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Enfo's TS:MT Edition 1.93

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Introduction

Enfo's Team Survival:MT Edition is, according to Blizzard, the best ETS mod on battle.net. The map has been developed since 2005 to bring you the perfect balance of all elements, including hero spells, game mechanics and more. The main effort of MT Team is to keep the version balanced, so people can freely play it without having to host All Random games, or having to play another version because of a balance flaw. Our concern is always to keep the game balanced, and not adding tons of stuff like most maps do. From beginners to pros, all players can play ETS:MT without having to worry about being killed by a cheap strategy using a broken hero.We have a fast growing community of players that are so concerned about the game as we are, and keep suggesting new elements for the game, reporting bugs, and pointing how we can make the game even better.

History

Once upon a time, a guy named Enfo started a map based on a multiplayer forum-based rpg he was playing called DragonRealms. In this map, which he called Enfo's Team Survival, the players had heroes to control, each one based on each class present on DragonRealms, and they should fight waves of monsters also inspired in the bestiary of the same game. Back then, he had the support of many users from the long dead modforge forums, which helped Enfo to build an awesome map that quickly spread through battle.net and became one of the most played maps on every realm.After some time updating the map, Enfo was forced to quit the project to give proper time to his graduation in sociology. This could be the end of the project, if at any given time an unprotected version wouldn't have leaked and other map makers had access to this map. Out of nowhere, unofficial versions of Enfo's Team Survival started to be released by many different map makers, from beginners to experienced ones, and some of them got pretty popular, even more than the original version (a few to mention are ETS Tournament Edition, ETS Ripped Off, and ETS Remix Naked), but even those were left behind by their own makers.After a few warcraft patches, the good old versions of Enfo's Team Survival became VERY bugged. The patches changed some commands of the World Editor, and every map that were not being updated got useless.During this dark age, when the most played versions got obsolete, and all that that remained was a bunch of rigged and poorly made maps, that MT Edition was born.Enfo's Team Survival: MT Edition was created to surpass the rigged versions and give an option for those who wanted to properly play ETS. It was designed with balance being it's goal, so that players wouldn't need to worry about who was the most rigged hero, or the strongest item, or the most cheap strategy, it was all about picking a hero that suited the playstyle and use it to fight the waves of enemies.After the interview for the Meet your Makers, MT Team finally had a chance to talk to Enfo himself, and during the conversation Enfo said he was glad the his work was kept in such a good development, and that he supported the efforts of MT Team to make it an even better map.After more than four years of work, MT Edition is now the most played version of Enfo's Team Survival, and even one of the most hosted maps on battle.net according to MapGnome.

Features

ETS:MT has a variety of exclusive features compared to other ETS maps, among them are:Game Modes: MT Edition gives the Host the ability to set game modes to the game. These game modes will change the gaming experience for players and can even change the game into a whole new different style. Some of the most used game modes are Draft, Extra Bounty, Solo and Random Mode.Support Monsters: The waves of monsters spawn two different kind of creatures. While one of them face the Heroes the usual way, the other one supports its allies with spells, auras, passive skills, or ranged attacks.Unique Heroes: Some heroes in MT Edition were designed by the MT Team and thus are exclusive to this version, a few that can be listed are the Summoner, Sniper, Spiked Tree, Time Mage, Faenrae Champion and others.Learning Curve: Intentionally, there are just a few combo items in ETS:MT. That and other things contribute to the very soft learning curve of the map. You don't have to worry about what items are good for the combo item that is required for another combo item. The heroes are also very easy to play, and the map doesn't have complicated hero combos or spells used to exploit cheap strategies.Tips: For the players new to the map, random tips are displayed telling the basics of the game, to make it even easier to be played. The tips can be disabled.Rematch: After the match ends, players can stay in the game for the rematches. This way players can play any amount of matches on the same game.Balance: MT Team always had the motto "Balance is Everything", and that's why MT Edition will always work with balance being the top priority. That's why players can always play the map without having to worry about which is the most rigged hero to play with or item to buy.

