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Custom Race: Iruxi Confederation (Revamp)

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-Custom Race: The Iruxi Confederation (Revamp)

This is a Lizard-people custom race that was inspired by the Lizardmen from WarHammer Fantasy and the Lizardfolk from DnD

Made with Reforged: Classic graphics. This is an edit of the melee map Dust Storm to include The Iruxi Confederation as a playable race.

To play The Iruxi Confederation, select Orc and click Yes at the start of the map.

Special thanks to FlameofChange reviewing and his rebalance suggestions.

Faction:

Quickview

Overview



The Iruxi are a confederation of thousands of smaller caste based tribes whose roles are based on their inherent abilities. They march to war with monstrous beasts and use toxins and biological agents to cripple their enemies.

The Roster:
  • 4 Heroes
  • 12 Units
  • 12 Buildings
  • 43 Abilities
  • 29 Upgrades

Units:
The Iruxi units are all organic and are mostly melee and mid-ranged.
  • Melee Units; Levy, Cleaver, Raptor Rider, Pterosaur (Flyer) and Devilsaur
  • Ranged Units; Piercer, Skirmisher and Stinger (Flyer)
  • Caster Units; Druid of the Swamp and Dragon Priest
  • Siege Unit; Direhorn and Dragon Priest

Defenses:
The Iruxi lack a initial defense structure, relying on its units till tier 2.
  • Initially available Geomantic Web ability, which distributes damage for structures.
  • Levies spawn from destroyed buildings.
  • Tier 2 tower upgrade for food structure.

Healing:
Hitpoint restoration for the Iruxi is conditional.
  • Passive regeneration is higher in the daytime.
  • Ritual Cannibalism requires sacrificing an injured unit to heal the caster.
  • Apotheosis requires the hero to be attacked to heal nearby allies.
  • Cremation requires a corpse to heal units around the caster.
  • Scavenger heals the unit when it attacks.

Hero Roles:
  • Stalker is a single target assassin and disabler, intended to target casters and heroes.
  • High Priest is the main dispeller and buffer, intended to dispel buffs and destroy summoned units while buffing your units.
  • Battlemaster is focused on damage reduction, intended to be used to reduce the amount of damage your units take. Note: make sure the hero has some health potions.
  • Beast lord is focused on crowd control, intended to clear paths and slow enemy damage output.

Unit Abilities:
  • All unit abilities are either some type damage reduction, Damage over time or a debuff.
  • Their casters do not have any abilities that support allied troops

Battle:
  • Use Cleavers, Pterosaur and Devilsaur to attack in melee and hold the enemy.
  • Use Piercers to ensnare air units and support your melee units.
  • Use Skirmisher, Stinger, Druid of the Swamp and to debuff hostile units while providing Damage over time effects.
  • Use the Dragon Priests as either healers or to deal potential aoe damage.
  • Use Direhorns to attack structures.
  • Use Raptor Rider attack casters.




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Units

Labourer

Levy

Cleaver

Piercer

Skirmisher

Druid of the Swamp

Dragon Priest

Raptor Rider

Direhorn

Devilsaur

Pterosaur

Stinger




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Buildings

Commune

Precinct

Nexus

Altar of the Cold Blooded

Training Ground

Logging Camp

Aquaculture Hut

Hunting Stand

Treasure Hold

Standing Stones

Beast Lair

Sky Nest




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Heroes

Stalker

High Priest

Battlemaster

Beast Lord




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Changelog

2023-01-28

2023-01-30

2023-02-02

2023-02-03

2023-02-021



- 1.0 Uploaded



- Fixed Worker Caste Upgrade; Grants the stated +30%
- Fixed Constrictor Venom; Was causing the game to Freeze



FlameofChange Rebalance:
- Changed Icons and descriptions
- Feed: Removed
- Stinger Tower:
  • Changed to Hunting Stand
  • Produces 5 food
  • Has slow poison
- Sorrerer’s Den:
  • Changed Model
  • Renamed to Standing Stones
- Spawning Ground:
  • Renamed to Training Ground
- Beast lair:
  • Cost changed from 140/150
  • Changed Model
- Stinger's Hut:
  • Renamed to Sky nest
  • Changed Model
  • Sky nest moved from T3 to T2
  • Sky nest cost changed to 130/140
  • Pterosaur moved from Beast Lair to Sky nest
- Logging Camp
  • Worker Caste Trait Moved to Commune; Attack speed bonus reduced from +30% to +15%
  • Warrior Caste Trait Moved to Training Ground
  • Arcane Caste Trait Moved to Standing Stones
- Levies
  • No longer grants XP
  • Canceling a building no longer spawns levies.
- Skirmisher:
  • Base damage improved from 10 to 15
  • Number of dices improved from 1 to 2
  • Number of sides improved from 2 to 3
  • Attack cooldown reduced from 2.5 to 1.8
  • Cost increased from 130/20 to 135/20
- Cleaver:
  • Base damage increased from 7 to 13
  • Damage per dice decreased from 8 to 5
  • Hitpoint increased from 500 to 625
  • Scale increased from 1.15 to 1.25
  • Range increased from 90 to 100
  • Direhorn shield damage reduction chances increased from 25% to 100%
- Piercer:
  • Weapon type changed from normal to missile
  • Range increased from 110 to 325
  • Base damage increased from 7 to 20
  • Sides per dice decreased from 11 to 8
  • Attack cooldown increased from 1.4 to 2
  • Missile speed set to 900
  • Hitpoints increased from 400 to 525
  • Cost increased from 200 to 200/20
  • Training time decreased from 30 to 26 seconds
  • Ensnare ability, unlocked from T1 tech at the barracks
- Direhorn:
  • Base damage reduced from 33 to 22
  • Number of dice increased from 1 to 2
  • Sides per dice reduced from 21 to 8
  • Attack cooldown reduced from 3 to 2.5 seconds
  • Range increased from 110 to 135
  • Hitpoint increased from 800 to 1500
  • Food cost increased from 4 to 5
  • Level increased from 4 to 5
  • Training time increased from 30 to 40
  • Hardened scales removed
  • Sharpened horn removed
  • Added Cleaving attack; 10% damage spread in a 150 radius against units; 25% damage spread in a 200 radius against buildings
  • New passive ability Scale leather; Reduces melee damage by 2; Reduces ranged damage by 4
  • New T3 upgrade Improved scale leather; Increases the melee damage reduction from 2 to 4; Increases the ranged damage reduction from 4 to 8
  • Gets the same devour ability as the Devilsaur with the same requirement
  • Devour upgrade cost increased from 75/25 to 100/50
- Pterosaur:
  • Base damage increased from 49 to 54
  • Sides per dice increased from 8 to 9
  • Attack cooldown reduced from 1.4 to 1 second
  • New passive ability : Scavenger; Converts 20% of inflicted damage towards organic units into HP
- Devilsaur:
  • Base damage increased from 25 to 35
  • Number of dices increased from 1 to 2
  • Attack cooldown increased from 1.65 to 1.8
  • Range increased from 100 to 150
  • Attack sound changed from medium chop to heavy chop
  • Armor type changed to Heavy
  • Base armor reduced from 4 to 2
  • Hitpoint increased from 1000 to 1300
  • Level increased from 4 to 6
  • Gets cannibalize by default
- Druid of the swamp:
  • Base damage increased from 7 to 11
  • Damage per dices increased from 2 to 3
  • Projectile art changed from Shaman to orb of poison projectile
  • Hitpoints increased from 335 to 435
  • Max mana increased from 200 to 300
  • Training time increased from 30 to 33
  • Cost increased from 130/20 to 195/30
  • Food cost increased from 2 to 3
  • Level increased from 2 to 3
  • Scale increased from 0.9 to 1
  • Acidic Bile Changed to Corrosive Bile; Deals 50 poison damage to the target. if the target does not already have the Corrosive Bile Debuff its armor will be reduced by 2 and be dealt 3 damage per second. Last 10 seconds.
- Dragon priest:
  • Sight range increased from 1400/800 to 1600/1400
  • Dragon's Eyes and Dragon's biology fused into one single icon and description
  • Dragon's Fire is now activatable and deactivatable
  • Cremation;Heals every friendly units by 20HP within 600 of the dragon priest; The caster gains 30HP, to a total of 50 HP
  • The Dragon priest deals 4x more damage against buildings
- Raptor rider:
  • Base damage increased from 11 to 18
  • Sides per dice increased from 2 to 5
  • Range increased from 100 to 135
  • Attack type changed from magic to normal
  • Base armor increased from 2 to 3
  • Hitpoints increased from 600 to 650
  • Food cost increased from 3 to 4
  • Mana break and mana burst fused into one icon and description
  • Mana Burst; Mana drain from hero increased from 4 to 8; Mana drain from unit increased from 20 to 35; Summoned damage increased from 20 to 35
- Stinger:
  • Range reduced from 400 to 350 against ground (air is still 400)
  • Hitpoints reduced from 725 to 500
  • Cost reduced from 290/30 to 215/35
  • Level reduced from 4 to 3
  • Gets slow poison
  • Mana & mana cost removed
- Treasure Hold; Added Sunstone item



