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Deadlock [NE] 2.4/2.5

-Night Empire-
Formerly one of the sons of the most feared empire ever existed, yet he defected.
Thus he raised his own empire, the one that dominates the night and beyond.


Night Empire is an altered melee map where you can play as the deceptive, cunning and agile Night Empire, a sub-faction of NullMagic that betrays them in Resistance Against the Cake Crusade RP.


Features

Screenshots

Changelog

Credits

Other Versions

Authors Notes

A whole new arsenal of the human army called Night Empire.
Play with deception, ambushes and manipulates the night to your utmost. Show everyone who's in command of the battlefield.


PROS
+ Can attack and deal some damage before everyone else can react (Earliest rush)
+ Powerful Heroes
+ Very Beneficial Upgrades
+ Has very powerful late game units
+ Late game dominance
+ Easy Food Supplying
+ Easy Expansion
+ Steal enemy building for your own purposes :p


CONS
- Complicated Tech methodology (losing a building costs more than just resources and production, but also tech advance)
- Extensive Lumber usage
- Weak early units
- Long teching time
- Only heals at night for most units and heroes
- Did I mention they don't have defensive Towers? :cry:




[November 28th, 2021 [2.5] [1.31+]]
Increased Night Arrows' max level by 1
Increased Loyalist's base defense by 2
Increased Elite Guard's base defense by 4
Increased Bowman's training time by 5
Increased Assassin's training time by 15
Increased Enhanced Blade's damage distribution factor by 5%
Increased War Aura's damage bonus by 2%
Increased Emperor's Presence's defense bonus by 1
Increased Grand Slam's Area of Effect for level 1 by 50
Increased Vitality Training's health bonus by 50
Increased Spirit Power's damage bonus by 10%
Increased Spirit Power's armor bonus by 2
Increased Support Powers' area of effect by 150
Increased Fortification Support armor bonus by 2
Increased Night Pillar's gold cost by 70
Increased Night Pillar's lumber cost by 20
Increased Infiltrator's cast time by 1
Increased Infiltrator's gold cost by 50
Increased Noctis Knight's health by 25
Increased Infiltrator's health by 50
Increased Bank's Bonus Lumber from 0 to 1+1%
Increased Blink (Blink Strike) cooldown from 3/2/1 to 7/6/5
Increased Blink (Blink Strike) mana cost from 30/20/10 to 55/40/25

Decreased Loyalist's training time by 3
Decreased Night Arrow's upgrade damage bonus by 5/10
Decreased Stationary Mode's secondary weapon duration by 1s
Decreased Wraith Tank's food cost by1
Decreased Loyalist's armor by 4
Decreased Cold Rain's damage by 30/70/110
Decreased Bank's Quick Deploy soldier by 2
Decreased Loyalist's armor by 4
Decreased Speed Boost's speed bonus by 50
Decreased Tower Speed's boosts by 15%
Decreased Noctis Knight's food cost by 1
Decreased Bank's Bonus Gold from 10+1% to 1+1%

Added Resistant Skin for Sky Guardian
Added Suicidal classification to Infiltrators, preventing sneaky ambushes

Changed Sky Guardian overall capabilities, more powerful but very costly
Changed Loyalist's tooltip
Changed Magus Empowerment upgrade placement
Changed Wagon's tinting
Changed Loyalist's armor from Small to Large
Changed Scout Post's armor from Small to Fortified
Changed Imbued Night Arrows' requirement from Tier 2 to Tier 3
Changed Loyalists' Snare to give additional damage as well
Changed Grand Slam's icon
Changed Battle Spirit effect into more healing-oriented one
Changed AI algorithm to allow better efficiency in AI decisions
Changed Blink into Blink Strike, dealing damage at destination

Reverted Night Elven Hide's icon to default

Fixed Stationary Mode has less health than mobile mode
Fixed Wraith Tank's food inconsistency
Fixed Tiny Great Hall creating Town Hall instead of Manor
Fixed Bank gives gold before completion
Fixed Imbued Night Arrows upgrade
Fixed General's ultimate's icon
Fixed a bug with Sky Guardian attack range

[January 7th, 2019 [2.4]]
Added AI for Night Empire (Human 90% Handicap, Support EASY NORMAL HARD)

Changed University to use small size instead
Changed Bank gold mechanic

Increased Loyalist armor from 1 to 2
Increased Loyalist HP from 400 to 450
Increased Scholar HP from 230 to 285
Increased Bowman HP from 300 to 375
Increased Grand Slam damage from 100/150/200 to 125/175/225
Increased Grand Slam movement speed reduction from 25/38/56% to 25/45/65%
Increased Grand Slam attack speed reduction from 30% to 40%
Increased Sky Guardian gold cost from 400 to 500
Increased Infiltrator HP from 50 to 100

Decreased Loyalist food cost from 3 to 2
Decreased Scholar food cost from 3 to 2
Decreased Infiltrator food cost from 2 to 1

Fixed Wraith Tank requirements

[July 3rd, 2018 [2.2 + 2.3]]
[2.2]
Fixes Blink cost for third level (1.29 factor)
[2.3]
By FlameofChange (alias Ghostofpast)
¤ Fixed Selection circle, size, and color of all units and buildings.
¤ Changed the icon of Scholars, Sky guardians, wizards and Noctis Knights.
¤ Changed the model of the University. It has now a proper build animation.
¤ Fixed a leak in the Init.
¤ Compressed some triggers, destroying ~100 lines of code. They do the same but it's cleaner.
¤ Compressed some textures and icons, saving ~40-50 kb

Note: I created manually the icons of the Bandit Knight and the fire mage model.

[February 20th, 2018 [2.1]]
Aesthetic changes
Tooltip fixes
Changed hotkey of most buildings

Noctis Artificium no longer requires Altar of the Night

Added effect for Breeze Aura healing

Removed Magus Agreement research

Increased Quick Deploy (Manor) from 20 seconds to 30 seconds
Increased Quick Deploy (Tower) from 10 seconds to 30 seconds
Increased Ambusher strength from 5 to 6
Increased Moon Blade damage from 100/150/200 to 250/400/550
Increased War Aura damage bonus from 5/10/15% to 8/16/24%
Increased Null Wave duration from 5(2) to 10(4)

Decreased Ambusher agility from 25 to 24
Decreased Moon Blade mana cost from 125 to 120

[January 28th, 2018 [2.0]]
NEW Night Empire UI

Changed Noctis Knight requirement from tier 2 to tier 3

Increased Tower Speed speed bonuses from 20% to 25%
Increased Tower Speed effect range from 800 to 1200
Increased Night Arrows damage from 10/20 to 15/30
Increased Night Arrows mana cost from 0 to 5
Increased Bowmen's mana start, mana maximum and mana regen from 0/0/0.0 to 75/150/1.0 respectively

Reduced Rejuvenating Light healing from 300/450/600 to 200/400/600
Reduced Emperor's Call damage bonus from 5/8/11 to 4/6/8
Reduced Breeze Aura healing from 10% to 5%

[December 1st, 2017 [1.9]]
Increased Sabotage's damage from 750 to 800
Increased Spirit Power's mana cost from 125 to 150
Increased Tower Speed's area of effect from 500 to 800

Reduced Moon Blade damage from 250/400/550 to 100/150/200
Reduced Moon Blade cooldown from 30 to 20
Reduced Water Gush damage from 15/30/45 to 10/15/20
Reduced Cold Rain damage from 200/330/560 to 150/250/350
Reduced Emperor's Call damage bonus from 10/15/20 to 5/8/11
Reduced War Aura's percentage bonus from 7/14/21 to 5/10/15
Reduced Night Walk's backstab damage from 50/100/150 to 40/80/120
Reduced Snare's duration from 15 to 10
Reduced Night Arrow's damage bonus from 12/25 to 10/20
Reduced Thunderstrike's damage from 20 to 15

Changed Water Gush mana cost from 75/125/175 to 125

[SKIPPED [1.8]]
Added Fortification Support and Willpower Support
Added Quick Deploy for Bank

Changed All heroes health regeneration from Always to Night Only
Changed Wraith Tank tooltip slightly
Changed Assassin, Magic Allies icons
Changed Noctis Knight model

Fixed Manor tooltip
Fixed Tier System
Fixed Deflecting Shield tooltip
Fixed Cold Rain tooltip
Fixed Breezing Aura Buff icon

Increased Scholar's HP from 130/180 to 230/280
Increased Elite Guard's HP from 1100 to 1250
Increased Airship's HP from 700 to 900
Increased Swordsman's armor upgrade bonus from 1 to 2
Increased Wizard's HP from 200 to 300
Increased Magician's HP Regen from 0.25 to 0.5
Increased Sky Guardian's base damage from 50 to 70
Increased Armored Airship Research HP Bonus from 0 to 100
Increased Support Houses food provided from 0 to 8

Reduced Power Potion's damage bonus from 30 to 20
Reduced Worker's food from 2 to 1
Reduced Grand Slam's mana cost from 110 to 100
Reduced Emperor's Call's HP Regen from 2/3/4/ to 1/2/3
Reduced Rejuvenating Light's mana cost from 100/125/150 to 100/100/100
Reduced Ambusher's Blink's cooldown from 5/4/3 to 3/2/1
Reduced Moon Blade's damage from 300/500/700 to 250/400/550
Reduced Wizard's food cost from 4 to 3