Screen Shots





Disclaimer
  • This map is protected.
  • The original author of this map (Enfo) quit the project and supports MT Edition.
  • The author of another version called Enfo's Team Survival Ripped Off, also agreed to allow MT Team to use the content of his map.
  • Enfo's Team Survival MT Edition has been reviewed by Dr Super Good, bounty hunter2, and Rui and was awarded with an Honorable Mention.
  • The map was also spotlighted by Blizzard.
  • The official site for posting bugs, suggestions, questions and strategies is www.enfomt.com.


Change Log

1.93 (October 30, 2011)
HEROES
- Bard's Nexus had its cooldown increased.
- Cabalist's Naphta now properly reduces attack speed.
- Cleric's Aesrela Everild had its damage increased.
- Enthropist's Ring of Spears had its cooldown, damage and mana cost increased and duration slightly decreased.
- Moon Mage's Burn now works properly with Glythtide's Gift.
- Ranger's See the Wind had its critical chance slightly increased.
- Summoner's Anti-Magic Shell now has 75k life.
- Tempest's Burst had its damage and duration reduced and cooldown increased.
- Tempest's Paeldryth's Wrath now deals proper damage (which was slightly reduced) and works correctly with Magic Reistant monters.
- Time Mage's Time Lapse had its cooldown reworked and duration slightly decreased.
- Trader's Guild Shop now won't sell Healing Potions at 1st level.
- Troll Cannibal now won't cast Spiritual Swarm (from Revenant) twice at the same time.
- Warlock's Disrupt was fixed.
- Warlock's Spellcurse now properly silences all magical skills.
- Weaponsmith's Forge had its cooldown increased.
- Weaponsmith's Strength per level was decreased.

ITEMS
- Polished Elven Telo had its price reduced.

GAME MODES
- Random Mode should be properly working with banned heroes now.
- Extra Bounty now can't be set above 5.
- New game mode: -perfection

GENERAL
- HP boost bug was fixed.
- HCL should be properly working now.

MONTERS
- Wave 25 (Shadow Drakes) now don't deal damage to allied monsters.
- Wave 35 (Poloh'izh) now have Beastslay when summoned by Darkrift.



1.92 (November 21, 2010)
HEROES
- Paladin's Righteous Wrath now doesn't work on Effigies.
- Ranger's Favored Enemy now can't be recast unless target is unmarked. Also, it doesn't hit allies anymore.
- Warlock's Disrupt now works properly.
- Warrior Mage's Aether Lance now deals proper damage.

COMMANDS
- -modes command now displays shared bounty.

SPELLBRINGER
- Shear's Life was increased.
- Whole Displacement doesn't work on units in the Duel Arena.
- Spellbringer now can't cast spells outside the West and East areas.

OTHERS
- Attack Speed bonus granted from agility was reduced to 1%.
- Lives lost are properly counted now.
- Killing friendly monsters now won't grant gold.


1.91 (July 25, 2010)
HEROES
- Arcane Mistress' Targeted Magic now won't try to target monsters with resistant skin.
- Bard's Faenella's Grace now denies the -repick command.
- Battle Chanter's Abandoned Heart now reduces attack speed too.
- Battle Chanter's Muse's Inspiration had its cooldown increased.
- Blood Dancer's Wolverine Dance now doesn't work if he's spellcursed.
- Faenrae Champion's Dark Hand Curse now doesn't carry over to the rematch.
- Holy Warrior's Tipping The Scale had its damage returned slightly increased.
- Magic Infuser's Empower Bracer now works on enemy summons.
- Paladin's Courage now works properly on all player slots and doesn't stack with itself.
- Paladin's Chadratu's Blessing now works properly if cast two times too fast.
- Paladin's Righteous Wrath now works when she's invulnerable.
- Revenant's Corpse Explosion's damage was reduced to 33% of exploded unit's life, its mana cost was increased, now deals proper damage to units with Spell Damage Reduction and is not affected by armor anymore.
- Revenant's Spiritual Swarm had its cooldown increased.
- Shadow Priest's Enfeeble now denies the -repick command.
- Spiked Tree's Backfire Aura had its damage returned slightly increased.
- Summoner's Summon Arbelog Warriors had their armor fixed.
- Time Mage's Slow now denies the -repick command.
- Troll Cannibal's Soul Feast now properly works with Shadow Priest's Armaggedon.
- Trader's Guild Shop now denies the -repick command.
- Warlocks's Energy Drain now denies the -repick command.
- Warrior Mage's Tingle now denies the -repick command.
- Weaponsmith's Forge had its mana cost at level 1 decreased and at level 10 increased.