- Increased the Direhorn price
- Devilsaur training time 50 to 60
- Direhorn scale Leather unlocked by default
- The Piercer has medium.
- Stalker's wound poison range 120 to 360
- Stalker's evasion & magic resistance is now passive.
- The devilsaur speed reduced 350 to 270



Added Beast Lord Hero

Reworked Abilities
Wound poison
  • Damage is 200/400/600
  • Duration is 20/20/20
  • Miss attack is 33/33/33%
  • Range is 400
  • Mana cost is 85
Shadow step
  • Doesn't deal damage
  • Mana cost is 50/45/40
  • Cooldown is 9/6/3
  • Range is 700/900/1100
  • Banish Target for 2/4/6 seconds
Shadow walk
  • Evasion & magic resistance is now passive
Power Slam
  • Stuns with each cast
Miscellaneous
  • Minor tweaks to attacks ranges and costs
  • Some new unit and building requirements
  • Rewrote Tooltips for Units, Abilities and Upgrades to be more inline with the base game.
  • New Commands and Orc Build Icons
  • Some abilities have new visual effects



Credits

Models

Icons

Skins

Imported Spells and Systems

Tools Used & Misc



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Ulitmate Dragon Icon pack by Werewulf and Kimberly
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Manual Zip File is attached.
Contents

Iruxi Confederation (Map)

Reviews
deepstrasz
There is much stuff still based on core game mechanics but generally, it's a nice and different race. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P...
Ahoy, I'll make a full review later, but I have found two major bugs :
1) Worker caste upgrade increases by x30 the attack rate, not by +30%. You have to put 0.3 instead of 30. The skirmisher had an absurd attack rate (not x30 but it had easily a 0.4s cooldown).
2) Constrictor Venom freezes completely the game because you put a 0s period, even if it doesn't have damage you can put a large period to skip any damage.

Go update that map so I can send you replays later, we need the same version anyway.
 
Last edited:
Ahoy, I'll make a full review later, but I have found two major bugs :
1) Worker caste upgrade increases by x30 the attack rate, not by +30%. You have to put 0.3 instead of 30. The skirmisher had an absurd attack rate (not x30 but it had easily a 0.4s cooldown).
2) Constrictor Venom freezes completely the game because you put a 0s period, even if it doesn't have damage you can put a large number to skip any damage.

Go update that map so I can send you replays later, we need the same version anyway.
Thanks for the heads up. Updated.

1)Worker caste upgrade was me not paying much attention to skirmisher. You think that's fast, right before I uploaded the map I changed the attack rate from 2 to 2.5

2)To be honest was Constrictor Venom a literal last minute addition that wasn't tested. The stinger Originally had disenchant. The high priest had a mana regeneration reduction aura that I changed into the current Mana bane Ability, which caused disenchant to be redundant.

Wait! If you put a high damage on an ability it doesn't deal any damage?????
He talking about the damage period. I used soul burn as a base, so when i put zero in the damage period field, the game tried to deal damage every zero second causing the game freeze.

Report two problem:
1. Direhorn's attack speed is too slow.
2. Direhorn can't attack the buildings.
These will be fixed in the next update

Here we go, after a couple of games it is time to make an unofficial review of your faction.
Before going to the ranking, I have a bunch of remarks to give you more openings about your map.
I'll go in order of unit tier, leaving the more difficult changes last.
I may forgot some details or two, I might do corrections in the future.
If you want some help or direct contact with me, I added you on Discord. Feel free to barge in anytime !
Part 0 : trivial stuff
Spoiler
Part 1 : basic units
Spoiler
Part 2 : casters / special units
Spoiler
Part 3 : Heroes
Spoiler
Tier list
Spoiler
Click to expand...
Ok, I Love this review. I’ll be implementing what I can from your suggestions. Been missing around with the editor since I was five and I'm only now getting the basic grasp of triggers. I also kinda suck at playing the game so my play testing is a mess. I usually stick to campaigns.

This map was a spontaneous project that started when I was bored looking through custom models on hive while procrastinating on my Syndicate of Alterac race (here's the design doc if your interested Race: Syndicate of Alterac)
There was no design doc for this project, everything was made on the go.

I'll keep you updated as I work on it. If you have the time would you be up for reviewing the two other races I have uploaded? Either way, thanks for the review.

After a new fresh test no later than 30mn ago, this is much much much better. It had a crash I haven't figured out why.
However, there's new bugs :
Can't get hero at tier 1
Can't get the 3rd hero

Other small mistakes easy to fix :
You reduced the Direhorn price ? It makes the unit broken
Sunstone still having the default night description
Devilsaur training time is too short, put it to 50-60
In the map you put a Laborer & a sunstone somewhere

My balance/details concerns (but it's your map anyway)
Arcane trait upgrade is on the first row, I would put it on second/third row
I would put Direhorn hard skin unlocked by default, with just one upgrade
The Piercer has heavy armor, which makes the cleaver less viable. I would revert it to medium armor
Stalker's wound poison still have a too short range
Stalker's evasion & magic resistance is still active. To make it passive, when it learns the ability gives it a hidden evasion & magic resistance.
The devilsaur runs way too fast, which makes it a bit broken. It is a massive unit, yet a predator, so a basic 270 speed would fit, but if you want you can test it with like 290 or 300 speed.
No more heal on the supply building ?