Known Bug : The tier system is partially abusable

[October 14th, 2017 [1.7 (Messed Log due to Miss Check)]]
[Log Part 2]
FIXES :
Version number in front screen
Feedback now has Night Blade name
Special Combat Training now has Defense Training name
Invisible Move skill bug
BALANCE :
Increased Wraith Tank health from 600 to 700
Increased Force upgrade heath bonus from 10% to 25%
Increased Bank build time from 60 to 90
Increased Foundry build time from 60 to 90
Increased University build time from 70 to 75
Increased Elite Guard build time from 45 to 60
Increased Sky Guardian build time from 70 to 75
Increased Night Arrows damage from 10/16 to 12/25
Increased all units Food cost by 1 (except Wagon)
Increased Ambusher's Night Walk damage from 50/75/100 to 50/100/150
Increased Scholar (Magus Agreement) health by 50
Reduces Ambusher base damage from 10 to 8
Reduces Manor build time from 180 to 45
Reduces Farm build time from 35 to 30
Reduces Lumber Post build time from 60 to 20
Reduces Scout Post build (Worker)/deploy (Wagon) time from 20/20 to 15/5
Wagon now used to build Manor and no longer requires Mobile Deployment
Wraith Tank now only requires Weapon Base and no longer auto regenerates (and upgrade no longer provide such bonus)
Manor now requires Mobile Deployment
Peasant no longer can build Manor
Scout Post no longer has deployment requirement (only build requirement)
House has a new mode : Morale Support (req. Command)

[Log Part 1]
AESTHETIC :
Changed Ambusher, Swordsmen and Elite Swordsmen voices
Changed Noctis Knight model and icon
Changed Cold Rain to deal massive damage in 1 wave instead of similar to Blizzard
Changed Night Arrows upgrade to Improved Night Arrows
FIXES :
Fixed Assassin's tooltips
Fixed Rejuvenating Light level requirement
BALANCE :
Increased Cold Rain mana cost from 80 to 100
Increased Cold Rain cooldown from 15 to 45
Increased Wraith Tank gold cost from 215 to 275
Decreased Water Gush damage from 15/35/60 to 15/30/45
Decreased Battle Spirit mana cost from 35 to 25
Decreased Bind mana cost from 80 to 75
Decreased Emperor's Call armor bonus from 2/3/4 to 1/2/3
Decreased Emperor's Call damage bonus from 15/23/30 to 10/15/20
Decreased Grand Storm damage from 50 to 40
Decreased Specialized Gold Harvesting bonus gold from 10 to 5
Decreased Reinforcement unit summoned from 5 to 3
Decreased Wraith Tank stationary building attack range from 1900/2000 to 1400/1500
Removed Spell Immunity from Elite Swordsman

[August 2nd, 2017[1.6]]
Changed Magus Agreement mechanism slightly (unseen difference)
Changed Loyalist model to BETA Footman (by Blizzard Entertainment)
Changed Assassin powers : attacks now cause them to appear for a brief moment, health increase by 200
Changed Quick Deploy Swordsman powers : no longer Spell Immune, lasts for 10 (Tower)/20 (Manor) seconds
Changed General's Divine Shield with Rejuvenating Light
Added Night Shield for Loyalist
Added Deflecting Shield for Elite Swordsman (Reinforcement)
Increased Null Wave's cooldown by 30
Increased Emperor's Call's mana cost by 25, Area of Effect by 50, life regeneration by 1, and cooldown by 30
Increased Grand Storm's Area of Effect by 50
Reduced Loyalist health by 50
Reduced Wraith Tank's damage side per die by 3, health by 150, secondary weapon (deployed) damage by 15 and armor by 2/4 (normal/deployed)
Reduced Scholar's Battle Spirit armor bonus by 1 and mana cost by 15
Reduced Moon Blade's cast range by 28
Fixed Battle Spirit Buff

[July 1st, 2017 [1.5]]
Changed Tier 2 unlock set requirement
Changed Snare requirement
Changed Worker hotkey to Q
Changed Backpack hotkey to R
Changed Assassin requirement to Night Pillar from None
Changed General's Night Blade to War General
Changed Wraith Tank's requirement and Stationary Mode model and icon
Changed Tower Speed ability position
Increased Bind duration from 20 (5) to 60 (10)
Increased sight range of all buildings (except Scout Post) during night
Increased Command's lumber price from 50 to 100
Increased Wraith Tank's food cost from 4 to 5
Increased Ambusher's damage base from 0 to 10
Reduced Improved Wood Cutting lumber increase from 10 to 5
Reduced Specialized Gold Harvesting gold increase from 15 to 10
Reduced Noctis Knight's Invisible Move's requirement from Dark Armor to Night Armor (1 tier down)
Reduced Fade Duration of Ambusher's Shadowmeld from 1.5 to 0.5
Reduced Ambusher's starting agility from 32 to 25
Some icon and model changes
Tooltip fixes

[April 8th, 2017 [1.4.1]]
Changed several tooltips
Changed some units' sounds
Changed Scout Post armor type to Fortified
Changed effect of Repair On-Board of Sky Guardians
Changed some unit's models
Changed Magician's proper names
Added one more Thunderstrike to Sky Guardians
Added 3 armor to Scout Posts
Added 3 additional armor to Elite Swordsmen
Added Special Combat Training upgrade for Swordsmen
Added Spell Immunity to Sky Guardians
Added 1 extra food cost for Sky Guardians
Reduced movement speed of Magician by 50
Removed True Sight from Sky Guardians
Removed Defend from Elite Guards
Fixed a bug with Repair On-Board for Sky Guardians

[Feb 28th, 2017 [1.4]]
Added Stationery Mode for Wraith Tanks (requires Force)
Added Wizards into list of units affected by Magic Shield
Increased Noctis Knights' Base Damage by 2
Increased Elite Guards' Sides per Die by 2
Increased Magician's Strength by 3
Increased General's Night Blade's Bonus Damage by 20
Increased General's Grand Slam Damage by decent amount
Increased Sky Guardian's Sides per Die by 3
Increased Sky Guardian's Thunderstrikes by 1
Increased Wraith Tanks' food cost and level by 1
Reduced [Mobile] Wraith Tanks' Sides per Die by 1
Reduced Noctis Knights' Sides per Die by 1
Reduced Wizards' HP by 100
Reduced Loyalists and Swordsmen's Deflecting Shield deflect chance by 15%
Reduced Scout Posts' Quick Deploy amount by 2 and duration by 45 seconds
Reduced Ambusher's Agility by 3
Reduced Sky Guardian's Food Cost by 3
Reduced Wraith Tanks' Turbo Engine gold cost by 50 and lumber cost by 75
Changed Wizard spellset
Changed some units models and icons
Changed Infiltrator training building to Night Pillar
Changed Snare requirement
Changed Night Empire's Orb
Changed Bowmen's research ability
Changed Lumber Base into Weapon Base with new uses
Changed Moon Blade's effects
Fixed Infiltrator's Capture ability
Fixed Noctis Artificium Tier 3 Items Setting
Removed House requirement from Military Command
Others unmentioned upgrades

[Feb 13th, 2017 [1.3]]
Rename Dispel Magic into Nullify Magic
Added Repair On-Board to Phantom Cannons and Wagons
Added Quick Deploy to Scout Post
Added Lesser Clarity Potion to Noctis Artificium
Added Night Pillar as Tier 2 requirement
Added Backpack requirement which is Noctis Artificium
Added Wood Cutting upgrade to Workers
Increase Noctis Knight transport size by 1
Increase Thunderstorm damage by 5
Increase Invisible Move backstab damage by 15
Increase Nullify Magic dispel damage by 275
Increase Wizard food cost by 1
Decreased Power Potion damage bonus by 20
Decrease Sky Guardian movement speed by 30
Decrease Invisible Move (Elite) cooldown by 10 seconds
Decrease Water Gush mana cost by 5
Decrease Vitality Training health bonus by 50
Changed Elite Guard requirement into Command only
Changed Command requirement into Tier 3 Set
Changed tooltip of modified stats
Changed some icons and models
Changed Blade of the Moon, Strength of the Night and Night Armor upgrades' requirements into None/Tier 2 Set/Tier 3 Set
Changed some models and effects
Changed Web ability of Loyalists
Changed Heal ability of Scholars
Changed Inner Fire ability of Wizards
Changed Wizards' movement type and regeneration time of day
Changed Scout Post requirements
Fixed Scout Post tooltip
Fixed Wagon's hotkey
Fixed Emperor's Call buff model

[Jan 29th, 2017 [1.2.1]]
Rename Night Knight into Noctis Knight
Rename Warehouse into Bank
Changed Wraith Tank icon
Changed map description
Corrected Wraith Tank description
Corrected General model scale
Corrected some requirements affected by name changes
Fixed a major bug that caused Tier 2 and Tier 3 to unlock before all requirement met properly
Added New Music for Night Empire