ITEMS
- Scepter of the Magi now gives proper mana (875).
- Bloodstone had its price reduced.
- Greater Hisan Salve had its cooldown reduced to 100 seconds.

GENERAL
- Duel Arena added.
- Number of monsters now will be properly counted when they reach team goal.
- Votes for Hell Difficulty are now displayed properly.
- Game will properly end when the last member of a team leaves the game.
- The map now fully supports HCL.
- All item tooltips were remade (thanks to je5us).
- Now when a team is not killing fast enough, units will be teleported to the goal until there are 190 units on that side.

MONSTERS
- Death Spirits are now support monsters.
- Shadow Spirit was replaced by Shadow Drake.
- Waves 40, 41 and 42 had their hit points slightly reduced.

SPELLBRINGER
- Monsters summoned by Kaelstrum Darkrift now have their acquisition range increased to 1000.
- Purification had its damage to summoned units increased.

COMMANDS
- New command added: -modes
- New admin command: -kickname

GAME MODES
- New game mode added: -NoDuel


1.90c (January 31, 2010)
HEROES
- Faenrae Champion's Word of Chaos now won't be affected by any kind of thorns.
- Paladin's aggro was improved.
- Paladin's Courage's HP regeneration was improved.
- Revenant's Haunting Spirit now properly works for players 9 and 10.
- Spiked Tree's Barkskin had its bonus armor reduced.
- Tempest's Paeldryth's Wrath's damage was reduced and fixed on the tooltip.
- Warlock's Spellcurse now properly works on innate abilities and itself.

SPELLBRINGER
- Spellbringer's items now can't be used if it is under the effect of Spellcurse.
- Arhat, Uthmor, Hav'roth and Sidhlot are no longer affected by Trothfang's Rally.

OTHERS
- Game will properly end when an entire team leaves.
- Votes now are properly counted for all players.
- Heroes will revive properly now.

COMMANDS
- Added a new command: "-debug"
- Repick command now will properly remove Trader's Shop.
- Player 10 now can be kicked.

GAME MODES
- Random Mode and One Pick Mode are now incompatible.

1.90b (November 14, 2009)
HEROES
- Cabalist's Fireball had its mana cost reduced.
- Combat Mastery had its progression changed (lvl 10 values are still the same).
- Heroes should revive properly.
- Hypnotist's Hallucination now won't be able to target summons summoned with Summonner's Darkrift.
- Shadow Priest's Enfeeble's duration was fixed.

GAME MODES
- Draft Mode now won't bug if someone leaves during the hero picking.
- Draft Mode now will have 14 pickable heroes.
- Draft Mode will now stop Spellbringer's mana regen during the hero picking.

MONSTERS
- Monsters now use the Brown color, since the Light Blue is used by player 10.
- Monsters won't get stuck when they're in a big number.

OTHERS
- Added a few texts in the mini-map.
- Added Donator Flavors.
- Heavy Armor had its tooltips and damage taken fixed.
- If an ability that denies the repick ability is used, players now will be able to repick any other hero on other matches.
- New Score Achievement added: Bonus Monsters Killed.
- New Score Achievement added: Not Killing Fast Enough.