Ranks updated :
Aesthetics B- to S-
The icons and new models makes a much better theme & visual diversity.

Fluff D to C+
I love the sunstone idea, while simple it is clever enough I haven't found it myself. Good job !

Feel & Juice C- to A
Dinos are even more dangerous, units fits much better at battle. You could go further by tinkering visual effects but that's good as it is.

Strategy & tactic A- to A+
Small tweaks & improvements on paper were made to give more flesh & options.
However it will need throughout testing to make it work on practice, as balance is still a concern.


Balance D- to D
It would easily go to B if you fix the bug & mistakes I pointed out in this reply.

Content C+ to B+
Making the units much more useful made its content coherent gameplay wise.
Even with no 4rth hero the rest of the techtree is quite thicc.


Handling & ergonomics C- to B
The building diversity, the reduction of micro, the new icons and some gameplay tweaks made your faction much less chaotic to handle.

Triggers, code, overall polishing D- to C-
Again, the code isn't quite complex but it still have minor memory leaks.
However, by applying blindly a good chunk of my suggestions the map is much less rough on the edges !


Overall tier C to B+
Your faction made a good progress and its foundations got stronger.
Still, more work on special abilities & balance is yet to come.
Now you have a more stable basis, it would be less painful to test & rework !


Personnal taste B+ to A
Now that's something which talks to me.
I had made what what changes I thought I could with current skill and get the map updated before to many people downloaded it.
I added damage engine and unit indexer so I can in the future make abilities more complex
I have the hardest time making heroes; 16 abilities that are thematic to the heroes, that don't overlap to much with the units, but synergize well.
I didn't touch the heroes as i need replan their roles. I've got Dps, a Tank and Support that all have some form of healing and anti-magic.

1) Heroes:
  • Thats weird it was working fine when tested it before I updated.
2) Direhorn:
  • The price was a misunderstanding on my part from reading your suggestions
3)Devilsaur:
  • Your right, also the animation looks janky.
4) Stalker:
  • I'll make those changes.
5) Feed:
  • I was getting a weird bug after I changed the map to latest patch. It would kill the targeted unit, regardless of what base ability, if it was triggered or not. I even remade the building.
~ I thought I changed Sunstone description
Laborer & a sunstone; Forget to remove them after last test.

I'll make these changes now. Future changes will be later on, I need to take break from this map. I'm getting a little burnt out.

Report two problem:
1. When Direhorn is trained, game will crash.
2. Pterosaur's new passive ability Scavenger hasn't a ability icon.
Pterosaur's new passive icon Fixed

I cant pinpoint what's causing the crash

Report a problem on the last version of the map:
When Dire horn is trained, game will crash.
It should be fine now. I just updated the map, I removed a redundant trigger for the dire horn abilities. I did a quick play and I was able build 6 in a a row fine. I'm using the latest update of the game.

I used the latest update.But the problem still happen.(Before i train Direhorn, I research all Direhorn's upgrade)
And at the start of the game, there are redundant buildings in the upper left corner of the map.
Ok fixed it. I changed it so the leather ability was upgraded via triggers rather than the upgrade itself.

I've attached the manual.
 

Attachments

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Level 21
Joined
Dec 3, 2020
Messages
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Ahoy, I'll make a full review later, but I have found two major bugs :
1) Worker caste upgrade increases by x30 the attack rate, not by +30%. You have to put 0.3 instead of 30. The skirmisher had an absurd attack rate (not x30 but it had easily a 0.4s cooldown).
2) Constrictor Venom freezes completely the game because you put a 0s period, even if it doesn't have damage you can put a large number to skip any damage.

Go update that map so I can send you replays later, we need the same version anyway.
Wait! If you put a high damage on an ability it doesn't deal any damage?????
 
Here we go, after a couple of games it is time to make an unofficial review of your faction.
Before going to the ranking, I have a bunch of remarks to give you more openings about your map.
I'll go in order of unit tier, leaving the more difficult changes last.
I may forgot some details or two, I might do corrections in the future.
If you want some help or direct contact with me, I added you on Discord. Feel free to barge in anytime !
Part 0 : trivial stuff
General stuff
The map was set for 1.0 Warcraft 3 balance. Set it to latest patch. You may need to tweak some of your units because default data (aka the one you haven't edited in a copied object) are affected by patches.
Laborers have 190 base speed, the upgrade gives them +30 but the icon and the upgrade currently shows from 270 to 300.
You don't need the war3imported path, nor the ReplacableTextures/CommandButton. The only thing you need is the right paths for the custom textures and the disabled buttons.

Scavenger huts
The heal is quite low, maybe too low and not quite adapted to every unit.
Also by the time the ability recharges, the consumed mana regenerates.
So why putting mana ?
Your faction focuses on daylight regen, so why not making the scavenger hut regenerating mana only in the day (lizards hunting in the day) ?
For the heal, 200 is too low in my opinion.
Increasing it would make the heal too strong towards light units.
My take is to make it 200+10% of the unit max HP.
For example, a unit with 500Hp will get 200+50, 1000Hp will get 200+100.
The regen rate is good, since it's not a combat heal. However I would reduce a bit the cooldown, for example 30-45s.
The default special effect shows mana heal, but the ability don't. You have here three different solutions :
1) Reduce the heal to 150+20% of unit max HP, and gives 50+15% of the unit max mana. This would make beefy units regen a lot of HP and caster a lot of mana. In this case the defense would be a bit better because heroes would get a supply in mana in the base.
2) If a unit have mana, use the case 1), else use what I suggested before.
3) Remove the mana regen visual effect

Stinger tower
The food could be a trap here. You could rename it into Hunting ground, raise a bit the price and we should be good.
Warning : the building cost must also take in account the price of the previous tier !
To make it more coherent with the Stinger (see later), I would add a slow poison.
The tower would support defense without doing all the work.

Levies
Beware of spawning levies, they feed XP to enemy heroes. Attacking your base becomes too interesting. The solution is to make the levy level 0 (shift+click the data line allow the value 0).
Canceling a building spawns levies. Add the ability only when the building is finished, and it should be good.
Part 1 : basic units
Skirmisher
Before your tweak, this unit was broken. After your tweak, this unit is clearly useless.
You have a night elf archer with better regen at day, 3x less DPS, no Elune grace, no significant upgrades and no cloak with a higher price.
I know your faction doesn't rely on ranged units, but that's not a reason to make them so weak it becomes useless.
For a higher price you can get better anti-air with your flyers, easily accessible at the same time as other factions air (except maybe gargoyles ?).
Either delete the unit, make it stronger or change its purpose.