[January 25th, 2017 [1.2]]
Minor Hotkey, Icon Placement and Icon changes
Some name changes
Some aesthetic changes
Strength of the Night now affects Sky Guardians and Wizards.
Increase gold price of Elite Guard by 40
Increase lumber price of Magic Shield by 100
Increase research time of Magic Shield by 30 seconds
Increase research time of Magus Empowerment by 60 seconds
Increase health of Night Vault and Slayer Agent by 25
Increase research time of Force by 15 seconds
Increase health regeneration of Phantom Cannon by 0.5
Increase gold price of Orb of Soulless by 175
Increase damage of Sky Guardian by 1
Increase movement speed of Phantom Cannon by 25
Increase dispel damage of Dispel Magic by 25
Increase effect radius of Dispel Magic by 50
Increase cooldown of Dispel Magic by 5 seconds
Decrease Sky Guardian health by 100
Decrease Repair On-Board health bonus by 150
Decrease Sky Guardian armor by 4
Decrease Scholar's health by 50
Decrease Slayer Agent's attack cooldown by 0.5 seconds
Decrease Magic Shield health bonus by 50%
Decrease Magic Shield lumber cost by 300
Decrease Magic Shield gold cost by 250
Decrease tier requirement of Hall of Shadows by 1 tier
Decrease Ambusher's Strength by 5
Decrease Night Blade's bonus damage by 11
Decrease Emperor's Call bonus damage from 20/30/40 to 15/23/30
Decrease Emperor's Call bonus armor from 2/4/6 to 2/3/4
Decrease Emperor's Presence armor bonus from 2/4/6 to 2/3.5/5
Decrease Sky Guardian's movement speed by 30
Decrease Slayer Agent's movement speed by 72 and damage by 25
Decrease Thunderstorm damage by 25
Added Feedback for Night Knights
Added Armored Airship upgrade for Sky Guardians
Added Mobile Deployment upgrade, now required to create Wagons
Added Magic Sense for Wizards, which requires the new Anomaly Detection upgrade
Added Surveillance Tower into Worker's building arsenal
Added Turbo Engine upgrade for Phantom Cannons
Remove gold and lumber cost from Wagon
(Note, names in the list are Version 1.1 name of the unit)

[January 13th, 2017 [1.1]]
Aesthetic modifications for the entire Night Empire
Increase Emperor's Null Wave cooldown from 90 to 120 seconds
Increase Emperor's Emperor's Call mana cost by 25
Increase Ambusher's Night Walk duration by 10 and cooldown by 15
Reduces General's Grand Slam damage for level 3 by 0.75
Reduces Ambusher's starting Intelligence by 5
Increase Ambusher's starting Agility by 5
Increase Magician's Water Gush damage for level 1 by 5
Increase Deflective Shield research time by 10, lumber cost by 50
Deflective Shield now gives additional armor and health to affected units
Reduces Vitality Training health bonus by 25
Force upgrade now increases Phantom Cannon range by 100
Reduces Worker, Lancer and Elite Guard max health by 25
Reduces Sky Guardian's Thunderstrikes damage by 10
Added Magic Allies upgrade
Magus Empowerment and Magic Shield now requires Magic Allies
Sky Guardians now deal Magic damage instead of Siege damage
Vitality Training now requires Dark Armor
Reduced Emperor's Emperor's Call damage from 30/45/60 to 20/30/40
Increase Dispel Magic mana cost by 5
Increase Vitality Training research time by 60 seconds

[December 31st, 2016 [1.0]]
First Upload
REPORT ME IF YOUR RESOURCES IS MISSING FROM THE LIST!
Terrain by Blizzard Entertainment
Coherence Improvements by GhostOfPast

Reviews :
Version 1.1 by Supernickman 32
Version 1.2 by Supernickman 32
Version 1.2.1 by Rufus
Version 1.2.1 by Alxen345
Version 1.3 by deepstrasz
Version 1.4 by deepstrasz
Version 1.9 by Unregret
Version 2.0 by Scias
Version 2.0 by twojstaryjakcie

Systems :
Customized Victory/Defeat Condition by Retera

Models :
Bank by Mike
BEDragonHawkLancer by Wandering Soul
FootArcher by Wandering Soul
Human Airship by Shiv
Assasin by soulreaver6
Sapper Academy by The_Silent
Fire Mage by Kitabatake
Swordsman by Elenai & General Frank
Barrack by Mike
Town Hall by Mike
Tower by Mike
House by Mike
Human Captain General by Direfury
Wc1Mage by Mc !
HeroGlow by assasin_lord
BETA Footman by Blizzard Entertainment
HD Peasant by KAIL333XZ
Bandit Knight by Direfury
Arcane Observatory by Ujimasa Hojo
Coup de Grace by Mythic/Vinz

Icons :
BTNBank by Eagle XI
BTNWardenCriticalStrike by -Berz-
BTNWardenEvasion by BETABABY
BTNWardenDoppelWalk by hieu2525
BTNFootman2 by RedCrusader
BTNRoyalCaptain by HappyTauren
BTNNWNSword by Apheraz Lucent
BTNBanditKnight by GhostOfPast
BTNFireMage by GhostOfPast

Music :
Sad Angel by Kupers

Others :
Recommended Name Changes by Leo Akastenix
UI by Renna!ssance team
Improvements by GhostOfPast
1.31 AI Fix by The3X
I was hoping that I could try sticking to the original package of the Night Empire, but since they're too similar with Humans in Warcraft 3 in many ways, I have to make changes here and there. In addition, their lack of useful technologies and unique heroes in the story has led me to lend them some of other RP factions' technologies (most notably Sky Guardians). And to worsen things up, I don't have the complete original unit list of this subfaction.


If you like this work and wish to support me financially, you can support me via Ko-fi.
Contents

Deadlock [NE] 2.4 (Map)

Deadlock [NE] 2.5 [1.31+] (Map)

Reviews
Supernickman 32
Off the reviews Episode 10 (*GREAT REVIEW EXCHANGE): Deadlock [NE] Read This My opinions are subjective, they can't be same as yours. Let's begin. Off the reviews Episode 10: Deadlock [NE] What is Deadlock [Night Empire]? This is altered melee map...
Rufus
I find it weird that you must build a ranch before the barracks though, but it is not a very beig deal. Pretty sloppy, I must say. Thebuildings was basically just human buildings tinted darker. The emperor had an ability that buffed nearby allies, and...
deepstrasz
Quick Deploy's icon is the same as Elite Guard's and as Command's. Snare should be placed under the Loyalist. Why do the Bank and Lumber Mill have the same upgrades with the exception of the Lumber Harvesting upgrade that is only present in the mill...
deepstrasz
Why aren't the Night Arrows under the Bowman? There's a blank spot between that upgrade and the unit. What about adding hero glow to heroes? One example: How to add Hero Glow without Modeling Weird that the first two spells on that hero have [Q], [W]...
deepstrasz
Some changes made. Set to Approved. It all depends on the creator to further polish the work or not.
Scias
I've played only 2 games so far vs Computer Normals so I have no idea how to play this race yet, but here's some of my first thoughts: -On the first game, I went with the Ambusher Hero, didn't like seeing her using same Warden model as the night...
twojstaryjakcie
I really like the originality of the mechanics implemented in your army. It reminds me of Dawn of War with all its powerful late game upgrades and units. That said, there's quite a few issues with the map that could be addressed. The first thing I...
To be honest yeah, I was lazy with the buildings (and even unit) models. After a search as per your comment, I found that many model for buildings doesn't suit how I emphasize the buildings of the empire, so many have yet to change.
Though, thanks to it, I found many decent unit models for replacement of the current ones.
 
Aesthetic modifications for the entire Night Empire
Increase Emperor's Null Wave cooldown from 90 to 120 seconds
Increase Emperor's Emperor's Call mana cost by 25
Increase Ambusher's Night Walk duration by 10 and cooldown by 15
Reduces General's Grand Slam damage for level 3 by 0.75
Reduces Ambusher's starting Intelligence by 5
Increase Ambusher's starting Agility by 5
Increase Magician's Water Gush damage for level 1 by 5
Increase Deflective Shield research time by 10, lumber cost by 50
Deflective Shield now gives additional armor and health to affected units
Reduces Vitality Training health bonus by 25
Force upgrade now increases Phantom Cannon range by 100
Reduces Worker, Lancer and Elite Guard max health by 25
Reduces Sky Guardian's Thunderstrikes damage by 10
Added Magic Allies upgrade
Magus Empowerment and Magic Shield now requires Magic Allies
Sky Guardians now deal Magic damage instead of Siege damage
Vitality Training now requires Dark Armor
Reduced Emperor's Emperor's Call damage from 30/45/60 to 20/30/40
Increase Dispel Magic mana cost by 5
Increase Vitality Training research time by 60 seconds


The new models for the units and building aren't uploaded yet.

EDIT :

I meant new version screenshots.
 
Last edited:
Level 8
Joined
Feb 24, 2016
Messages
140
Off the reviews Episode 10 (*GREAT REVIEW EXCHANGE): Deadlock [NE]

Read This
My opinions are subjective, they can't be same as yours. Let's begin.


Off the reviews Episode 10: Deadlock [NE]
What is Deadlock [Night Empire]?
This is altered melee map that adds Night empire that technically is a race but author calls it only a army that is part of human race.


1. Gameplay and Summary

I spent a lot hours playing map and it was interesting. At first play time i was
lost, after sometime i realized how to play. Night empire is powerful, i can rush through creeps and enemies with hero and few summoned soldiers. But don't think it will remain like that all the time, about half times that i played map i was close to defeat, because my units were just dying and enemy just kept rushing.
I spawned many slayers, since they attack damage is big and no one can spot them, but they are
weak, only 25 hp. Night elves had Warden, so one used ability and all my mighty army died.
When i first played map found out about tactic that i call 'slayer attack'.
Create little army of slayers and send them to base of enemy, but as i mentioned earlier that won't work easy against elves and humans. I would suggest to add few buildings such as defensive towers.


2. Aesthetics
I won't write much here, because it's standard edited tft melee map.
When i read the name i thought, in this map you will be able to play as race that is more similar to night elves or undead, but then i read description and played map.


