Sargeras once too many times), while also making the game faster paced and generally easier to manage and understand.

This means that if you build it, you can instantly get a demi-hero. No more saving up to 250g only to have to save up 550 more for that big bad demon. All the while taking so long that Sargeras can swoop in and crap on it. Also just generally taking so long that you just sit there waiting... and waiting... and not really doing anything. I've seen more experienced players get their demi-hero out quickly and get attacking in the first few minutes, but newer players have to go "so wait... I need to save up MORE?! I only have 3 wells!!"

That last change is one I really want to do just to make the game more manageable for everyone, increase risk, increase reward, keep it moving, and yes... It may mean buffing the hell out of demons to do it.

This is something I will be keeping a close eye on. I plan to watch to see just how much of a buff this is for the demons and see if I have to slam them with Sargeras' Nerf gun.

I should totally give Sargeras a gun item called 'Nerf'... That would be too funny.

6. I want the demon's first set of units to be more about choice than anything else. You shouldn't go for mass voidwalkers just because they are cheap. Nor succubus.

I want it to be an intelligent choice based on strength and weakness. I want felstalkers to be good vs sargeras and casters. I want voidwalkers be good vs sargeras and have mobility. I want succubus to be a choice between auto-attack strength and a caster. I want felguard to be solid front-line and still have enough damage to hurt. I also want to come out with a few units in the future to give more options for basic units. But I dont want "spam it because it is cheap" to be an option. so I am setting all basic demon units (not the worker) to 10g.

The only time "spam it" is a strategy, is when you have summoner units whose very function is to SUMMON a really cheap (meaning free) army. Or the unit is just generally crap. Like skeletons.

This does mean Sargears is whipping out the Nerf gun to hit Voidwalker and Succubus (mostly succubus), but me giving Voidwalker phase shift should still help keep it as a solid pick.

Voidwalker getting phase shift means he will be much more solid in a fight, enough to be worth the 10g cost. But with great risk, also means great losses at times. Sargeras can still kill a ton of them in one blow if he aims right.

7. Moved a few upgrades around on the demon side, and made it so the summoner would be the one making corrupted wells.

Because this only makes sense... Why have Unstable conbustion on a research building where the research to make it available is specifically NOT? No, rather its on the other reserach building. Yeah. That makes no sense. I think it is meant for 'lore' purposes or something, but that just takes away from gameplay at this point.

Also the same with the consumer being able to build corrupted wells. They are not associated with making buildings... they mine it. The summoner is the one the player associates with making buildings. So putting it on him, when he already walks up to it so use summon legion, only makes sense.

8. Redid the way demons handle food.

This may upset people, and to be fair, it is experimental. A lot of gibberish code was put into how demons handle the number of wells they can have vs the number of citadels they have. At the same time, how demons already handle food is just messed up. Everything makes food. In different amounts. That is not clarity. That's just screwy.

So in my experiment, I am making it so all demon units cost 0 food, the wells cost 1 food, and citadels/summoner produce the food.

In reality this will not change gameplay unless demons want to spam 50000 voidwalkers. (Really shouldn't, they are more expensive.) Because the reality is that I have never seen demons actually reach max food. I never have. They don't feel restricted by it, and to be honest, I don't want them to be. I want them to feel openly active whether they have 10 units or 100 units.

What this WILL do is give more clarity to the demonic income system, and let new players have a better idea of what to do.

Because players SEE how much food they have.
They SEE what uses the food.
they SEE what makes the food.
Not hard to put 1+1+1 together

9. Human and orc town halls/great halls now give more food when you upgrade the main building

this only makes sense...

10. Removed the pikemen

The pikemen fits into a position that doesnt really exist, and is never used. I would rather use a different unit for high damage melee types, like a swordsman type

11. Gave raiders the net ability and with siege attack

Orcs don't have a solution to proper air. Voidwalkers are hover, so they can be hit by melee. But nether drakes are proper air. There are no proper orcs units to counter that.
So I had to choose between an air unit, a ranged unit, or giving a unit they already have good functionality. At the same time, I want them to be a solid pick for towers and citadels on the enemy side.

Since all damage is now 1:1 against everything with a bonus of 20% to 1 thing, then it wont be bad to have raiders mixed in with your army, whereas before they only did 60% damage to anything not fortified

Now for the specifics------------------------------

Set the following units collision size from 16 to 5.
archer
corrupted archer
Corrupted peasent
corrupted soldier
peasent
pikemen
skeleton
soldier
Fel Orc
Fel Orc Warlord
Fel Orc Peon
Fel Orc Grunt
Warlord
peon
Warlock
Shaman
sorcerer
wizard
Fel Stalker
Felguard
felhound
Succubus
Voidwalker


Set the following units collision size from 16 to 7.
archmage
Corrupted Archmage
Corrupted Knight
Knight
Paladin
Far Seer
Fel Far Seer
Fel Orc Raider
Raider
Doom Guard
Dreadlord
Nether Dragon


Set the following units collision size from 30 to 10.
Eredar Summoner
Archimonde
Hakkar
Infernal
Infernal Denizon
Infernal Juggernaut
Kil'Jaedon
Pit Lord
Tichondrius


Set the following units collision size from 30 to 12.
Fel Kodo Rider
kodo Rider
Mannoroth


Set the following units model size to 0.45
Death Knight
far seer
corrupted far seer
warlord
corrupted warlord
Paladin
pikemen
Corrupted Archmage
Archmage
Felguard
felhound
Fel Stalker
Doom Guard
Dreadlord
Fel Stalker


Set the following units model size to 0.5
kodo rider
corrupted kodo rider


Set all other basic units model size to 0.6
Set all demi-hero model size to 0.8 approximately

Set all basic 2-legged units speed to 150.
Set all basic 4-legged and flying units speed to 250.
Set all demi-hero demons speed to 200.
Set Sargeras speed at 200.