This is an example of how I would improve it :
Base damage improved from 10 to 15
Number of dices improved from 1 to 2
Number of sides improved from 2 to 3
Attack cooldown reduced from 2.5 to 1.8
New passive ability : dodges 35% of ranged attacks
Gets poisoned arrows in a T2 tech
Attack speed bonus reduced from +30% to +15%
Cost increased from 130/20 to 135/20
Here, it will go from an useless ranged unit to an average ranged unit. In mid-late game they would still be outclassed by riflemen/fiends but they would suit well in early stages. Faster attack, movement, regen in addition of poison would make a good ambusher & peon stalker (it fits the swamp/jungle theme of the race). They would also soft counter air units in significant numbers. Poison is a good addition to pile a bit more DPS for your big ones fighting in the front. Admitting a 2 DPS poison, in late game they have 15+5d3 every 1.3 seconds, to a total of an average of 21 DPS.
To compensate a bit the new bonuses, I increased the price to put a bit more risk.
Of course, they aren't as potent as night elf archer in early game, due to their still slower attack.
And since your faction isn't supposed to have heavy ranged units, we are still well within your intent.
In my opinion you mistook useless and not ranged-specialized. Your faction would have a better gameplay with a potent light ranged unit, even if it doesn't have better ranged !

Cleaver
For the exact same price of a Grunt, you get a much squishier early warrior with poor DPS, a human footman has more !
Even with upgrades it becomes average, but outclassed by any tier 3 unit.
I saw that you made it like a well rounded defensive fighter, but it is too passive to be counted as versatile, as well as being awful at soaking damage compared to its price.
In late game they have an unreliable attack, even fully upgraded. The damage reduction is too underwhelming for the price and location in the tech tree. I used it in my first games, and they struggled to kill green camps while barely surviving. With 4 cleavers you can have instead almost 6 footmen with better reliability. Their price made them hard to mass in early stages, making them useless enough to incite players to tech rush instead.

Let's assume first I haven't talked about the Piercer yet. There's two exclusive ways of making this unit more interesting in paper : cheaper or stronger.

Cheaper
Base damage increased from 7 to 11
Damage per dice decreased from 8 to 4
Training time decreased from 30 to 24 seconds
Attack cooldown increased from 1.4 to 1.5
Cost reduced from 200 to 160
Food cost reduced from 3 to 2
Level decreased from 3 to 2
Direhorn shield damage reduction chance increased from 25% to 50%
Direhorn shield damage reduction decreased from 6 to 5
Direhorn minimum damage increased from 0 to 1
Direhorn shield tech cost reduced from 150/100 to 100/100
Direhorn shield tech available at T1
Warrior cast upgrade changed to Worker caste upgrade
Warrior cast upgrade cost reduced from 200/250 to 150/175

Stronger
Base damage increased from 7 to 13
Damage per dice decreased from 8 to 5
Hitpoint increased from 500 to 625
Scale (ahah, scale) increased from 1.15 to 1.25
Range increased from 90 to 100
Direhorn shield damage reduction chances increased from 25% to 100%
Direhorn shield returns 10% of damage to the melee attacker, with a maximum of 4 damage

In both cases, the cleaver would very well fill its role of reliably engaging enemies, either by number or strength. While still outclassed by big tier 3 elite units, it is a good corner stone for Tier 1 and 2 when you have to put something at hand in front of your casters.
The cheaper version would better swarm the enemies because of the increased speed. It can be made coherent with the fluff by assuming Cleavers are low caste warriors instead.

Piercer
Now, we have the first main incoherence of your faction. You have two basic melee units, one more on defense and the other one on offense.
The common problem of those two are their expensive cost, unreliable damage and low durability.
On top of that, the piercer have so low defense it is even brawled badly by green camps half its price.
In late game, they become average due to their good damage, but their normal armor gives them bad mashup against other ranged units, and an one sided disaster against tier 3 elite melee (pulverize & sundering blades goes brrrr) even fully upgraded.

Let's explore together the different solutions we can provide.

Delete it completely
Taking in account the changes I suggested for the Cleaver, the Piercer becomes clearly useless as it is. We could clearly drop it completely and continue with the other units, however there's also other means to assess the situation.

Short-Medium ranged spear thrower
This is a way to have a straightforward change for the unit. You may think I'm adding a second ranged unit beside the skirmisher, but we will safely land on our feet for reasons I will explain soon enough.
Weapon type changed from normal to missile
Range increased from 110 to 325
Base damage increased from 7 to 20
Sides per dice decreased from 11 to 8
Attack cooldown increased from 1.4 to 2
Missile speed set to 900
Hitpoints increased from 400 to 525
Cost increased from 200 to 200/20
Training time decreased from 30 to 26 seconds
Ensnare ability, unlocked from T1 tech at the barracks
Fury of Blade replaced by Impaling shot
Passive ability
A successful attack on an enemy have 20% of chances to pierce through and also damage the unit just behind
The effect is recursive at each hit, for example there's 4% of chances to pierce 2 times, 0.8% to pierce 3 times, etc
Fury of blade upgrade renamed to Impaling shot

Notice the inability to attack air ? Its role is to support the units in the front lines with it medium ranged attack, giving it more punch.
Coupled with the reworked Cleavers, they blend together much better : the swordlizards in front soaking damage while a second line of Piercer just behind giving the punch the Cleavers need. Of course, their range won't enable them a 3rd row of attack so your intent to limit ranged is kept !
Cherry on the cake, you may add the reworked skirmisher on the 3rd row. You would have here a very good core of T1 units giving a good scrap at T2.
For Tier 3 they would also fit behind the big steaks, helping them adding more damage in the very front. However it would be the elite unit who makes most of the work, the Piercer would just fill the gap to add some DPS.
The ensnare hits multiple birds with one stone. First it can pin down enemies to help your melee pursuing them. Second it gives an early anti-air without having to rely on unupgraded skirmishers or building a Bestiary. Last but not least a group of Piercer can safely hunt an isolated air unit, even chimeras and wyrms. To put it more simply, it looks more like a crypt fiend.
The strategic drawback of this reworked Piercer is their low range when pursuing enemy casters : they need to threaten themselves more by getting closer. But this is perfectly coherent as it counterbalance its strengths.

Melee spearlizard with great range
This one is trickier. Instead of giving a thrown weapon, we accentuate the range to make it attack directly units across allies.
On one hand we won't have to drastically change its Fury of blade, but in the other hand we have to make it more interesting beside more range.
Range increased from 110 to 225
Base damage increased from 7 to 13
Sides per dice decreased from 11 to 7
Hitpoint increased from 400 to 575
Movement speed increased from 270 to 300
Scale (ahah, scale, cough yeah I stop it) increased from 1.05 to 1.1
Training time decreased from 30 to 27 seconds
New ability passive ability piercing blows : ignores up to 3 damage reduction, and gets bonus damage against medium armor
Fury of blades on trigger stuns for 1s an organic unit if its level is equal or lower than 3
Fury of blades has a recursive effect, meaning it can do a rapid succession of attacks in rare occasions.