3. Bugs
I found only one thing that i can call bug. Night empire buildings (most) of them are edit of standard human buildings just changed color of model, so before i place building i see that it looks as standard model, but then it colors in black.

full

full
Rate.
_________________________________________________________________
- Gameplay 29/40
- Terrain 10/10
- Enjoyably 20/20
- Bonus points 3 (points for creating new race and models)
- Total points 62 = 9
---------------------------------------------------------------------------------------
Awesome 70/70 = 10 (with bonus points 81/81)
Good ,but could be better 50/70 = 9
Not bad 40.9/70 = 8
Nicely 35/70 = 7
Too hard to you? 28.5/70 = 6
You tried ,but only half 20/70 = 5
Nice ,but with this you'll never be good mapmaker 15.5 =4
Try harder 10/70 = 3
Thanks, you failed 5/70 = 2
This sucks 0/70 = 1
Converting to Hive rate system: 4.3/5 :thumbs_up:
+Rep
for you
 
Last edited:
Thank you for the review, allow me to reply to it :
1. Gameplay and Summary
I intend Slayer as your little harass weapon to prevent enemy expanding, though from what you describe there it seemed I went overboard with them. Need to nerf their damage and reconsider their cost as well as their abilities.
To be fair, all races should be able to counter Slayers. Though they can counter them at different stages. Though so far I found Orc and Undead are having a bad time since they lack proper truesight when played by AI. Humans are having easier time by using their towers, gyro and etc.
In regards to defensive building. I was considering it but it would gave away a major weakness. I hope you did notice they have this "Magic Shield" research which turn the battle upside down when it goes to sieges, which is meant to replace the towers. Though I did nerf them in the next yet-to-be-released version.
2. Aesthetics
Yeah, it's the usual Deadlock map by Blizz. The name actually taken from my RP faction when it was Hive 1. If you by any chance ever read Resistance Against Cake Crusade (RACC) RP, you might notice this faction (as well as the reference of Sky Guardians).
3. Bug
I can't do much in this regard. Though the only viable solution is to re-model them with proper colors via magos, I lack experience in the field.
 
Level 8
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Feb 24, 2016
Messages
140
Off the reviews Episode 10 (*GREAT REVIEW EXCHANGE): Deadlock [NE]

Read This
My opinion are subjective, it can't be same as yours. Let's begin.


Off the reviews Episode 10: Deadlock [NE]
What is Deadlock [Night Empire]?
This is altered melee map that add Night empire that technically a race but author call it only a army that are part of human race.


1. Gameplay and Summary

I spend a lot hours playing map and it was interesting. At first play time i was
lost, after a time i realized how to play. Night empire are powerful, i can rush through creeps and enemies with hero and few summoned soldiers. But don't think it will be all time, about half times that i played map i was close to defeat my units were just dying and enemy just made rush.
I spawned many slayers, since they attack are big and no one can spot them, but they are
deadly only 25 hp. Night elves had Warden, so one used ability and all my mighty army were death.
When i first played map found out about tactic that i call slayer attack.
Create little army of slayers and send them to base of enemy, but as i mentioned earlier that wont work easy against elves and humans. I would suggest to add few buildings such as defensive towers.


2. Aesthetics
I won't write here much, because it's standard tft melee map edited.
When i read the name i thought in this map you will be able to play as race that is more similar to night elves or undead, but then i read description and played map.


3. Bugs
I found only one thing that i can call bug. Night empire buildings (most) of them are edit of standard human buildings just changed color of model, so before i place building i see that it look as standard, but then it colors in black.

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full
Rate.
_________________________________________________________________
- Gameplay 29/40
- Terrain 10/10
- Enjoyably 20/20
- Bonus points 3 (points for creating new race and models)
- Total points 62 = 9
---------------------------------------------------------------------------------------
Awesome 70/70 = 10 (with bonus points 81/81)
Good ,but could be better 50/70 = 9
Not bad 40.9/70 = 8
Nicely 35/70 = 7
Too hard to you? 28.5/70 = 6
You tried ,but only half 20/70 = 5
Nice ,but with this you never be good mapmaker 15.5 =4
Try harder 10/70 = 3
Thanks seat down two 5/70 = 2
This sucks 0/70 = 1
Converting to Hive rate system: 4.3/5 :thumbs_up:
+Rep
for you


Addition to my review
Note that's not full review just addition after i played new version. Rate also was changed.

Surprises

When i played new version i was surprised by, first town hall is called "Manor" second you can build scout tower by worker. Also slayer name was changed to assassin and their health and attack was remade, i'm happy because now slayers aren't so deadly as they was before, but in same time i'm sad since they not so powerful as they was before. Second new upgrades such as "Mobile Deployment upgrade". This time i played lesser than before and again i was close to defeat, when game was close to end i build 2 Manors in main base to protect it (And yes i played with AI).


full


full


full


full


full


full


full


full
Rate.
_________________________________________________________________
- Gameplay 33/40
- Terrain 10/10
- Enjoyably 20/20
- Bonus points 9 (points for creating new race and models, and update)
- Total points 72 = 9
_________________________________________________________________
Awesome 70/70 = 10 (with bonus points 81/81)
Good ,but could be better 50/70 = 9
Not bad 40.9/70 = 8
Nicely 35/70 = 7
Too hard to you? 28.5/70 = 6
You tried ,but only half 20/70 = 5
Nice ,but with this you never be good mapmaker 15.5 =4
Try harder 10/70 = 3
Thanks seat down two 5/70 = 2
This sucks 0/70 = 1
Converting to Hive rate system: 4.6/5 :thumbs_up:
 
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@Supernickman 32
Thanks for the addition.

Manor reinforcement actually act as substitute for base defense (since you don't have defense towers). Though I consider adding these to certain buildings as well (with less duration and amount, ofc) to make things more interesting for them.
Also, in my runs, I rarely mass slayers due to their low health (even with the last update, a mortar/meat wagon/demolisher/ballista's splash will send them to their doom). I would rather recommend massing Knights with some Loyalists/Lancers to back them up in front (and one or two Elite Guard) followed with spellcaster and ranged troops behind them.
Main reason Slayer is there is to serve as your little harass to delay enemy expansion (this is critical especially FFA battles), not meant to be massed :p though I like the idea :D (and maybe one day I made them a direct combat troop... nah :p let's keep that for another race specialized in shadow technology )
Also, you should not rely on 1 hero alone in NE. I tried to make them go well with each other ; General for crippling foes (slow, reinforcement), Emperor for offensive support (disable, call, buff <get the buff and aura along with Scholar and see what happens :p>), Ambusher for key targets (sabotage <watch those critical structure torn apart quickly>, fatal strike <which is like instant death to heroes>), and Magician for crowd control (all his spells are meant to help kill en masse, except the aura which is to prolong his survival).

As always, I appreciate the review :)
 
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Messages
140
@Supernickman 32
Thanks for the addition.

Manor reinforcement actually act as substitute for base defense (since you don't have defense towers). Though I consider adding these to certain buildings as well (with less duration and amount, ofc) to make things more interesting for them.
Also, in my runs, I rarely mass slayers due to their low health (even with the last update, a mortar/meat wagon/demolisher/ballista's splash will send them to their doom). I would rather recommend massing Knights with some Loyalists/Lancers to back them up in front (and one or two Elite Guard) followed with spellcaster and ranged troops behind them.
Main reason Slayer is there is to serve as your little harass to delay enemy expansion (this is critical especially FFA battles), not meant to be massed :p though I like the idea :D (and maybe one day I made them a direct combat troop... nah :p let's keep that for another race specialized in shadow technology )
Also, you should not rely on 1 hero alone in NE. I tried to make them go well with each other ; General for crippling foes (slow, reinforcement), Emperor for offensive support (disable, call, buff <get the buff and aura along with Scholar and see what happens :p>), Ambusher for key targets (sabotage <watch those critical structure torn apart quickly>, fatal strike <which is like instant death to heroes>), and Magician for crowd control (all his spells are meant to help kill en masse, except the aura which is to prolong his survival).

As always, I appreciate the review :)
About slayers. I don't i use them in mass attacks, since they still are too deadly i basically use them at base protect and final attacks on enemy expands and bases.
 
About slayers. I don't i use them in mass attacks, since they still are too deadly i basically use them at base protect and final attacks on enemy expands and bases.
I see. Well, using one hero only is not a great idea with this race :)

---

Anyway, going to insert a small update soon. Just aesthetic changes and a unique music theme for the race (ain't fair if others got but they don't).

EDIT :

UPDATED!
This is a minor update. The only biggie are a major bug fix and the music.
 
Last edited:
Level 8
Joined
Feb 24, 2016
Messages
140
I see. Well, using one hero only is not a great idea with this race :)

---

Anyway, going to insert a small update soon. Just aesthetic changes and a unique music theme for the race (ain't fair if others got but they don't).

EDIT :

UPDATED!
This is a minor update. The only biggie are a major bug fix and the music.

You know music are atmospheric and so are GREAT!

Edit: Also i think you need change hotkeys, since most of them don't make sense such as Manor[Q] or Military Command[W].
 
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Level 26
Joined
Oct 2, 2011
Messages
2,482
I find it weird that you must build a ranch before the barracks though, but it is not a very beig deal.
Pretty sloppy, I must say. Thebuildings was basically just human buildings tinted darker. The emperor had an ability that buffed nearby allies, and the buff is placed weirdly udner them, rather than embracing them. The loyalist had the "web" ability. It could have been nice with something fitting the unit more. HolyShield has a big letter in the middle of his name.
Music is cool, but not realy useful for melee though.
I liked the idea of the infiltrator! I also liked the tiers. They do not just dep

I think there are a great deal of issues with the race already. Status set to awaiting update.
 