Changed the color of Hakkar a bit to make him disinctive from other felguards
Changed the model of the Infernal Denizen to something a bit more nightmarish
Moved the Absorb Magic ability to 3-1/3-1 on the board

Shortened the delay on Summon Legion from 3 seconds to 1 second

Increased the range of the felguard by 50
increased gold cost of voidwalker from 6 to 10g
gave voidwalker the phaseshift ability

increased gold cost of succubus from 5 to 10g
decreased attack speed of succubus from 0.9 to 1

decreased gold cost of eredar consumer from 10g to 5g

Set the starting demon portal at 0g from 20g - This to keep from screwing themselves over when they build it in the center or cancel it

Set the Demon Summoner to be able to build Corrupted Wells, and removed that construction ability from the consumers

moved unstable conbustion from the furnace to the warlock shrine

allowed dreadlords to have their attack upgraded just as much as the others

cut the price of greater demonic citadel from 475 to 120

Removed the food cost of all demonic units
Removed food production from all demonic buildings
Set food production of the citadel to 1
Set food production of the greater citadel to 2
set food production of the summoner to 3
Set the food cost of the corrupted wells to 1

Redid the Summon Felhound ability so it is easier to manage

Made the terrain less chaotic and disorganized by compacting some of it and moved it to the sides, so you shouldn't get half your army stuck in it. It also opens the map up a bit more.
Added a gold mine to -6034.3, -4756.8
Moved the goldmine to the farthest north-west to a position where it will be less in-the-way.
Cleared all of the mortal-spawn locations of debree

Removed ability to miss moving targets or high ground targets
Set 'miss' damage to 0% from 50%.

Set building cancel refund to 100% from 75%

animated dead units can bestow auras - If you animated a dead guy, i dont see why u cant get the full package of what that unit has to offer. isnt that the point of animate dead?
Set it so that night lasts 1 minute of 'gamedays' - This should create nothing more than a blip on the screen, at most, so they recognize some time has passed. other than that the game should be bright and have good visibility all the time

set every non-hero or demi-hero unit to 1 hp regen (this esspecially hits the demons with their huge hp regen numbers)
Note: the sargeras' wardens are left untouched by the hp regen update

incresed mannoroth's hp regen from 4 to 8
set all other demon's demi-hero hp regen to 5
increased Tichondrius's hp from 750 to 950
increased Hakkar's hp form 800 to 950
decreased Archimonde's hp from 1350 to 1050
increased Mannoroth's hp from 950 to 1250
increased the cost of Arcane Portal from 250 to 500g
decreased the cost of all demon demi-heros to 0 (from 550, 400, 250, 175, and 175)

Set the build time of every single unit in the game to 1 second from 2-120 seconds
Set the Infernal and Infernal Juggernaut build time to 5 from 20

Increased the mortal income rate from 29 to 30 seconds

removed the pikemen

Gave the raiders an autocast net ability

Piercing does 100% damage to all armor with a 20% bonus to light
Normal does 100% damage to all armor with a 20% bonus to normal/medium
Magic does 100% damage to all armor with a 20% bonus to heavy
Hero does 100% damage to all armor with a 20% bonus to divine
Chaos does 100% damage to all armor with a 20% bonus to hero
Siege does 100% damage to all armor with a 20% bonus to fortified





There are bugfixes and small changes made to begin laying the groundwork for future changes.

Including me giving the human soldiers an ability to help shape their identity. Their identity comes down to 4 things: Average private in an army, a sword, a shield, some armor. They are your normal every day soldiers with just enough training to use what they have without killing themselves. Looking at them, considering the shield takes up so much of their body, you would think they would use it? The base defend ability is a formation thing for ONLY if you actually turn it on. I'm sorry, but soldiers arent that dumb that they wouldn't be blocking damage whenever possible from other sources... Such as swords, maces, big balls of fiery death, tentacle monsters, etc.
They are still weak. but this should help them feel more like a sword and shield military unit that they are. In terms of balance, this will help them a lot against demon units that don't have the most damage. In my eyes, felguard are still stronger, and will be a direct counter in the future, and nether drakes and voidwalkers can still do some damage. I don't want succubus to be useless, so I will be looking into shaping her identity mroe in the future. But something like Felbeast will be kinda useless against hte soldier :p
If you want to seriously kill soldiers, I would go for pitlords and infernals and damage casters. Because soldiers are a solid pick for front-line fighting and being an iron wall of armor.

Wait does Demon even have spell caster damage dealers? I will have to look into that.

Here are the specifics--------------

Fixed a bug in the code that broke the tutorial and destroyed a goldmine on an entire planet, rendering the planet all but useless.
Fixed a bug that created multiple goldmines in one location.
Fixed a bug that caused the Seed of Darkness to not respawn when you cancel the starting Nether Gate. (Despite my efforts to keep players from screwing themselves, the game still insisted on killing the seed till now.)

Set the Nether Gate to 20g from 0g (There are multiple ones and they were mixed up.)

Decreased archer damage from 40 per 4 second to 25 per 4 seconds.

Increased the stats of Mannoroth's Blood Pact:
0.5 sec cooldown to 50sec cooldown
.15 sec duration to 15 sec duration

Gave the Corrupted Wells of Eternity the ability to train their own eredar consumers. (I am thinking of making it so the Nether Gate cannot make consumers. I want the gate to be associated with military. Not sure, I would like to know people's thoughts about it.)

Gave the human soldiers a new ability!
Block-
Passive
Has a 70% chance to reduce attack damage by 5.