On paper, it would be killed 1/1 against a grunt even with full upgrades. Its role is to attack from behind other melee units, but in some case hunting casters with their above average speed in combination of lucky Fury of blades occurrences. Going back at your faction's fluff, this would make it wilder and juicer ! The piercing blow makes the unit more threatening against other basic ranged units by being a soft counter. Of course your faction have much better options, so it's not overlaping much.
I would prefer the ranged alternate than this one because of the redundant melee nature, but both are viable, you call.

Direhorn
A melee siege unit, because your faction isn't supposed to have good ranged.
The unit is broken because it cannot attack buildings lol.
You set wall but no building in the target.
Also the hardened scales upgrade changes it to hero and not fortified. What did you have in mind ? Is it reinforced or hero ?
Before continuing, let's assume this unit can attack buildings.
You have a unit more expensive than a Demolisher with worse stats everywhere, except HP. Speaking of which, it is as durable as a grunt with at least 40 times its mass. Congratulations, your Direhorn is the big cheese cake everyone wants a piece of it.
Of course, you have an upgrade to increase a bit its melee threat with spiked armor & fortified armor.
But this makes this unit even worse for two reasons. First, the more obvious, it reduces its attack speed. Yeah you may though it is a T2 tank so it won't bother from having low attack ? Well it becomes an even worse siege unit. On top of that the attack speed reduction is broken because instead of increasing the attack cooldown by +33% it increases x33 ! Secondly, a significant side effect of that upgrade makes the Direhorn very weak against other siege. In general siege vs siege fights with artillery in long range, but when your already very clogged melee oversaturated by a shitton metric cube of lizards gives you no hope to neutralize these siege, understand that even with a cheaper cost it's not worth it. I don't mean it must counter other siege, I want to say here they become worse in the role you picked.
Even with a purely tanking role, the Devilsaur is much more versatile !
So by having both a doomed strategic presence and an other unit filling better this role, you could simply remove this unit.
HOWEVER, again, it's not fun to simply remove a unit, let's do some research !

So, on paper, this unit does 2 things : tanking and demolishing. Your intentions weren't bad, again it had a terrible execution.
This is how I would rework this unit:
Base damage reduced from 33 to 22
Number of dice increased from 1 to 2
Sides per dice reduced from 21 to 8
Attack cooldown reduced from 3 to 2.5 seconds
Range increased from 110 to 135
Hitpoint increased from 800 to 1500
Food cost increased from 4 to 5
Level increased from 4 to 5
Training time increased from 30 to 40
Hardened scales removed
Sharpened horn renamed to Reinforced head
Only enemies in front (180°) of the Direhorn have 20% of their inflicted damage dealt to the attacker
Gives 10% of chances to ignore the damage of any attack coming from the front (180°), but still counts as hit
Gets by default a cleaving attack
10% damage spread in a 150 radius against units
25% damage spread in a 200 radius against buildings
New passive ability Scale leather
Reduces melee damage by 2
Reduces ranged damage by 4
Reduces building damage against the Direhorn by half (including spiked barricades)
New T3 upgrade Improved scale leather
Increases the melee damage reduction from 2 to 4
Increases the ranged damage reduction from 4 to 8
Gets resistant skin
Costs 125/150
Gets the same devour ability as the Devilsaur with the same requirement
Devour upgrade cost increased from 75/25 to 100/50

A lot of things are going on, let's break it down. The role of the unit isn't to deal a lot of damage against units, but more against buildings.
Its attack has been adjusted to keep the defense intent without being disarmed. In bonus we can say the Direhorn would love to play with clods of enemy unarmored casters. The cleaving attack is a good idea to start with, but we get either a too strong anti-unit or a too weak anti-building. The solution was to divide it into two types of targets, putting more emphasis on buildings. If the enemy is spamming towers at the same spot, the Direhorn would deal good AoE damage on par with other classic siege units.
This is an organic medieval ram with hard skin and big spikes, so I picked some inspiration from Age of Empires 2 rams (they have a melee AoE attack against buildings).
To live long enough to trample puny stone structures, I put a lot of elements getting together.
First is the HP bonus + hard skin, making the Direhorn looking more like a Mountain giant.
The difference is the heavy armor. Whereas Mountain Giants are literally rocks to put in front of the enemy, soaking almost everything ; I thought that the Direhorn's high defense and cheaper price could be balanced by giving them a weakness to magic attacks (i.e. gryphons, chimeras, destroyers) if the enemy rushes these types of units. So the hard skin upgrade can come handy to both temper its strength in T2 and making it viable in T3.
Then, let's talk about his front defense. A triceratops have a big shield on his head, why not taking the inspiration into the gameplay by giving it a directional bonus defense ? With all of that stacked together, the Direhorn alone still struggles against other melee units.
I may been a big too generous with the defense, but it can be easily nerfed by decrementing some values.
In my games against orcs, having a bunch of melee units hurts a lot when destroying their buildings, even more accentuated by the fact of lacking any potent ranged damage nor battle healing (I used red dragons to destroy their base...).
All of that is made without changing the unit price ! Again, just reducing would make it better cost-efficient but still strategically useless.
Finally, to make it more like a siege unit, it have more ranged damage reduction, furthermore from tower attacks.
So even with an average melee attack, it can grind enemy defenses in the long run while the other big boys take care of the crying townfolks.
Your faction is meant to have big bad lizards rampaging the front, so I just reminded you how far you could go.

Pterosaur
You copied the Hyppogryph, good idea.
You made it less cost efficient, bad idea.
Making it even cheaper would be counter productive, since it would be too weak for its food cost.
Don't worry it wont be a beefy textwall like the Direhorn.
My take would be to make a glass canon : hits harder but shorter lifespan. Your faction wants melee eh ? You'll get better melee.
Base damage increased from 49 to 54
Sides per dice increased from 8 to 9
Attack cooldown reduced from 1.4 to 1 second
New passive ability : Scavenger
Converts 20% of inflicted damage towards organic units into HP
Every attack against organic units grant the day lizard regeneration to the Pterosaur for 3 seconds, the time accumulates

Here, it would somewhat fight on par against Hyppogryph plus having more flexibility.

Devilsaur
Here is a perfect example of a well rounded T3 elite unit.
There's however some simple faults in its design.
First being its high cost, making it less interesting to reach a critical mass. It is roughly as strong as a Tauren but with a higher cost.
Second is the medium armor. It excels at melee but is too weak against other elite melee T3. In addition of above average HP and armor it lacks the staying power to be reckoned with.