I find it weird that you must build a ranch before the barracks though, but it is not a very beig deal.
Pretty sloppy, I must say. Thebuildings was basically just human buildings tinted darker. The emperor had an ability that buffed nearby allies, and the buff is placed weirdly udner them, rather than embracing them. The loyalist had the "web" ability. It could have been nice with something fitting the unit more. HolyShield has a big letter in the middle of his name.
Music is cool, but not realy useful for melee though.
I liked the idea of the infiltrator! I also liked the tiers. They do not just dep

I think there are a great deal of issues with the race already. Status set to awaiting update.

Thanks for the review. It seems there's a cut in the dep, so I can't get the last sentence message quite well. Would be helpful to clarify it for me.

The ranch requirement will be removed in the next version.

In what ways they're sloppy? The requirement system? The teching method? The units distribution? Unique traits?

I'll take care of the Web ability.

The names are actually directly taken from the RP for most heroes, hence the middle uppercase. But if it's a bother, I can rewrite them.

Actually, Infiltrator is meant to be a way to stole tech from enemies, in similar way of Undead Banshee with Possession.

The tier is a concept I took from Red Alert where building 1 is needed to build Building 2 and so on.

I took note of the building models and will find suitable replacement for them.
 
Level 26
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Oct 2, 2011
Messages
2,482
...depend on the main buildings upgrade.
Shit. There was something more here I think, but I can't remember. :/

The sloppy things was the things I listed after it. It is also the general feeling I got from the map, based on the other things that I talked about in the review. Do you think I'm unfair, or can you agree?

Perhaps you can have a capital letter in the middle of a name in english, but it didn't seem to fit here. Keep it if you think it does work. :)
 
@Rufus
Well, I see most of the point though :)

I would agree in most part, though the 'my map' me will never accept disapproval in any form :p but don't worry about it. It's fair, considering they're still in need of improvements.

Well, I do figure that as well when I do the RP but never bother changing them.

Also, for the buff, it's mostly the unit's attachment point and how the buff itself works. I'll check if using head attachment instead circumvent the issue.

EDIT :

Should I discard the music? It was meant to make the race unique though.
 
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Deleted member 247165

D

Deleted member 247165

Grand Review Exchange:

1)Gameplay - quietly interesting and cool but it can also be improved more with additional "touches" (Think about it) 4/5
2)Terrain - such types of map might use a normal terrain but that doesn't mean you cannot make one that looks like "the reborn of Warcraft 3" 3/5
3)Bugs - I think that the techtrees aren't in such a balance. Some are powerful, others are weaker. Try polishing that ;) 4/5
My rating for your mod is 4/5 ! Good luck and keep working on it! :)
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Quick Deploy's icon is the same as Elite Guard's and as Command's.
Snare should be placed under the Loyalist.
Why do the Bank and Lumber Mill have the same upgrades with the exception of the Lumber Harvesting upgrade that is only present in the mill?
The Loyalists have the Deflecting Shield ability placed somewhere up under the Hold Position command instead of to the left of the Snare where there's nothing or somewhere else. It's not a passive so it doesn't look good placed like that not even like the Bowman's passive is.
Moon Blade's icon looks as if it were an active ability. I suggest using this tool to create a PASBTN: Button Manager v1.8.2
Well, the Infiltrator cannot capture organic buildings :D (night elf)
Deploying a Scout Post takes less than a second.
Hero spells aren't really different from normal WcIII ones. Some spell icons don't match their concept.
The orb in the shop is nothing different from the one for the undead.
For instance, the Blade of the Moon should be present along with a mention that it's the last infantry upgrade. I'm referring to the Elite's ability (Cleaving Attack) description.

Some more unit variation and even more races would be nice.

A pretty hard techtree to master. It's a bit chaotic. The concept is OK but not that well executed.


Set to Awaiting Update.

------------------------------------------------------------------------------------------

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

If you want more reviews, come here:
The Grand Review Exchange!
 
Quick Deploy's icon is the same as Elite Guard's and as Command's.
Snare should be placed under the Loyalist.
Why do the Bank and Lumber Mill have the same upgrades with the exception of the Lumber Harvesting upgrade that is only present in the mill?
The Loyalists have the Deflecting Shield ability placed somewhere up under the Hold Position command instead of to the left of the Snare where there's nothing or somewhere else. It's not a passive so it doesn't look good placed like that not even like the Bowman's passive is.
Moon Blade's icon looks as if it were an active ability. I suggest using this tool to create a PASBTN: Button Manager v1.8.2
Well, the Infiltrator cannot capture organic buildings :D (night elf)
Deploying a Scout Post takes less than a second.

Hero spells aren't really different from normal WcIII ones. Some spell icons don't match their concept.
The orb in the shop is nothing different from the one for the undead.
For instance, the Blade of the Moon should be present along with a mention that it's the last infantry upgrade. I'm referring to the Elite's ability (Cleaving Attack) description.

Some more unit variation and even more races would be nice.

A pretty hard techtree to master. It's a bit chaotic. The concept is OK but not that well executed.

For the icon, I will find suitable replacements soon.
I was intended to add a "Gold" upgrade in the bank. Well, to think of it, I think lumber mill better preserved as weapon upgrading and bank as economical boosts.
Bowman's ability is not a passive, it's an active. I'm planning to remake the bowman's abilities.
I'll get a better icon along then.
To be honest, this project was suppose to be dead. It's just that the fact it's more than half done was the reason I still continue before the initial release, hence the spells.
The third level has it in their tooltip. Should be shown in all weapon level?

Nah, this is for one race, another race goes elsewhere.

I tried to keep it unique without being difficult but I guess I have some good changing to do. Actually, the entire tier is simple :
Tier 1 -> Tier 2 -> Tier 3 -> Magic Allies
(Yeah, 4 tiers)

I admit it being difficult.

The slash means already fixed for next release.

EDIT :
I noticed you refer to the Night's Shield. I though you were referring to Invisible Move, sorry.
 
Last edited:
Level 8
Joined
Feb 24, 2016
Messages
140
Addition to my review
Note that's not full review just addition after i played new version. Rate also was changed.

Surprises

When i played new version i was surprised by, first town hall is called "Manor" second you can build scout tower by worker. Also slayer name was changed to assassin and their health and attack was remade, i'm happy because now slayers aren't so deadly as they was before, but in same time i'm sad since they not so powerful as they was before. Second new upgrades such as "Mobile Deployment upgrade". This time i played lesser than before and again i was close to defeat, when game was close to end i build 2 Manors in main base to protect it (And yes i played with AI).


full


full


full


full


full


full


full


full
Rate.
_________________________________________________________________
- Gameplay 33/40
- Terrain 10/10
- Enjoyably 20/20
- Bonus points 9 (points for creating new race and models, and update)
- Total points 72 = 9
_________________________________________________________________
Awesome 70/70 = 10 (with bonus points 81/81)
Good ,but could be better 50/70 = 9
Not bad 40.9/70 = 8
Nicely 35/70 = 7
Too hard to you? 28.5/70 = 6
You tried ,but only half 20/70 = 5
Nice ,but with this you never be good mapmaker 15.5 =4
Try harder 10/70 = 3
Thanks seat down two 5/70 = 2
This sucks 0/70 = 1
Converting to Hive rate system: 4.6/5 :thumbs_up:
Addition
Nicely done Daffa the mage, i'm impressed, new models, sounds etc.
I have nothing to write only just a new rate.

Rate.
_________________________________________________________________
- Gameplay 38/40
- Terrain 10/10
- Enjoyably 20/20
- Bonus points 11 (points for creating new races with new models)
- Total points 79 = 4.8 :thumbs_up:
_________________________________________________________________
:thumbs_up:Awesome 70/70 = 5 (with bonus points 81/81)
:thumbs_up:Nice 50/70 = 4
:hohum: Well... 30/70 = 3
:thumbs_down:Thanks seat down two 10/70 = 2
:thumbs_down:This sucks 0/70 = 1
 
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Some sneak peek for the next release :
  1. Wraith Tanks' Stationery Mode : tired of getting these guys into proper range? get them behind trees near a base and deploy them. They attack while you ransack the base with your main force. The addition of supportive weapons against backdoor assault is useful as well.
  2. Bowmen's Night Arrows : well, having Invisible Move for Bowmen felt useless (as it adds too much micro and unlike Noctis Knight and Elite Guard, they don't fit well)
  3. New Upgrades : felt the economy goes very slowly? Fear no more.
  4. Wizards got a new set of spells for your army. They should be more useful than before, hopefully.
 
Also, any new screenshots? I can't wait for screenies...

Ehh, what if more than 1 player choose Night Empire? Would there be two or more MoonWatchs by then? I think it'll be better if you just give the heroes more names aside from RACC lore character names

Well, it will come with the release. Having a hard time with one of the new modifications for the race, so got delayed. Also, university's a mess.

For naming, I assigned at least 3-5 names per hero. A chance for doubled name do exist, though I doubt it to occur unless in a half to full house games. But I'll consider it.
 
I'm not gonna play a map with no towers (I am a pretty good defender and this looks more like an offensive style of playing).