The incredibly tedious tooltips! One of the biggest problems, along with balance, is clarity. The information is unclear on a lot of things and this applies in two big areas: confusing identity and a lack of information. While I am slowly working on the identity issue with buildings, units, and races as a whole, I also need to fix the information provided to players. This is done mostly through tooltips. Due to that, it is easy. But at the same time it is incredibly tedious, time consuming, and is something mapmakers tend to avoid doing because it feels so dumb and insigifncant. But with that said, it is still important. Not only for information, but psychology. Its an actual psychological impact that red colors naturally make you agressive, blue makes you think long-term, and yellow makes you root for the little guy. As such as part of me updating all the tooltips, I will be creating a theme with each team. Evil is red, mortals are blue, and sargeras is yellow, at least as far as tooltips go. This should hopefully encourage a proper mindset. Although if this only results in mortals turtling further, then IM MAKING THEM RED TOO! Red for everybody!

updated tooltips for the following units:
Archer
Felguard

With these two units having updated tooltips, people should be able to tell me how it is.

As I saw that having a portal ability was in such high demand, and I think it is actually a good way of encouraging demonic offensiveness, then I have made it.

Chevalier made portals with the ability to self-destruct. I won't be doing that. They lose power and eventually self-destruct on their own, but not when you tell it to. That, to me, takes the risk out of the reward when it should work both ways.

Summoner's new ability:
Open Portal -
60 sec cooldown
60 sec duration

This spell creates two waygate portals. One on the destination, and the other on the caster. You can then shove things into it.

The spell does not summon portals into mountains and giant rocks or in the ocean/nether, but it DOES summon them into trees if you aim it there, rendering it useless at times, so be careful where you aim it and where you are standing when you cast it. You will want your units to be able to reach it.

i have also been looking at giving more units a clear identity.

Felguard has a new ability:
Felblade-
Reduces armor of the unit it attacks by 3

Reduced attack speed from 1 to 1.25

This ability should give it more identity as a solid front-line unit with an offensive tone. It wants to kill stuff. It is not an attack-speed based unit, but rather one based around strong hits. It doesn't want its damage to be shrugged off easily. It wants to actually hurt! He should make up the bulk of your army with his high base stats for a low cost unit, if you are going to for quantity.In hard numbers this can actually be considered a mild nerf to mild buff. Because the amount of damage reduction 3 armor gives ranges from 6 to 16%, and his attack speed has been reduced by 25% to compensate. Yet in turn the other demons also can hit the unit harder. So 1v1, its a mild nerf. 2v1 its a mild buff.

Hits harder, but less often. Allows allies to hit harder too.

Felhound has been modified:
devour magic-
Devour magic now explodes 5 mana on attack (from 2)
Devour magic now deals 5 damage per mana exploded (from 1)

Removed stone skin

Felhound collision size reduced from 5 to 3
Felhound attack speed reduced from 1 to 1.75
Felhound attack damage increased from 8-12 to 12-15

Felhound, I want to have a clear identity as a mana hunter, an assassin. you see something with mana, you go after it. You burn it alive. You tear it apart. What I have done here is technically a buff because if you see something with mana, you can squirm a squad of felhounds through stuff and after it. You can pack a bunch of felhounds around 1 unit.
In a lot of ways this can be considered a buff. Its damage looks to be 5dps against normal targets, but against targets with mana it deals a total of 30 per hit. Basically it hurts a lot.

The risk is that Felhounds are squishy. Really squishy. Anything not mage related can kill a felhound 1 on 1. Might be a bit close, but in terms of raw power against non-mana targets, felhounds will fall behind. This is why I reduced the collision in half, so that you can get to what you want.
At the same time, trying to squeeze a bunch of felhounds THROUGH an enemy army to reach the sweet sweet mana may end up with a bunch of them dieing, or having their health down.
Whether this risk and reward is enough, I will have to see. I don't want them to be considered utterly useless on the front lines either, you can squeeze a bunch of felhounds into the frontlines to help your army. They just need a clear identity as an assassin.

The biggest concern is Sargeras. Sargeras is an odd race, as he can range wildly from OP to useless. He already kills felhounds easily, but the increase in damage may be too much against him. To compensate, I am thinking of removing the magic immunity. Thinking about it anyway. Just like they deal a lot more damage to him now, he should be able to deal more to them. It is one of the things I will specifically be looking at in the future.

Dreadlords have been changed:

Removed Summon Infernal

Added Raise Dead-
Summons 2 skeletons every 8 seconds

Added Voidwalk (windwalk)- (work in progress, so if it isn't added yet, it will be soon.)
Allows the Dreadlord to be invisible for 15 seconds on a 12 sec cd.

The identity of the Dreadlord is, currently, an expensive bad front line unit that summons a bunch of infernals (which is OP) and uses corrupt to 1-hit-ko enemy units and gain an enemy unit in the process, all while being much too big to actually get in there and do something. The default result is that they can't use corrupt because they can't get in, they are easily smashed by Sargeras or anything that can get to them, and about all they can do is stand in the back throwing infernals like softballs. Suffice to say thats not good for multiple reasons. Due to the Infernals, a good dreadlord is stupidily good. (a 125 cost value summon from a 55 cost unit? Really?) While a bad dreadlord is utterly useless. (A 55 cost unit that can't really get into a fight, has horrible stats, and is practically 1-shot by Sargeras or anything ranged.) While I can appreciate the idea of a skill-based unit that can range from good to bad depending on how you use him, this is too far in both extremes. At the same time, his identity is that of a summoner who summons units twice as big as himself. That just becomes an exploit to cheap-as-hell mass infernals!