Remember we have already a tanking unit, we could perfectly make the Devilsaur more interesting as a super heavy shock unit.
Plus, your faction prefer to weaken enemies than boosting yours, with all of that in mind, we can improve the Devilsaur !
Base damage increased from 25 to 35
Number of dices increased from 1 to 2
Attack cooldown increased from 1.65 to 1.8
Range increased from 100 to 150
Attack sound changed from medium chop to heavy chop
Armor type changed to Heavy
Base armor reduced from 4 to 2
Hitpoint increased from 1000 to 1300
Level increased from 4 to 6
Gets cannibalize by default
New passive ability : Primal instinct
Every attack inflicted or received above 20 damage will increase its attack speed & movement speed by +1%, to a maximum of +20%
If not attacking or attacked for more than 5 seconds, the bonus decreases by 1 every second until null or triggered again.
Unlocked from a T3 upgrade, costing 150/150/60s
New passive ability : Apex aura
Reduces enemy melee damage by 20% within 300 range, doesn't accumulate
Unlocked from a T3 upgrade, costing 100/125/45s

All of this will make it a better T-Rex than your previous one. We accentuate the apex predator thing, making it more dangerous in the heat of battle.
Its upgrades pushes even forward the idea of monstrous elite unit rampaging enemies : imagine some giant dinosaur in a epic battle against other big targets ! I traded armor for more hitpoints, as it's not supposed to be defensive while being harder to heal, furthermore it will get a weakness against magic damage. The previous medium armor made it too hard to crack even with less HP.
The Devilsaur is supposed to stay in front or maybe rampaging the flanks, so it gets a high dps with bellow-average defenses for its price.
You may think it attacks a bit too slow, but keep in mind the very late game potential with Primal instinct and Apex aura, while (at least temporarily) neutralize a medium sized unit with devour. However against ranged unit the Apex aura doesn't help, making the matchup a bit less one sided.
Part 2 : casters / special units
Druid of the swamp
Here we start the tedious part of the review, every casters one by one !
The DotS is supposed to be a druid, but one ability doesn't completely do justice.
The corrosive bile is a disguised fireball, but throwing acid on someone could stun and instantly damage ?
Plus, an experienced player can spam DotS with corrosive bile to perma-stun a hero.
The Dark swarm is a very interesting idea, but the cheap price of the druid makes it quite expandable.
My take would be to make it more expensive but more dangerous as a support unit, so you have to do less micro !
Base damage increased from 7 to 11
Damage per dices increased from 2 to 3
Projectile art changed from Shaman to orb of poison projectile
Hitpoints increased from 335 to 435
Max mana increased from 200 to 300
Training time increased from 30 to 33
Cost increased from 130/20 to 195/30
Food cost increased from 2 to 3
Level increased from 2 to 3
Scale increased from 0.9 to 1
Corrosive bile changed
Goes from active to auto
60 mana cost
8s cooldown
Replaces the attack with an acid bomb if the target hasn't the effect
> 8 second duration
> -2 armor
> Deals 3 damage per second

Consequently, it will become a better offensive support than an offensive caster. I just pluged together the stuff you left there !

Dragon priest
I had high hopes for this unit, but I was quickly disapointed.
The cremation ability is useless, too much mana cost for so little hp gain.
Plus, it only helps against human resurection, undead quircks and tauren resurection.
It synergises less with some cannibalize abilities, and even worse taking in account his Dragon's fire ability.

Same remark for the Direhorn : you had the right ideas on paper but terrible execution.
However, this gives me genuenly good tools to work with it !
Sight range increased from 1400/800 to 1600/1400
Dragon's Fire, Dragon's Eyes and Dragon's biology fused into one single icon and description (the requirement of each effect are unchanged)
Cremation
Heals every friendly units by 20HP within 600 of the dragon priest
Gives 10 mana to every friendly units within 600 except the caster
The caster gains 30HP, to a total of 50 HP
Dragon's fire
If the player have researched Cremation, it will trigger its effect on death for free around the target
The Dragon priest deals 4x more damage against buildings

The most simple quirk is the fact that, in its description, "[...] devoured the heart of a red drake to gain its power". Dragon -> Fire -> light -> night vision + detects invisible -> increased sight.
Then, his cremation was reworked to give it a more active battle ability to help your units heal. Of course when there's no battle there's no corpses, so the Dragon priest doesn't have much use outside battle. The healing rate is bellow average anyway, since the gain gets interesting only when there's a lot of corpses.
To increase its offensive support, the incinerate triggers a cremation on the dead location ; let's think a bit : most of the deads comes from your melee units in front, so there's a high chance to have a corpse nearby your big boys.
With these points improved, the Dragon priest have a much more important place on battle while needing other units to cover his back.
Finally, to give a bit more siege ability of your facion, I added some anti-building punch. Nothing huge but every bit helps.

Raptor rider
A mix between a knight and a spellbreaker, but it feels a bit underwhelming.
While the spellbreaker have a bit of range to stay flexible in its targets, the rider must find a melee spot somewhere, making it a bit too rigid.
I would make it a heavier unit with better punch against spellcasters, and even an anti-spellbreaker hurr durr.
However, I don't understand it inflicts melee magic damage. Arcane towers & spellbreakers doesn't have magic attack but still burns mana for example.
Base damage increased from 11 to 18
Sides per dice increased from 2 to 5
Range increased from 100 to 135
Attack type changed from magic to normal
Base armor increased from 2 to 3
Hitpoints increased from 600 to 650
Food cost increased from 3 to 4
Mana break and mana burst fused into one icon and description
Mana Burst
Mana drain from hero increased from 4 to 8
Mana drain from unit increased from 20 to 35
Summoned damage increased from 20 to 35
New passive ability : Quick feet
Has 10% of chances to dodge any attack or spells

This makes it a more versatile rider with better punch and durability, while being outclassed by most melee units.
The lack of any ranged attack is compensated with higher effects on contact, since you can't stack many riders on top of a single target.
The rider becomes dangerous against anything spell related, but on the other hand it is completely demolished by dumb raw strength.

Stinger
One specific building for just a light air unit. I feel like it is too much pain for too little gain.
If it was a heavy or super heavy air, well why not.
But here, making the stinger heavy would be counter productive.

There's two solution about changing the purpose of some buildings.

Light X heavy beasts
So you would have one building for light beasts, and an other for heavy beasts.
Stinger's Hut renamed into Arena
Arena moved from T3 to T2
Arena cost changed from 50/200 to 140/150
Stingers & its upgrades moved from T3 to T2
Stingers & its upgrades moved from Arena to Beast lair
Direhorn & its upgrades moved from Beast lair to Arena
Devilsaur & its upgrades moved from Beast lair to Arena

Ground X Air beasts
It is a simpler solution, we split ground & air beasts into two different buildings.
Stinger's Hut renamed to Sky nest
Sky nest ground pathing changed from barracks (12x12 simple) to forge (8x8 simple solid)
Sky nest moved from T3 to T2
Sky nest cost changed from 50/200 to 130/140
Pterosaur moved from Beasts Lair to Sky nest

Then, for the stinger itself. Do you know that constrictors don't need venom to hunt ? They constrict their victim to suffocate them. I don't have a badass name under hand but you call. Its price was too high and his big HP pool was quite useless.
Range reduced from 400 to 350 against ground (air is still 400)
Hitpoints reduced from 725 to 500
Cost reduced from 290/30 to 215/35
Level reduced from 4 to 3
Gets slow poison
Mana & mana cost removed
Constrictor venom
Becomes Automatic & enabled by default
Same cooldown as the old ability
Doesn't trigger if the target is already silenced

This would make it a nimbler air raider effective at both peon & hero hunting, easier to spam with less micro.
The ability could still be manually used if you want more precise shots.
It would be weak against anti-air & other air units, but can still have something to say against destroyers (silence + magic reduction).
Part 3 : Heroes
High priest
There's two things which shocked me at first glance : HP and speed.
This is a big ass dino with multiple dudes on top of it, and it is as frail as an archmage.
Also, it is as fast as a farseer.
Movement speed reduced from 320 to 270
Base HP increased from 100 to 300
This would make it a slow-tier hero without being squishy.
His ultimate ability would benefit more from epic effects & direct feedback signs.