The race is designed to be aggressive and harassing to enemies. For defense early response, they actually use soldiers from the tower and Manor, as well as the Magic Shield upgrade. Buildings are mostly slightly stronger than other races as well. The race is powerful offensively thus I need to lower their defense to give them a balanced play.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Why aren't the Night Arrows under the Bowman? There's a blank spot between that upgrade and the unit.
What about adding hero glow to heroes? One example: How to add Hero Glow without Modeling
Weird that the first two spells on that hero have [Q], [W] in their title as hotkey but the other two have the letters integrated in their names like normal Warcraft spells.
Grand Slam's [Q] is white after learning the spell.
Why should you be forced to build the Night Pillar to advance to the third tier?
General's Reinforcements is basically Quick Deploy. What about creating some special upgrades for these (or those summoned at the Manor) units?
Emperor's soundset=General's. Maybe the other Paladin hero has it too?
Wizard doesn't have a horse. Why use that soundset :D?
There are two units with permanent invisible reveal: the Wizard and the Sky Guardian. Plus, the Scout Post and the Empire's Scope (purchasable item).
Why name the Barrack item Hall of Shadows when the actual building's name is Military Command?
Elite Guard's icon doesn't match the model's face.
Not really sure what the use of the Scout Post is with 0 Light Armour and 450 HP except for the fact that it reveals invisible units. Why not give it the ability to attack (like the Burrow?). There's no offensive tower in this game.

Awaiting Update.
 
Why aren't the Night Arrows under the Bowman? There's a blank spot between that upgrade and the unit.
What about adding hero glow to heroes? One example: How to add Hero Glow without Modeling
Weird that the first two spells on that hero have [Q], [W] in their title as hotkey but the other two have the letters integrated in their names like normal Warcraft spells.
Grand Slam's [Q] is white after learning the spell.
Why should you be forced to build the Night Pillar to advance to the third tier?
General's Reinforcements is basically Quick Deploy. What about creating some special upgrades for these (or those summoned at the Manor) units?
Emperor's soundset=General's. Maybe the other Paladin hero has it too?
Wizard doesn't have a horse. Why use that soundset :D?
There are two units with permanent invisible reveal: the Wizard and the Sky Guardian. Plus, the Scout Post and the Empire's Scope (purchasable item).
Why name the Barrack item Hall of Shadows when the actual building's name is Military Command?
Elite Guard's icon doesn't match the model's face.
Not really sure what the use of the Scout Post is with 0 Light Armour and 450 HP except for the fact that it reveals invisible units. Why not give it the ability to attack (like the Burrow?). There's no offensive tower in this game.

Awaiting Update.

I followed Human's style to put upgrades.
Will do Hero Glow.
Will fix that.
Will fix the hotkey.
Considering the speed to produce buildings, I considered Night Pillar needed to slow the progress slightly. It also held one useful unit, consider it as secondary barrack of some sort. Will consider.
Slightly different, the reinforcement are by far more dangerous in ways more than one. Will consider the unique upgrade.
Will check them out.
Will get that sorted out. I thought this race lacks truesight at first so I think I overdid it.
It's an old name, must've missed it during updates.
I will sort that out.
Will bolster it's health. Actually the main use is to hide troops inside (it's unseen during night) and the deployment ability. If offensive tower is wanted so badly, I guess I have to cut that disadvantage then.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Will bolster it's health. Actually the main use is to hide troops inside (it's unseen during night) and the deployment ability. If offensive tower is wanted so badly, I guess I have to cut that disadvantage then.
Hey Daffa, you don't have to agree with me or anyone. If you have things sorted out in your head and want to keep them that way, you should, especially if it makes you happy and doesn't fool reason.
Now, I've absolutely missed said fact that the tower is invisible during the night.

Will get that sorted out. I thought this race lacks truesight at first so I think I overdid it.
You can have that on one unit, I guess, the rest should be some other type of spell for revealing, like the one in that item you can buy in some racial shops.
 
Hey Daffa, you don't have to agree with me or anyone. If you have things sorted out in your head and want to keep them that way, you should, especially if it makes you happy and doesn't fool reason.
Now, I've absolutely missed said fact that the tower is invisible during the night.


You can have that on one unit, I guess, the rest should be some other type of spell for revealing, like the one in that item you can buy in some racial shops.

Hehe. I know, it's just that the tower felt so much useless with paper health :p
If it weren't pointed out, wouldn't cared much as I could ignore it, but why it's there at all then? :) thanks for reminding me.

Will take a look into it. I think the item could stay, like undead having item and shade for revealing, though I'll sort them first if they fit.
 
An update will be due in short time. I just got hands of decent materials to get a more flesh out to differentiate Night Empire with human (looking at Loyalist and Footman here). Also, still trying to find best numbers with the artillery (Wraith Tanks).

For a plan of changelog, refer here (some might not be applied in the next update OR there might be new changes as I evaluate the Night Empire) :
Changed Magus Agreement mechanism slightly (unseen difference)
Changed Loyalist model to BETA Footman (by Blizzard Entertainment)
Increased Null Wave's cooldown by 30
Reduced Loyalist health by 50
Reduced Wraith Tank's damage side per die by 3
-----
TO DO :
Changed General's Divine Shield into Blade Blow : deals heavy damage and stun to a single target
Nerfed Assassin powers : gives them Detection, attacks now cause them to appear for a brief moment, health increase by 175
Reduced Scholar's Inner Fire armor bonus by 1
Nerfed Swordsman powers : no longer Spell Immune, lasts for 10 (Tower)/20 (Manor) seconds

ETA : August 2nd, 2017
 
[August 2nd, 2017[1.6]]
Changed Magus Agreement mechanism slightly (unseen difference)
Changed Loyalist model to BETA Footman (by Blizzard Entertainment)
Changed Assassin powers : attacks now cause them to appear for a brief moment, health increase by 200
Changed Quick Deploy Swordsman powers : no longer Spell Immune, lasts for 10 (Tower)/20 (Manor) seconds
Changed General's Divine Shield with Rejuvenating Light
Added Night Shield for Loyalist
Added Deflecting Shield for Elite Swordsman (Reinforcement)
Increased Null Wave's cooldown by 30
Increased Emperor's Call's mana cost by 25, Area of Effect by 50, life regeneration by 1, and cooldown by 30
Increased Grand Storm's Area of Effect by 50
Reduced Loyalist health by 50
Reduced Wraith Tank's damage side per die by 3, health by 150, secondary weapon (deployed) damage by 15 and armor by 2/4 (normal/deployed)
Reduced Scholar's Battle Spirit armor bonus by 1 and mana cost by 15
Reduced Moon Blade's cast range by 28
Fixed Battle Spirit Buff

EDIT :
Infiltrator's Capture will bug out defeat of an opponent if used on the last building they have. For now, avoid such conditions when using Infiltrators.
In the future update, I will change Infiltrator to give an intel advantage instead.
 
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Since Night Empire has been so reliant on their Scout Post AND I don't want people to abuse those lil posts, I have decided to make something interesting to improve the defense lines in absence of towers. The first one to be completely shown will be those cute lil useful farms. You can see the initial concept on 1.7 (there are changes in 1.8)

Also, I planned to change the models into a higher quality ones in the future (when 2.0 out) so yeah.
 
Level 14
Joined
Jun 15, 2016
Messages
749
Something you can change in the map:
- Instead of changing status and attributes of units, you can add custom spells (triggered) for each custom unit.
- The Main Hall does not have tier upgrades while they are required to process through most other things.
- Custom hero skills are overpower compared to classic races, 1 hero can easily outmatch 2 classic heroes, again need more work on custom heroes. You can consult from many other games such as theme, style.

=> Custom models are not the problem, you should focus on more contents of the map. If you want to create a new empire/race then avoid to make them look so much like Human or other existing races. You should spend more times to draw out a New Tech-tree for your race with specific steps. Once you have the tech-tree map, carefully create each new object based on that (buildings -> units -> spell triggers -> abilities -> buffs -> upgrades -> other triggers.... -> test/review -> update...)
 
Something you can change in the map:
- Instead of changing status and attributes of units, you can add custom spells (triggered) for each custom unit.
- The Main Hall does not have tier upgrades while they are required to process through most other things.
- Custom hero skills are overpower compared to classic races, 1 hero can easily outmatch 2 classic heroes, again need more work on custom heroes. You can consult from many other games such as theme, style.

=> Custom models are not the problem, you should focus on more contents of the map. If you want to create a new empire/race then avoid to make them look so much like Human or other existing races. You should spend more times to draw out a New Tech-tree for your race with specific steps. Once you have the tech-tree map, carefully create each new object based on that (buildings -> units -> spell triggers -> abilities -> buffs -> upgrades -> other triggers.... -> test/review -> update...)
1. I'll take a look at this possibility. I did consider such things, but that would take quite the effort. I recall intend to have certain abilities get empowered during night-time and weaker during day-time as well, but this remains as concepts in mind.
2. This race utilize their buildings into a set. You can notice this by how higher tier buildings are unlocked as lower tier ones are completed.
3. I will rework them. It's pretty difficult to get the right balance of value for their skills and stats. More on the skill part though.

I will focus on the contents for now.