So I am refining the dreadlord identity. The dreadlord, in lore, is that of an agent. They are skilled in necromancy magic and are often lurking in dark corners and are assassins. That is also the image I want to keep intact because that gives the one unit a great deal of strength through magic and options. They can be assassins (using corrupt or voidwalk), they can be sneaky to either get in or get out, or both (using voidwalk), and they can be a good support for the army in a fight from the backline (raising the dead to bolster your frontline or corrupt to do the same from behind enemy lines). Each of these abilities are good, and can be used to make him a very adaptive unit. Adaptability combined with sneakiness is, in and of itself, a very strong identity to have. It means you have to think, you have to have a plan. That is the identity of the Dreadlord. Not a good unit in stats, but in the hands of someone with a plan, can sneak into worlds and sow chaos.

succubus has a new ability:
Charm:
Converts an enemy unit to your side for a few seconds. (Only works on units, not heros or buildings.)

Succubus, to me, fits into a very unusual place. Ranged, yes. Damage dealer? No she doesn't strike me as a damage dealer or assassin type. After considering her, her lore, and the position I want her to be in, I have decided on a controlling mage. She controls the enemy. To this end she has curse, which is on autocast and reduces a fair number of good stats for the enemy, and now charm. Now, there is something to be understood in the difference between what you expect charm to do and what it actually does. Charm is usually done to steal an enemy unit, causing you a 2 for 1 trade in card terms. You kill an enemy unit while gain one. Its a good trade. However the way my charm works is that it is very VERY temporary. It is only long enough for the unit to stop attacking you, to attack things around it, for the enemy to possibly attack it, and to keep your enemy from using that unit for a few seconds. It is like a more lethal version of hex. It lasts only a short time. Yet, if you use it right, it can give you the control of the enemy unit you need to make that difference matter, esspecially if used on the correct unit. Now, I can imagine this spell can be used to be absolutely OP in the right hands. It can be stupidily good, esspecially as easy as Succubus is to mass. To that end, it costs so much mana that she can't do much else if you want to go that route with her.

I think that this spell could be exciting for both sides. Because the person using it has a brief window to take control of an enemy unit, while the mortal player understands that it is only for a brief few seconds and unlike Hex, this ability can have a lot more to it with a much larger degree of skill involved.

One thing that would be really interesting to see is perhaps charming an enemy Orc Warlord, immediately having him cast Roar for your side, and telling him to kill a shaman for the brief time you have him. Or charming an entire squad of paladins rapidly, reviving your own stuff, and letting them go. What you do with it is up to the demon player, and I look forward to seeing what kind of stuff they can come up with. Who knows, they might surprise me.

Succubus attack speed has been increased to 1.75 from 1
Succubus attack damage has been increased from 6-8 to 9-15

This change in damage should allow her to feel less like a straight damage dealer, so you rely more on her control, while still allowing her to be useful.

Infernal has a new ability:
Planetary Entry:
Basically blink... But it looks cool, so it still feels like you are summoning an infernal.

Infernal has a very clear identity already, but is often considered a bit differentely. In lore, the Infernal is constructed somewhere and then thrown onto a planet later. People tend to associate infernals with a summon unit more than an areal drop, and I want to shift it both toward a more realistic way, a fair way (so you don't have a 55 cost unit summoning a 125 cost unit every minute...), and which gives the infernal something few other units can have: Self=reliance. All units, except for the Voidwalker and Nether drake, must rely on something else to move. The infernal doesn't need that. They are so big that I want them to not have to rely on others to do what you gotta do.

But more than that, I want them to have a stronger identy as an ODST. If you know Halo, then ODST means Orbital Drop Shock Trooper. Think Mandalorians. Think halo ODST. Think the Master chief. THINK BADASS!! The Infernal is a unit that I want to have an identity that you are gonna just throw it into the middle of the enemy army or base, and just let it sow all KINDS of chaos and mayhem!

Hell, I might just play demon for the sheer joy of making a squad of these babies and just throwing them at someone. Forget the rest of the demonic invasion! I got what I need right here!

The only unfortunate thing about them is that unless you specifically use Summon Legion or overwhelm the enemy, odds are they going to die.

BUT IT WILL BE A GLORIOUS DEATH AS THEY DIE STANDING ON A MOUNTAIN OF BODIES!!

Archer has a new ability:
Headshot:
The unit has a 10% chance to crit for 2x.

Archer hp from 300 to 125.
Archer attack speed from 4 to 2 seconds.

The archer is in an odd place for me. Yes, she is supposed to deal damage. Yes, she is supposed to be ranged. But at the last time I checked she had the greatest hp/damage value for her cost of any unit in the game. I will be toning her stats down as needed, as people play the game and I see how much of a doozy she is, but this ability in her kit should help make clear the fact that she is supposed to be a ranged dps.

decreased hp of corrupted tower to 350 from 1500
decreased attack of corrupted tower to 10 from 40
decreased attack speed of corrupted tower to 1 from .9

I found that demons have a tendency to actually take turrets from humans. The corrupted towers are much stronger, resulting in a kind of "plague" that humans simply cnanot deal with. So I am nerfing it to be equal to normal human turrets.
I plan to completely remove that ability to take buildings, but that will be a bit later once I figure out how the mechanics of that particular skill works. I am open to people having a lot of different strategies, but you shouldn't feel that your own base will turn on you. One of the mindsets of a base is security. You should feel most secure in a base, not the most vulnerable.

Another problem found is the orc's innate lack of anti-air. I have made a change in turn.
Raider has a new ability!
Net:
The unit will automatically pull air units to the ground when it goes to attack them.

I want the horde to stay feeling like a front-line race with a lot of 'CHAAAAAAAAAARGE' feel. Much like the Orcs of Warhammer40k. Ranged is not their speciality. So choosing between ranged units and giving one of them more functionality, I went with this route. The skill is completely automatic, so you don't need to worry about casting.