Stalker
Pain Killer. Pain Killer. Pain Killer. Pain Killer. Roflmao
Joke asside, most of its abilities are quite underwhelming, even more accentuated by the fact that they need a lot of micro.

Wound poison
Damage increased from 100/200/300 to 200/400/600
Duration increased from 18/18/18 to 20/20/20
Missed attack chances increased from 6/12/18% to 33/33/33%
Range increased from 120 to 400
Mana cost increased from 70 to 85
The main problem is the too short range, which makes the Stalker innefective at reaching the target. By the time it walks to range it doesn't attack immediatly after.
Well, it doesn't have a high range but it would be much more versatile in the heat of combat.
It would make the Stalker much more like an assassin than a melee duelist.

Shadow step
This ability is redundant with the Wound poison (single target damage), but I love your take about basing its efficiency on the Stalker current movement speed.
Can target a point like a blink with no extra effects
The target cannot hit the caster for 0.04/0.08/0.1x the movement speed of the caster seconds (doesn't cumulate but resets)
Doesn't deal damage
Mana cost reduced from 120/120/120 to 50/50/40
Cooldown reduced from 9/9/9 to 9/6/3
This would make the Stalker much harder to hunt, since it can jump from target to target in a string.
Also, more micro doesn't hurt since his Shadow walk (see bellow) became much more passive.
A tryhard player would love to use the Stalker to disable key targets before retreating with minimal recoil.
The damage loss is anyway migrated to the Wound poison, so we landed again on our feet.

Shadow walk
Evasion & magic resistance passive
Mana cost reduced from 125/125/125 to 50/25/10
Cooldown reduced from 20/20/20 to 5/5/5
This will make the Stalker much more durable with less micro. The only active input is to dispell its effects from time to time.

Shadow Embrace
While active, Shadow step & Shadow walk have a 0s cooldown
The Stalker becomes permanently invisible
The 100Hp gained every 5s is replaced by a continuous 10hp/s heal
More synergy won't hurt at all, and this will pressure enemies to invest into detection.

Battlemaster
You had the good idea to make it a defensive support, I like the idea of the Apotheosis.
But some abilities would benefit from more fancy behaviours.

Power slam
An expansive & slow ability with a low chance to stun isn't gameplay wise fair.
Stun duration reduced from 2/4/6 to 2/2/2
The stun chance is checked for all nearby enemies around the target within 150/200/250
Stunned secondary targets receive 1/1.5/2x strength damage
Here it keeps its random intent but can benefit large scale battles.

Harmonic defense
Bonus armor removed
Squares root instead any received damage to the targets, for example
> 16 becomes 4
> 64 becomes 8
> 100 becomes 10
Breaks before expiration if the unit absorbs more than 400/700/1000 raw damage
This would make this ability more interesting against hard hitting targets, while small arms wouldn't be too reduced.
Speaking of which, you have some hard skin abilities in your units, so this makes a fine complement to bend the battle to your side.
Tier list
(legend)
From best to worse
VS] When Vinz and Spellbound makes something together on Warcraft 3
S] Great, elegant, extra thicc, easily hooks the mind
A] Good. Nothing much to say except nitpick
B] Genuinely OK, but can be better in many ways
C] Average. Not bad, not good. C- would be "meh"
D] Flawed, or insignificant
E] Unstable, badly made, or just broken
F] Fatal error, ruins the rest
Aesthetics B- (How well the graphics blends with Warcraft 3 while being elegant)

The hive have plenty of excellent lizardmen models and icons, but there's no building quite fitting the title. Using murloc style buildings isn't a bad idea in itself, giving it a tribal feel opposed to the high tech meso-amercian from Warhammer. My three minor concern are the redundant aesthetic of the buildings, the bizarre animations of the triceratops and the tad small unit sizes for infantry.
Fluff D (The epicness, spice, philosophy and background of the faction)

Being straightfoward in the inspirations is not even a problem, from which you can make the rooster you want.
I would not hesitate to give it some background, hints or even quirks in their society which is reflected in the gameplay.
Here we have lizardmen, dinos, lizardmen, and lizardmen, yes that's a good basis but in the name you're citing a "confederation", the main building is a commune, looks like soviet russia komorad ! Also there's for example cremations, swamps, poison, they tickles my imagination but I haven't seen anything well exploited ingame. My job is about linking together a lot of concepts ; yours isn't incoherent : it have the potential to surprise me.
One way to exploit this, I would put more emphasis about different clans confederated into one strong entity, so we would see some clans specialized into one kind of warfare or craft (warrior, seers, etc, you call) ; maybe even reflected in game as exclusive upgrades for some kind of units (i.e. picking one between two upgrades).
To give you one more piece of advice, you can make most of your abilities affecting/affected by the main quirk of your faction.
Feel & juice C- (How fun is it to play the faction, how well the faction gives you positive feedback)

Even from a lack of balance and punch, the faction still nailed the point of "big bad lizards rampaging & T-Rex goes nomnomnom".
I haven't seen anything out of place nor picking my interest. There's space to accentuate further the fluff.
In the worse case I feel like it is a Warcraft 3 faction disguised as Lizardmen.
Heroes might also benefit a lot from lizard-oriented abilities than just plain armor boost or damage. There's a lot of gameplay events you can make very good use in my opinion.
Furthermore, the micro-intensive gameplay makes minimal effects from maximal input.
Strategy and tactic A- (How the mechanics blends together, giving the faction its unique approach)

This is the strong point of your faction. On paper you have a bunch of interesting things and abilities : focusing on melee, weakening enemies before breaking them in half (or in 4 (or in 9001)) by barging a shitton of enraged pointy flesh.
On practice, you have room to improve since the execution is lacking for three main reasons :
1) Ranged is too underwhelming. I understand you want to focus on melee, but that's not a reason to make the present ranged useless.
2) Too much micro, you can't do everything (or at least the most important) in time, so you loose a bit of efficiency.
3) Whereas ranged can stack their fire into the same targets, betting everything on melee is a spoiled gift because melee must stay in front to be effective, as the second row struggles to nuzzle anything interesting. The biggest loophole of your faction appears when they are facing strong defenses or choke points.
Thus, supposed strong units doesn't make everything. My point here is you took some risks with clumsy rewards, which can be fixed with more work.
Balance D- (How its strengths leave space to the rest, does it blends gameplay-wise together with the other 4 races)