I truly appreciate the review and critics given :)
 
Level 22
Joined
Jan 6, 2017
Messages
307
I've played only 2 games so far vs Computer Normals so I have no idea how to play this race yet, but here's some of my first thoughts:

-On the first game, I went with the Ambusher Hero, didn't like seeing her using same Warden model as the night elven hero which can also be built in the game, and her ultimate icon seems really off as I don't see a connection between a Vulcano and Sabotage ability that demolishes a building.
-I would suggest changing House hotkey from A to something it has in the name, these hotkeys make no sense for a standard player just getting into the map, I'm sure everyone's used to A for Altar.
-Having done little research before trying the map out I found out the race is good at expanding early on, so once I created the hero I built 3 Loyalist (starting units), summoned the 4 guards from the main bases ability and went straight for an expo.. Unfortunately the summoned guards only managed to get 1 hit in before getting unsummoned, and I was left with my small group to finish the job.. This didn't go too well, as I totally wasn't paying attention earlier that Ambusher has only 225 hit points on Lvl1, so she got killed really fast by bloodlusted Centaur Archers. This is when my first mission failed.
-This got me wondering, if you're playing against a player how would this hero deal with early harass? She does have two escape abilities and can hide, but did you take in account that Goblin Merchant shop is one of the most rewarding creep camps to do on this map, it's a really easy green creep camp that drops a Level 2 Permanent item such as Claws of Attack +6, Circlet of Norbility and Gloves of Haste. Imagine players going for this creep camp and picking off dust of appearance from the shop right away, what will she do now? :p
-While this race is good at harassing opponents (if it is), it also seems very weak at dealing with getting harassed. Compare militia, burrows, towers, ghouls, skeletons, nightelven buildings with attack and moonwells to 4 units summoned that last 20 seconds.. With the hero I choose and explained weakness of above, I don't see how you stand a chance.
-The techtree is really confusing, there is a lot to research. Seems like you need to build every building (including tower) and research random upgrades such as upgrade for spellcasters in order to get to Tier3. This is way different and at first very puzzling for someone dealing with the map for the first time, compared to the simplicity of the standard races techtrees.. It's very courageous to try and make this kind of advanced system if you wish to attract players that are used to the classic Warcraft 3 gameplay.
-The Tower, how can that big of a building become invisible! I think if you wanna make the tower turn invisible it should have some sort of magical look or something.. Current one is the largest model I've ever seen!
-I feel like the models, icons and abilities don't work together at all. For example the Emperor hero looks like Paladin (Arthas model) with abilities like Moon Blade (elven I guess), Emperor's Call (horde battlestandard icon), Emperor's Pressence an actual Paladin ability (Devotion Aura) and Null Wave with icon of a demons hand with purple effect around it with spell effect that prevents units from attacking (I'm not making any connection here). Same way there's 3 Human heroes and an Elf, and Infiltrator unit being high elf. I was expecting to see Bandits or something as Night Empire, perhaps knights with black armor (like Bandit Lord) not holy looking guys with a church for a building. Icons like House (Morale Support) and House (Willpower Support) also don't make sense since those are orcish, and another example is the Frost icon of Magician's aura giving movement speed.
-Here's an unit model I would suggest you to use for this kind of concept Assassin as an ambush unit you could give him windwalk and make it so it so he does small amount of bonus damage after revealing himself, could play around with him attacking fast but doing little damage, maybe poison arrows as a research.. I also think some part of the "ambushy invisibility" tactics can be borrowed from the original concept with Sorceresses being able to cast invisibility onto units.
-Also here's a cool model for the Ambusher hero Dreamhuntress(Bloodbr)

Sorry if I'm being too harsh on you.. My opinion on some things might change with more experience I have with the map, and to balance this out I'll give you some positive comments:

-It was really fun hitting high level with Ambusher and getting some lucky crits, I also had great items as I was creeping quickly and abused the Goblin Merchant shops.
-The new orb is a brilliant idea, loving how strong it is and how much it helped me as I was feeling like the race was a little weak up until I got that awesome orb, especially loving the effect it casts when hitting stuff - it looks great.
-The Infiltrator is also a great idea, it's a shame I didn't get to use him properly since computers are really defensive and very aware. But looks like there's a lot of fun to be had with that guy.
-The second go of playing the map was quite fun, I power spiked and was able to make a big impact in team fights, I had a lot of fun barely surviving with the Ambusher using invulnerability potions and healing scrolls grabbed from shops where I forced team fights. I was really testing my luck attacking a creep fiend with Ambusher on 40 hp hoping for the bash procs and crit procs, and Idk if you edited that about AI or I was really lucky but the computer never nuked her so I got away with murder.

Hope you like this feedback, and hope I wasn't too harsh on you. :)
 
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I've played only 2 games so far vs Computer Normals so I have no idea how to play this race yet, but here's some of my first thoughts:

1. On the first game, I went with the Ambusher Hero, didn't like seeing her using same Warden model as the night elven hero which can also be built in the game, and her ultimate icon seems really off as I don't see a connection between a Vulcano and Sabotage ability that demolishes a building.
2. I would suggest changing House hotkey from A to something it has in the name, these hotkeys make no sense for a standard player just getting into the map, I'm sure everyone's used to A for Altar.
3. Having done little research before trying the map out I found out the race is good at expanding early on, so once I created the hero I built 3 Loyalist (starting units), summoned the 4 guards from the main bases ability and went straight for an expo.. Unfortunately the summoned guards only managed to get 1 hit in before getting unsummoned, and I was left with my small group to finish the job.. This didn't go too well, as I totally wasn't paying attention earlier that Ambusher has only 225 hit points on Lvl1, so she got killed really fast by bloodlusted Centaur Archers. This is when my first mission failed.
4. This got me wondering, if you're playing against a player how would this hero deal with early harass? She does have two escape abilities and can hide, but did you take in account that Goblin Merchant shop is one of the most rewarding creep camps to do on this map, it's a really easy green creep camp that drops a Level 2 Permanent item such as Claws of Attack +6, Circlet of Norbility and Gloves of Haste. Imagine players going for this creep camp and picking off dust of appearance from the shop right away, what will she do now? :p
5. While this race is good at harassing opponents (if it is), it also seems very weak at dealing with getting harassed. Compare militia, burrows, towers, ghouls, skeletons, nightelven buildings with attack and moonwells to 4 units summoned that last 20 seconds.. With the hero I choose and explained weakness of above, I don't see how you stand a chance.
6. The techtree is really confusing, there is a lot to research. Seems like you need to build every building (including tower) and research random upgrades such as upgrade for spellcasters in order to get to Tier3. This is way different and at first very puzzling for someone dealing with the map for the first time, compared to the simplicity of the standard races techtrees.. It's very courageous to try and make this kind of advanced system if you wish to attract players that are used to the classic Warcraft 3 gameplay.
7. The Tower, how can that big of a building become invisible! I think if you wanna make the tower turn invisible it should have some sort of magical look or something.. Current one is the largest model I've ever seen!
8. I feel like the models, icons and abilities don't work together at all. For example the Emperor hero looks like Paladin (Arthas model) with abilities like Moon Blade (elven I guess), Emperor's Call (horde battlestandard icon), Emperor's Pressence an actual Paladin ability (Devotion Aura) and Null Wave with icon of a demons hand with purple effect around it with spell effect that prevents units from attacking (I'm not making any connection here). Same way there's 3 Human heroes and an Elf, and Infiltrator unit being high elf. I was expecting to see Bandits or something as Night Empire, perhaps knights with black armor (like Bandit Lord) not holy looking guys with a church for a building. Icons like House (Morale Support) and House (Willpower Support) also don't make sense since those are orcish, and another example is the Frost icon of Magician's aura giving movement speed.
9. Here's an unit model I would suggest you to use for this kind of concept Assassin as an ambush unit you could give him windwalk and make it so it so he does small amount of bonus damage after revealing himself, could play around with him attacking fast but doing little damage, maybe poison arrows as a research.. I also think some part of the "ambushy invisibility" tactics can be borrowed from the original concept with Sorceresses being able to cast invisibility onto units.
10. Also here's a cool model for the Ambusher hero Dreamhuntress(Bloodbr)

Sorry if I'm being too harsh on you.. My opinion on some things might change with more experience I have with the map, and to balance this out I'll give you some positive comments:

11. It was really fun hitting high level with Ambusher and getting some lucky crits, I also had great items as I was creeping quickly and abused the Goblin Merchant shops.
12. The new orb is a brilliant idea, loving how strong it is and how much it helped me as I was feeling like the race was a little weak up until I got that awesome orb, especially loving the effect it casts when hitting stuff - it looks great.
13. The Infiltrator is also a great idea, it's a shame I didn't get to use him properly since computers are really defensive and very aware. But looks like there's a lot of fun to be had with that guy.
14. The second go of playing the map was quite fun, I power spiked and was able to make a big impact in team fights, I had a lot of fun barely surviving with the Ambusher using invulnerability potions and healing scrolls grabbed from shops where I forced team fights. I was really testing my luck attacking a creep fiend with Ambusher on 40 hp hoping for the bash procs and crit procs, and Idk if you edited that about AI or I was really lucky but the computer never nuked her so I got away with murder.

Hope you like this feedback, and hope I wasn't too harsh on you. :)

Thanks a lot, just use numbering next time, I tend to miss which point I comment :D

1. Ambusher hero do need new model, just having a hard time picking the right one for her. That's why I stay with Maiev. Will fix sabotage icon.
2. It's using the QWER ASDF ZXCV build, I will check other Altered Melee maps for comparison on this matter.
3. In a very early version, the Guards last 90 seconds. It was too long so I try to cut it short to 20 seconds so it won't hit Expo and abused by players.
4. Ambusher is more for the second hero than first hero. It's better to start with Emperor or Magician as first hero. She's viable in team games however, as first hero. You can abuse her hide at night and get a Vitality item first, as that boost her health in tremendous amount (higher effect in comparison to other heroes)
5. I will deal with this part accordingly. Since AI never rushed, I never experienced first hand how bad it stands against rushes. Emperor (recommended) and General (not really, but his second spell do make a lot of difference) is good option against rushes though.
6. Actually, Tier 3 is not that complicated, though it's right for building every building part. It's Tier 1 -> Tier 2 -> Tier 3 -> Magic Allies (University). I know the race is quite complicated but it's what I want for tier building, perhaps I need to make it more obvious?
7. I will reduce the tower size for now. They are made with invisible stone, at least to put it's concept
8. Moon Blade is human actually, based on storm bolt, just the weapon name taken from the one the character use in a RP [RACC] (Moonwatch's Moon Blade), the second one is quite troublematic for icon and I need to search deep to get replacement, same case for Null Wave. I guess third ability is good eh? :p
9 and 10. I thank you for the model links and the concept given. Assassin however, was meant to be slow, as it was a way to "actually harass" because people don't see them coming until they get a load of damage from one shots.