Archmage:
Flamestrike damage full damage interval down from 1.5 to 1

Flamestrike is a bit of a difficult spell right now to figure out. There are a lot of numbers and an entire equation to its damage. Hopefully decreasing the number that I did will manage what I want.
The spell simply does too much damage.

Farms can no longer upgrade into Plantations
Farms are a bit bigger visually, but this will have no impact on gameplay.

Mortal default income per 30 is 30g. (The equation specifically is 30+(farms*1))

I do this for a few reasons.
1. Mortals need a general buff to fund an actual army.
2. Mortal income is hard to come by, and they are practically crippled by it unless they are lucky enough to be given 10 minutes of free time.
3. Farm income, to me, should supplement your income. Where you have a choice between 'okay, do i stick with the default and get more elites? Or do I buff my income a bit more and have less elites?" But to spend half of your food supply JUST to get your income to the most basic level necessary is by definition: crippling.
4. This is the first step toward me redoing how Mortals start the game. There will be a few more steps before I can get it where I want, and allow people to choose races and allow me to give more racial options.

Priest and Shaman have a lot removed, but the Dimensional Traveler has been added to both Orcs and Humans:
1. Astral Walk removed from Priest and Shaman
2. Teleport removed from Priest and Shaman
3. Portal construction removed from Priest and Shaman
4. All of that has been put into the new unit: The Dimensional Traveler
5. The dimensional traveler can be built at any townhall/greathall variant.

The reason for this is, again, identity, but also more specifically a seperation of roles. The role of a priest is part healer, part cleanser, and part 'dimensional traveler'. Shaman is the exact same. I want both the Priest and Shaman to have the identities of a priest and a shaman, not of a teleporter. So I will be giving them a new set of spells in the future, and they will no longer be bound to the identity of mobility. Instead I have made the dimensional traveler whose identity is 100% to take up that identity for them.




1. I fixed a lot of bugs and crashes over the last few patches.
2. I redid the entire Orc techtree from scratch, added a number of units and removed a few others. too much of a change to be specific without rather announcing the 'new' orcish horde instead of making a comparison.
3. I believe I finished the Human and Burning Legion tech-tree and units on a basic level.




This patch is a hotfix.

- some of the demon heroes still have mana cost on their abilities thus they cannot cast

Fixed. I don't want demonic heros to be limited by mana, at least for now, and so I have made their abilities not cost any. there should be no more of them that do now.

- several burning legion basic abilities dreadlord corrupt ability needs upgrade

I am doing away with the research to unlock abilities for demons. I dont want them to be limited in this way. I want them to have the choices available to them from the beginning of what their units can do. Otherwise its not much of a choice if there is only one capability available.

- the felhound magic immunity upgrade does not work

This would be because I have removed it. However the fact that the upgrade still exists is deceiving, and the upgrade itself has been removed, as well as the building to do it. The building's only purpose was upgrades to unlock abilities, and that is no longer necessary.

- The Eredar "workers" don't want to collect resource by right clicking.

This is an issue brought to light, and I have not found any case of this. It might be the person has not established a corrupted pool of eternity yet. Or there might be another reason. But in all testing, before and after this update, I have found that when a worker right-clicks a corrupted well of eternity, that it works fine.

- The starting nether gate is unable to produce eredar consumers

Fixed.

- update mana pool and mana regen to account for spells that cost mana

This has brought to light the fact that many mortal 'casters' have abilities that cost mana whereas the casters themselves dont have mana. In turn I wanted them to have mana, and haven't sat down and put it in. I have now fixed that.

Silver hand:
These caster types are known for low mana, low mana regen, but are strong fighters generally, while the priest has cheap spells.

priest has a moderate amount of man and a moderate mana regen
Paladin has low mana and a slow mana regen
HighLord has low mana and a moderate mana regen

Kirin Tor:
These caster types are known for high mana, good mana regen, but very powerful and expensive spells.

Wizard have a large amount of mana and a moderate mana regen
sorceress have a large amount of mana and a moderate mana regen
Archmage has high mana and a high mana regen

Orcish Horde:
These caster types are known for low mana, massive mana regen, and spells with a moderate cost. They use spells at a steady pace.

shaman has low mana and a massive mana regen
warlock has high mana and a massive mana regen
Blood Shaman has no mana and no mana regen, but his abilities cost hp

- Doom Guards are unable to summon felhounds even if the ability is researched

The problem was not research. The two have nothing to do with each other, this is a new ability I have been playing around with.

The way it was supposed to work was that the doom guard would spawn a felhound when he attacks, with a cd of 8 seconds.

This has, not only, worked it. I have found that it stunlocks sargeras. (The spell is based loosely on bash with a 0.01 stun. Seems even that long, when you have 5+ of them can keep him stunlocked because of how long it takes for him to swing his weapon.)

So I have returned it, loosely, back to its original form of being an actual summon. Its not as unique or fighting dependant as I wanted it to be, but alas, it is necessary to his identity and now adds a bit more of a choice to his playstyle.

- there is still a single double-pool going on

Should be fixed now.

- you are able to buy every demon hero for free

This has been the biggest pain in the butt since I first restarted the map. I have tried multiple methods. So its not that I am not seeing it, it is that I am trying different things and none work thus far. I have tweaked it, and now it should work. It worked in singleplayer at the very least.

- arcane portal takes time for the first hero to be available

Fixed.





This patch is following a series of beta test recordings I watched, which offered a huge wealth of information and bugs to my attention.

1. Sorceress voice set from priest to Jaina

A quick change that is there to enforce the fact that she is female. Just a bit of polish.