Yes, I take in account the fact that this faction needs to be painfully tested and broken before reaching a stable position.
The start is too painful due to expensive units with low DPS, bellow-average healing and no specific starting quirk.
The midgame is differently painful : your unlock a lot of different casters as they doesn't bring better output for your units than other factions. They also need a bunch of expensive upgrades to go from bellow average to just average.
The endgame tends to catch up with the rest and better matches with the other factions.
Content C+ (Does the faction feels complete compared to its intent and the other races)

This is quite a mixed bag. On paper you only lack one hero and maybe 1-2 items, and it should be good. In that regard the faction is alright as it is nonetheless. It have a bit more space to grow !
However, some units might lack of enough presence or enough punch mostly due to balance issues. There's a lot of possible ways of your liking : fusing two units, changing their purpose, fusing two abilities, etc...
Handling & ergonomics C- (Does this faction have the proper data shown, how easy is it to understand)

Some details are to be taken care of but nothing big of a deal (typo, hotkeys, data incoherence). I would go much further in a lot of details.
For example, the first sentence must specify which units are affected (force of habit), the eye have to go further bellow to see which units are concerned. This could be a bit misleading because seeing "Increase magic resistance by 35%" could imply affecting all units if the player skips the rest.
Buildings are too similar to each others, I often mistakes one for another. The color code is a genuinely good trick to work around, but like I said for aesthetics it is quite redundant. I cannot give you specific examples but you may explore the hive for more visual diversity.
Concerning the handling, this is micro-intensive, maybe too much. Some minor spells could trade higher cost for AoE effects ; or being passive/automatic. Are lizardmen supposed to be a bit more straightforward (or you have something else in mind) ? There's a lot to learn quickly in the game, but the downside is partly compensated by good descriptions.
The warmill has a lot of upgrades, maybe too much. I would migrate some of them to other buildings, for example the worker caste into the main building, and warrior caste into the barracks.
Triggers, code, overall polishing D- (Is the map correctly coded, no leaks, have efficient algorithm, are details taken care of)

Bunch of small memory leaks, some triggers could be factorized and simplified.
Some triggers have dangerous behaviours, including unsafe uses of wait functions.
Some spells aren't MUI, for example the StealthWait_timer could be broken if there's a second Stalker using this ability.
Nothing too complicated, which in the good side it is easy to upkeep.
There's still some small bugs breaking the game, but it most likely settings error.
Lots of polishing is yet to come : aesthetics, effects, gameplay, hotkeys, rank formation, attack priority, attack animation sync ; but this is another story.
Overall tier C

You have a basis to work on with no hardcore balance. Once balanced and polished it would reach A no problem, or even A+ if I get surprised.
However, this current version needs a lot of improvements, reworks and testing with better suited players (I'm more mapping than tryhard).
Personal taste B+ (No impact on the rest of the notation, just by curiosity)

I haven't seen anything ground breaking, however I'm curious about how it would evolve and improve.
Instead of putting a finger on what's wrong, I prefered to show you how it can be pushed forward.
Rough on the edge, but not as bad as it looks like.
 
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I’ll be implementing what I can from your suggestions.
Some of the mechanics uses intermediate triggering, you may be a bit weak on that side but you have plenty of time & projects to experiment !
I can teach you that on discord, if needed. Nothing like rocket science.
There was no design doc for this project, everything was made on the go.
Sometimes writing down notes can help a lot about tracking the global design.
If you have the time would you be up for reviewing the two other races I have uploaded?
I'm doing spontaneous review from time to time for game design practice, I may do it if I have time but my schedule is a bit tight.
 
After a new fresh test no later than 30mn ago, this is much much much better. It had a crash I haven't figured out why.
However, there's new bugs :
Can't get hero at tier 1
Can't get the 3rd hero

Other small mistakes easy to fix :
You reduced the Direhorn price ? It makes the unit broken
Sunstone still having the default night description
Devilsaur training time is too short, put it to 50-60
In the map you put a Laborer & a sunstone somewhere

My balance/details concerns (but it's your map anyway)
Arcane trait upgrade is on the first row, I would put it on second/third row
I would put Direhorn hard skin unlocked by default, with just one upgrade
The Piercer has heavy armor, which makes the cleaver less viable. I would revert it to medium armor
Stalker's wound poison still have a too short range
Stalker's evasion & magic resistance is still active. To make it passive, when it learns the ability gives it a hidden evasion & magic resistance.
The devilsaur runs way too fast, which makes it a bit broken. It is a massive unit, yet a predator, so a basic 270 speed would fit, but if you want you can test it with like 290 or 300 speed.
No more heal on the supply building ?

Ranks updated :
Aesthetics B- to S-
The icons and new models makes a much better theme & visual diversity.

Fluff D to C+
I love the sunstone idea, while simple it is clever enough I haven't found it myself. Good job !

Feel & Juice C- to A
Dinos are even more dangerous, units fits much better at battle. You could go further by tinkering visual effects but that's good as it is.

Strategy & tactic A- to A+
Small tweaks & improvements on paper were made to give more flesh & options.
However it will need throughout testing to make it work on practice, as balance is still a concern.


Balance D- to D
It would easily go to B if you fix the bug & mistakes I pointed out in this reply.

Content C+ to B+
Making the units much more useful made its content coherent gameplay wise.
Even with no 4rth hero the rest of the techtree is quite thicc.


Handling & ergonomics C- to B
The building diversity, the reduction of micro, the new icons and some gameplay tweaks made your faction much less chaotic to handle.

Triggers, code, overall polishing D- to C-
Again, the code isn't quite complex but it still have minor memory leaks.
However, by applying blindly a good chunk of my suggestions the map is much less rough on the edges !


Overall tier C to B+
Your faction made a good progress and its foundations got stronger.
Still, more work on special abilities & balance is yet to come.
Now you have a more stable basis, it would be less painful to test & rework !


Personnal taste B+ to A
Now that's something which talks to me.
 
Level 8
Joined
Jul 22, 2017
Messages
217
Report two problem:
1. When Direhorn is trained, game will crash.
2. Pterosaur's new passive ability Scavenger hasn't a ability icon.

My Warcraft 3 version is 1.35.
 
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Level 8
Joined
Jul 22, 2017
Messages
217
It should be fine now. I just updated the map, I removed a redundant trigger for the dire horn abilities. I did a quick play and I was able build 6 in a a row fine. I'm using the latest update of the game.
I used the latest update.But the problem still happen.(Before i train Direhorn, I research all Direhorn's upgrade)
And at the start of the game, there are redundant buildings in the upper left corner of the map.
 
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deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,843
There is much stuff still based on core game mechanics but generally, it's a nice and different race.

Approved.


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