EDIT :
11. Well, you get the idea of Ambusher build now, don't you? :p
12. Put it on Ambusher and you got yourself a nice hero and elite unit killer :D
13. Computer's a bitch with defenses. I will have an upgrade for that unit (using existing ones to avoid complications)
14. Well, that sure is lucky. I never modified the default 4 races' AI at all :D
 
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Messages
307
Thanks a lot, just use numbering next time, I tend to miss which point I comment :D

1. Ambusher hero do need new model, just having a hard time picking the right one for her. That's why I stay with Maiev. Will fix sabotage icon.
2. It's using the QWER ASDF ZXCV build, I will check other Altered Melee maps for comparison on this matter.
3. In a very early version, the Guards last 90 seconds. It was too long so I try to cut it short to 20 seconds so it won't hit Expo and abused by players.
4. Ambusher is more for the second hero than first hero. It's better to start with Emperor or Magician as first hero. She's viable in team games however, as first hero. You can abuse her hide at night and get a Vitality item first, as that boost her health in tremendous amount (higher effect in comparison to other heroes)
5. I will deal with this part accordingly. Since AI never rushed, I never experienced first hand how bad it stands against rushes. Emperor (recommended) and General (not really, but his second spell do make a lot of difference) is good option against rushes though.
6. Actually, Tier 3 is not that complicated, though it's right for building every building part. It's Tier 1 -> Tier 2 -> Tier 3 -> Magic Allies (University). I know the race is quite complicated but it's what I want for tier building, perhaps I need to make it more obvious?
7. I will reduce the tower size for now. They are made with invisible stone, at least to put it's concept
8. Moon Blade is human actually, based on storm bolt, just the weapon name taken from the one the character use in a RP [RACC] (Moonwatch's Moon Blade), the second one is quite troublematic for icon and I need to search deep to get replacement, same case for Null Wave. I guess third ability is good eh? :p
9 and 10. I thank you for the model links and the concept given. Assassin however, was meant to be slow, as it was a way to "actually harass" because people don't see them coming until they get a load of damage from one shots.

EDIT :
11. Well, you get the idea of Ambusher build now, don't you? :p
12. Put it on Ambusher and you got yourself a nice hero and elite unit killer :D
13. Computer's a bitch with defenses. I will have an upgrade for that unit (using existing ones to avoid complications)
14. Well, that sure is lucky. I never modified the default 4 races' AI at all :D

1. I see, it must be a issue having to find the new icons also since 2 of the icons are made for Warden.
2. I'm not used to this hotkey build, I don't really see a point of hotkey system change since a Warcraft 3 classic player is used to hotkeys being given based on names of the buildings. And this can complicate things right off the start, pressing A to create Altar since that's the hotkey for it on every race etc. It isn't that big of a issue since it is easy to adapt to but I think the change might be repulsive for the players who are used to classic game.
3. I think 90 seconds was definitely too long and 20 seconds feels too short. Perhaps 25-30 seconds would be nicer, though this would make expanding significantly easier, but hey Humans can also pull militia and Nightelves can AoW creep it so it is easy for other races as well.
4. Hm now that you mention it.. buying Periapts of Vitality could make her really op, claws and gloves of haste aren't that great on her since she already has the damage with her passive.. If she stacked full inventory of Periapts of Vitality however, her damage would still be there but sounds like she'd be unstoppable with the 2 escapes.
5. Not sure what makes Emperor good against early harass, his abilities are really mana expensive. Emperor's Call being a 15sec buff that costs 150 mana and Moon Blade being melee version of stormbolt which does less damage and costs 50 mana more (nearly double the amount), 1 second stun increase is not that big of a deal when you take the punishment this ability has compared to Stormbolt.
6. It was complicated enough having to research a upgrade made for units and having to create tower in order to progress! I don't think I could find anything that tells me what am I required to do to get tier upgrades.
8. Yeah but I mean the name Moon Blade sounds like night elves stuff, I know it's hard not to make the connections since the race is called Night Empire. Perhaps Dark Blade or Night Blade since Moon is such a Night Elf thing, in relevance to where you got the weapon name idea you could make it "Moonwatch Blade" or "Nightwatch Blade". Well the devotion aura hand is purple so I see a connection there, but if you're replacing the model and not keeping the paladin guy I think you could use some purple shield or something for this icon, if you can't find anything custom Resistent Skin icon from nightelves makes sense for this. For Emperor's call maybe try to figure a way to get a "Night Empire" war standard, or maybe even BTNINV_Crown_02 would be suited. Null Wave I think needs some digging to find a proper icon for. I would suggest making a icon concepts page in paint or something, just putting the icons next to each other to see how they look together and how they represent what they do.
9. I didn't mean replacing the Assasin unit, the link was changed to Assasin because that's the name of the resource hehe. I was just suggesting to implement this type of unit somehow, the model itself could work as replacement for the archer who currently is just footman with a bow, but in that case I think the windwalk ability I suggested is off the table (too strong for such a early on unit). If you use the other model I linked for Ambusher you could probably get away with using Possession icon for Night Walk, though there should be more suited custom icons out there.

11. With the periapts of viatality idea I think I do even more so!
13. I'd suggest using human villager model for the Infiltrator. I think the villager model in grey would be suited since everyone's used to the villager from campaign being harmless, so it kinda suits the concept.
 
1. I see, it must be a issue having to find the new icons also since 2 of the icons are made for Warden.
2. I'm not used to this hotkey build, I don't really see a point of hotkey system change since a Warcraft 3 classic player is used to hotkeys being given based on names of the buildings. And this can complicate things right off the start, pressing A to create Altar since that's the hotkey for it on every race etc. It isn't that big of a issue since it is easy to adapt to but I think the change might be repulsive for the players who are used to classic game.
3. I think 90 seconds was definitely too long and 20 seconds feels too short. Perhaps 25-30 seconds would be nicer, though this would make expanding significantly easier, but hey Humans can also pull militia and Nightelves can AoW creep it so it is easy for other races as well.
4. Hm now that you mention it.. buying Periapts of Vitality could make her really op, claws and gloves of haste aren't that great on her since she already has the damage with her passive.. If she stacked full inventory of Periapts of Vitality however, her damage would still be there but sounds like she'd be unstoppable with the 2 escapes.
5. Not sure what makes Emperor good against early harass, his abilities are really mana expensive. Emperor's Call being a 15sec buff that costs 150 mana and Moon Blade being melee version of stormbolt which does less damage and costs 50 mana more (nearly double the amount), 1 second stun increase is not that big of a deal when you take the punishment this ability has compared to Stormbolt.
6. It was complicated enough having to research a upgrade made for units and having to create tower in order to progress! I don't think I could find anything that tells me what am I required to do to get tier upgrades.
8. Yeah but I mean the name Moon Blade sounds like night elves stuff, I know it's hard not to make the connections since the race is called Night Empire. Perhaps Dark Blade or Night Blade since Moon is such a Night Elf thing, in relevance to where you got the weapon name idea you could make it "Moonwatch Blade" or "Nightwatch Blade". Well the devotion aura hand is purple so I see a connection there, but if you're replacing the model and not keeping the paladin guy I think you could use some purple shield or something for this icon, if you can't find anything custom Resistent Skin icon from nightelves makes sense for this. For Emperor's call maybe try to figure a way to get a "Night Empire" war standard, or maybe even BTNINV_Crown_02 would be suited. Null Wave I think needs some digging to find a proper icon for. I would suggest making a icon concepts page in paint or something, just putting the icons next to each other to see how they look together and how they represent what they do.
9. I didn't mean replacing the Assasin unit, the link was changed to Assasin because that's the name of the resource hehe. I was just suggesting to implement this type of unit somehow, the model itself could work as replacement for the archer who currently is just footman with a bow, but in that case I think the windwalk ability I suggested is off the table (too strong for such a early on unit). If you use the other model I linked for Ambusher you could probably get away with using Possession icon for Night Walk, though there should be more suited custom icons out there.

11. With the periapts of viatality idea I think I do even more so!
13. I'd suggest using human villager model for the Infiltrator. I think the villager model in grey would be suited since everyone's used to the villager from campaign being harmless, so it kinda suits the concept.
1. Should be double somehow, I'll try :)
2. I see. Kind of experience related, and I have to agree there. I will however, do some research on other alterations.
3. Alright then, seems fair with Human's Militia.
4. Gloves have quite an effect, claws are near useless due to her ability structure. Will think about her escape methods.
5. Must've get over nerfed that I get those ridiculous numbers. Will check it out.
6. It's actually in the tooltip : "Part of Tier x Set", the only exception is Magic Allies upgrade being an upgrade to gain access to one of the most OP in-game unit, as well as ultimate unit (Sky Guardian)
8. Would like to, but I have it documented here as Moon Blade's Potent. I scrapped Potent since it's illogical in the name. I thank you for the recommendations.
9. And I thought you were referring to Assassin unit :p

11. Glad to hear that. I think I raise her HP slightly and lower her damage slightly later, just to make claws viable option for her.
13. Thanks for the suggestion!
 
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