2. Decreased the human farm pathing map

A problem I found with the human farms is that though the model is so small, the radius of attack and perameter of how many squares the building takes up when you build it is MUCH MUCH larger. It has now been decreased to the same size as the orc farm.
What this should ultimately do for the players is allow managing your city to be much better.


3.Updated Honored Peon text and icon

The orc players in the recording had no idea what the function of the honored peon was, and after looking at it I found the 'training name' and 'description' gave nothing. The name of the unit is Honored Peon, but the others were saying Peon and gave nothing helpful.
It has now been updated quickly to say what the basic function of the peon is, and I changed the icon to felpeon. Not to say the peon is fel in nature, but to show difference between honored peon and normal peon.


4. Updated individual Clan Hall icons, production name, and description

I spent more time than I should have looking for actual Orc Clan icons. I wanted the blackrock clan hall building to have the Blackrock clan flag icon, and etc. Found only one orcish flag. So the icons for the individual clan halls, that unlock orc units, are different and many of them will show ability icons rather than actual buildings, because i want it to be a clue as to the kind of clan it is rather than the appearance of the building itself. Sorry but making a lumber mill doesnt tell you much just based on the icon of a lumber mill.
I have also updated the descriptions and fields so you know what you are making.


5. Added training time to all units and buildings

before, I initially wanted to see time as not necessary as a resource. I wanted you to be able to make what you wanted, when you wanted it, quickly, and get out there. However this partially resulted in Demons being able to SPAM THE EVER LIVING CRAP out of themselves before mortals could tech up to a point of competing with their higher end units.
So I have added training time, and building time, to everything.
The equation for training time is mostly 1:1 (training/building time : cost) and in the case of buildings/units that specifically increase your tech level it is 1.5:1 (Training/building time : cost) and in the case of units that, by their identity, are kind of meant to be spammed such as voidwalkers it is 0.5:1
There are exceptions.
The reason for this equation is based on two things.
A. I think command and conquer has a very fluid form of time-resource.

The way command and conquer works is similar. You want to make a 10g unit, it takes 10 seconds. For the spammable ones it takes 5 seconds at a 10g cost. At the same time the way it is subtracted from your gold stockpile is very smooth and is done over time.

While I naturally cannot copy that methodolgy, I think the theory behind it is sound.


B. It makes a clear choice.

If you have an income of 3g per sec, such as in the case of demons, then you should be able to do 3 actions at once (lets say training 3 felguard or making three portals) at a constant rate without your stockpile going up or down at a rate that you cannot predict.
Or you can do 6 actions at once for spammable versions, with an incredibly high cost compared to time needed (lets say voidwalker)
or you can do 2 actions at once for teching with a slightly longer time necessary (while also training/building 2 spammables or 1 regular)

You want to get a bunch of food as human? Make more town halls.
You want to tech? upgrade to keep or castle. They have increased cost simply because they tech you up. They do provide plenty of food, but their cost takes 'teching' into account just as much.

This is how I am making time count.


6. Gold Cost is being shifted a bit

Right now I am looking at the human/orc buildings and trying to see how I can make the gold cost make more sense. You will see more in the unit changes.


7. Removed the ability for demon players to take human/orc buildings plus buffed the towers

Turns out the function to take buildings away from mortals, among the hundred or so built into the map, is based on 'when unit is attacked', and has a chance of almost 100%...
I can only shake my head.
In turn I have also buffed the towers. They are much more expensive, but they will have some impact as well.

Warning: If I find mortals spending 30minutes turtling because of this and wasting everybodies time, then trust me, I will make them VERY expensive.


8. Completely redone the entire upgrade system

The way it was done was thatthere were upgrades that benefited nobody and upgrades that overlapped to such a degree that it was broken. In addition I found that the sides of dice for succubus attacks is a whopping six. With the offense upgrade giving 3 dice and increasing by 3 per upgrade, the result is as shown:
base damage: 9 base plus (6 sides of dice * 1 dice)
upgrade 1: 9 base plus (6 sides of dice * (1+(3*1) dice)
upgrade 2: 9 base plus (6 sides of dice * (4+(3*2) dice)
upgrade 3: 9 base plus (6 sides of dice * (10+(3*3) dice)
upgrade 4: 9 base plus (6 sides of dice * (19+(3*4) dice)
upgrade 5: 9 base plus (6 sides of dice * (31+(3*5) dice)
upgrade 6: 9 base plus (6 sides of dice * (46+(3*6) dice)

note: the 3*1, 3*2, etc is the upgrade being applied

for an ultimate result of 64 dice * 6 sides + 9 base damage = 73 minimum damage and 393 maximum damage per hit per succubus

And that was JUST the succubus! Never mind the others I found. There were plenty of units with 5 sides of dice and the same upgrades being applied to result in 350~ damage per hit. With splash. Yeah...

In turn, I found much of the upgrade system to be unimaginative, uninnovative, uninteresting, and confusing. So I have removed all the upgrades from every race and redone it quickly.

the new system is as follows:

a. The map has 5 base upgrades. Stamina, Fury, Strength, knowledge, and armor.
Stamina gives hp and hp regen
fury gives move and attack speed
strength gives attack damage
knowledge gives mana and mana regen
armor gives armor

b. Every race has access to four of them. The upgrades they have are to encourage the mindset and strengths of their specific race further.
Orc has access to Fury, Knowledge, Stamina, and strength. But not armor
Human has access to Stamina, Strength, knowledge, and armor. But not fury.
Demon has access to Fury, Strength, Knowledge, and armor. But not stamina.
Future races will also have access to four of the five upgrades.

c.All upgrades cost about the same cost and time necessary, as well as same benefit no matter the race. The cost and research time scales with level while the benefit does not. The benefits are at a set rate level to level, but will have different levels of impact from unit to unit.
So for example, upgrading fury as an orc and upgrading fury as a demon or upgrading fury as a human (if human had it) would give the same benefit.
Since armor and strength vary from unit to unit, these are the only two upgrades with a greatly varying benefit.
All other upgrades are aimed to give about 10% increase in their respective stats per upgrade. (this may mean the first upgrade would increase hp from 100 to 110 while the second upgrade would go from 110 to 121 by taking the impact of the previous upgrades into account.)


--unit changes:

Town Hall cost down to 25 from 50
Town Hall building time set to 25
Keep cost still should be a 50cost upgrade
Keep building time set to 75
Castle cost still should be a 50cost upgrade
Castle building time set to 75
(the math on keep and castle cost is a bit screwy.)

Arcane Sanctum cost up to 30 from 25 (this should make it equal to the holy temple, which has an equal function)
Arcane sanctum building time set to 30

Tower cost up to 25 from 15
Tower hp up to 750 from 350
Tower damage up to 15 per sec from 10 per sec
Tower building time set to 25

Changed cost/training time around for several units. too many to name.

Blood Shaman no longer has summon sea elemental, it has been replaced with spawn blood elemental. Spawn blood elemental is a summon ability that costs life to create a ranged dps elemental unit for 65 seconds. it has a cd of 30.





  • Balance it so that a mortal army can be equal to a demonic army in overall value and time devoted to it
  • Redo the Mortal start so that you can choose how you want to start your base
  • Make it faster paced so that you get more value early, and over time, while still having the feel of an early/mid/late tech-tree
  • Add the ability to choose your race rather than have it preset for you
  • Redo every unit in the game to have unique potential and have something to offer
  • Add a second-chance system to mortals while updating the prison system to be equivalent for demon players
  • Add races to all players
    - Nature (Mortal), technology(Mortal), Illidari (Mortal), Old Gods(Demon), Fel (Demon), Titan of Wrath (Sargeras), Titan of Knowledge (Sargeras), Titan of Mercy (Sargeras)
  • Add the Portal ability to demonic players



Known Issues:
- Human farms are much too big in comparison to their orc counterpart
- Human farms can become Plantations (which offer no income)
- The corruption of human/orc buildings is completely unnecessary
- Blood Shaman summon Sea Elementals (I intend for them to summon living blood)
- When a summoner dies, buildings are thrown into the prison
- When a summoner dies, corrupted soul wells are thrown into the prison
- Something desyncs a player at some point in the map (not beginning, so may be triggered by an action)
- Orc techtree needs more clarity
- Waygate portals aren't self-destructable.
- There was some weird interractions between the demon waygates and human footmen that were attacking it
- Orc Clan halls all look exactly like the Great Hall (Destroys clarity)
- Orc Clan Halls all offer waaaaay too much food
- When the demon buildings were thrown into prison, then the demon units were thrown outside the prison, and when the prison was broken open, then the demons were invulnerable.
- Orc dimensional Traveler shouldn't be so human? (I want it to be Medivh on purpose.)
- sorceress needs fixed voice
- Name Change command
- Demons can upgrade succubus to 30-150 damage (That made me facepalm)
- Demon towers are way too cheap for their capability



not yet.




Author's notes


As reviving this map is an ongoing effort, and the popularity of this map has always hovered between being a cult-classic and popular, then I would encourage people to help me by telling me what they think, feel, and want.
Map Description Template Created by -Kobas-
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CorruptionofSargeras Legacy 0.9.226 (Map)

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deepstrasz
Upgrade movement and attack's icon is the same as the one for the Nether Gate Hakkar the Houndmaster has a spell with the description: Tooltip missing!; that spell and the one under it have no DISBTN and they're icons look like green squares on...
Level 6
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May 23, 2011
Messages
295
discovered a double magic lake in this spot, further bugs will be posted if found

<EDIT> Issues: The starting nether gate is unable to produce eredar consumers, Doom Guards are unable to summon felhounds even if the ability is researched, some of the demon heroes still have mana cost on their abilities thus they cannot cast, missing tooltips on certain hero abilities, you are able to buy every demon hero for free, the felhound magic immunity upgrade does not work
 

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Level 7
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discovered a double magic lake in this spot, further bugs will be posted if found

ahh! DANGIT! I thought i had found all those pesky double-lakes!

Thanks man. Was this after the tutorial, or was there no tutorial?

discovered a double magic lake in this spot, further bugs will be posted if found

<EDIT> Issues: The starting nether gate is unable to produce eredar consumers, Doom Guards are unable to summon felhounds even if the ability is researched, some of the demon heroes still have mana cost on their abilities thus they cannot cast, missing tooltips on certain hero abilities, you are able to buy every demon hero for free, the felhound magic immunity upgrade does not work

ty so much. i will look into it.
 
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Level 7
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Feb 14, 2008
Messages
289
Uploaded the patch and hotfix.



This patch is a hotfix.

- some of the demon heroes still have mana cost on their abilities thus they cannot cast

Fixed. I don't want demonic heros to be limited by mana, at least for now, and so I have made their abilities not cost any. there should be no more of them that do now.

- several burning legion basic abilities dreadlord corrupt ability needs upgrade

I am doing away with the research to unlock abilities for demons. I dont want them to be limited in this way. I want them to have the choices available to them from the beginning of what their units can do. Otherwise its not much of a choice if there is only one capability available.

- the felhound magic immunity upgrade does not work

This would be because I have removed it. However the fact that the upgrade still exists is deceiving, and the upgrade itself has been removed, as well as the building to do it. The building's only purpose was upgrades to unlock abilities, and that is no longer necessary.

- The Eredar "workers" don't want to collect resource by right clicking.

This is an issue brought to light, and I have not found any case of this. It might be the person has not established a corrupted pool of eternity yet. Or there might be another reason. But in all testing, before and after this update, I have found that when a worker right-clicks a corrupted well of eternity, that it works fine.

- The starting nether gate is unable to produce eredar consumers

Fixed.

- update mana pool and mana regen to account for spells that cost mana

This has brought to light the fact that many mortal 'casters' have abilities that cost mana whereas the casters themselves dont have mana. In turn I wanted them to have mana, and haven't sat down and put it in. I have now fixed that.

Silver hand:
These caster types are known for low mana, low mana regen, but are strong fighters generally, while the priest has cheap spells.

priest has a moderate amount of man and a moderate mana regen
Paladin has low mana and a slow mana regen
HighLord has low mana and a moderate mana regen

Kirin Tor:
These caster types are known for high mana, good mana regen, but very powerful and expensive spells.

Wizard have a large amount of mana and a moderate mana regen
sorceress have a large amount of mana and a moderate mana regen
Archmage has high mana and a high mana regen

Orcish Horde:
These caster types are known for low mana, massive mana regen, and spells with a moderate cost. They use spells at a steady pace.

shaman has low mana and a massive mana regen
warlock has high mana and a massive mana regen
Blood Shaman has no mana and no mana regen, but his abilities cost hp

- Doom Guards are unable to summon felhounds even if the ability is researched

The problem was not research. The two have nothing to do with each other, this is a new ability I have been playing around with.

The way it was supposed to work was that the doom guard would spawn a felhound when he attacks, with a cd of 8 seconds.

This has, not only, worked it. I have found that it stunlocks sargeras. (The spell is based loosely on bash with a 0.01 stun. Seems even that long, when you have 5+ of them can keep him stunlocked because of how long it takes for him to swing his weapon.)

So I have returned it, loosely, back to its original form of being an actual summon. Its not as unique or fighting dependant as I wanted it to be, but alas, it is necessary to his identity and now adds a bit more of a choice to his playstyle.

- there is still a single double-pool going on

Should be fixed now.

- you are able to buy every demon hero for free

This has been the biggest pain in the butt since I first restarted the map. I have tried multiple methods. So its not that I am not seeing it, it is that I am trying different things and none work thus far. I have tweaked it, and now it should work. It worked in singleplayer at the very least.

- arcane portal takes time for the first hero to be available

Fixed.

 
Level 7
Joined
Feb 14, 2008
Messages
289
I would like to take a minute to thank the people who participated in the game hosted earlier. While I was not a participant, the replay was passed to me and provided a wealth of information to work with. I saw a great deal of frustration, and so there is something I want to say.

I realize that in order to build the map up, I had to destroy a lot. The reason specifically being that I wanted to start from a version that was closer to the original and less influenced by the other mapmaker who I heavily disagreed with. So a lot of things people expected to see, such as walls, were not there. The lack of walls is to encourage a more aggressive replay, and the fact that waygate portals do not self-destruct manually is to create risk (Demons need risk) when using it. Everything I do is for a reason. Whether you may agree or not. I don't mind people disagreeing, in fact I encourage people to give their thoughts. I am open to changing my mind when I find the idea is logical and helps make the map better.

Beyond that there were some things I actually didn't catch. Such as the fact that farms still turn into plantations (which offer no income so far as I know)

Or that the blood shamans make Sea Elementals (meant to be Living Blood)

Everything I have found is put into the "known issues" area at the top.
 
Last edited:
Level 7
Joined
Feb 14, 2008
Messages
289
uploaded screenshots.

I have also finished the latest patch, actually finished my work on it a week ago, but with a lot of RL problems (ex. court, hospital visits) going on, then I am generally putting my hobbies on the back burner until my life settles down. I also need a place to upload where people can actively host beside makemehost. I will be uploading to hiveworkshop, but so far as I know hiveworkshop has no automated way of getting people into hosted games in a similar fashion to makemehost.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,799
Upgrade movement and attack's icon is the same as the one for the Nether Gate
Hakkar the Houndmaster has a spell with the description: Tooltip missing!; that spell and the one under it have no DISBTN and they're icons look like green squares on pause/F10.
ESC pans the camera on top of the summoner. Quite annoying since I use ESC to cancel actions.

The unit next to the Dimensional Traveller doesn't have a proper name in the description. The Footman and the Knight also suffer a broken description.
Heavy Strike's icon is that of an active ability. I suggest using this program to edit it into a PASBTN: Button Manager v1.8.2
Same with Headshot and it also has a broken description as the text is written over the description box.
The Soldier's Block icon could be edited as well.
Wizard's illusion spell is named: Tooltip missing! Arcane Chains' description sometimes gets out of the yellow frames.
The Paladin's passive spell descriptions are broken.
Resurrection's icon is the same as Mass Heal's.
The Archmage has a spell named Wind Walk that has the Mana Shield icon.
The Highllord looks like Sargeras. Retribution Aura's icon could look like a passive ability's. Blessing of Sanctuary's description is broken.

Hints about the game could be placed in the Quest Log.


A map supposed to be played in many players as it's somewhat luck based (as Vampirism and Tree Tag maps usually are).
Overall it's a nice concept and the terrain is quite decent.

Set to Awaiting Update.

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Always check/recheck the Map Submission Rules! (Map Submission Rules)

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

If you want more reviews, come here:
The Grand Review Exchange!
 
Level 1
Joined
Dec 3, 2018
Messages
5
pig farms dont give income and i killed greys main baseand he insta died as in all of him died and human and orks main bases once upgraded dont give gold so orks dont get any gold and humans only get gold from houses
 
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