1.90 (October 25, 2009)
HEROES
- Ahlen's Cataclysmic Strike had its cooldown increased.
- Ahlen's Dragon Dance had it's cooldown increased.
- Arcane Mistress' Frost Scythe had its duration slightly increased.
- Arcane Mistress' Targeted Magic now won't target Sheared creeps.
- Added death animation for all panda heroes.
- Bard's Call of the Siren had its duration fixed (reduced).
- Bard's Faenella's Grace now properly resets on every match and works properly when cast before duration ends.
- Bard's Unnerving Symphony was completly reworked to be more useful (and less buggy).
- Cleric's Bless Soul had its area of effect increased and now makes heroes revive 2 times faster.
- Ethereal shield had its armor bonus decreased.
- Empath's Alchemy had its items reworked to be worse earlier and better later.
- Empath's Divine Protection had its bonus reduced.
- Empath's Transference had its cooldown increased.
- Faenrae Champion's Word of Chaos will no longer be affected by thorns.
- Holy Warrior's Tipping the Scales had its damage reflected increased.
- Holy Warrior's Tipping the Scales now shows the proper damage.
- Hypnotist's Prediction now can be cast on invulnerable targets.
- Paladin's Chadratu's Blessing now won't make targets perma-invulnerable.
- Ranger's pets had their acquisition range increased.
- Ranger's Favored Enemy had its damage reduced and cooldown increased.
- Ranger's Nature Lore now works if she's invulnerable.
- Revenant's Deathwave had its damage reduced.
- Revenant's Spiritual Swarm now properly removes Greater Spell Shield from creeps.
- Revenant's Spiritual Swarm now works properly with Bard's Unnerving Symphony.
- Revenant's Spiritual Swarm now reduces movement speed instead of attack speed.
- Shadow Priest's Enfeeble had its XP penalty greatly increased.
- Shadow Priest's Greater Hallucination won't have Ranger's Nature Lore anymore.
- Shadow Priest's Preservation had its cooldown slightly decreased.
- Spiked Tree's Backfire Aura had its damage reflected slightly increased, and now its area of effect increases per level.
- Summoner's Anti-Magic Shell now can't target a Warrior Mage's Ice Fortress.
- Summoner's summons had their acquisition ranges increased.
- Trader's Collect Assets had its amount of lumber given reduced.
- Trader's Glittering Prizes had its area of effect increased and doesn't work while he's invisible anymore.
- Trader's Guild Shop now sells Trader's Potion of Greater Healing at level 10.
- Troll Cannibal's range was slightly increased.
- Troll Cannibal's Soul Drain was slightly improved.
- Troll Cannibal's Soul Feast now won't work if he already has Mentalist's Dazzle.
- Warrior Mage's Ice Fortress had its duration decreased.
- Warlock's Spellcurse now works on the spellbringer too.
- Weaponsmith's Cambrinth Charge now works properly with Forge and Thunder Maul.

COMMANDS
- The repick command was completly reworked.
- The "-tips" command now won't accidentally toggle for all players.
- Heroes now won't become invulnerable when the revive timer ends and player used -revive.

GAME MODES
- Added new Game Mode: -FastRevive X.
- Draft mode now works properly.
- Extra Time mode now properly pauses the mana regeneration of all Spellbringers.
- Most game modes now have short versions and can be typed in one string (e.g. "-op -rm -ow")
- One Pick mode now works with Random heroes.

GENERAL
- Cheat pack now enables free repick.
- 5th player slot has been added.
- Heroes that revive right before the rematch now will be properly removed.
- Random pick now can't end up picking banned heroes.
- Tooltips were completly remade (thanks to DrunkenBunny and Je5us).
- You won't lose control of your hero when someone leaves the match anymore.

ITEMS
- Orb of Absorption now won't share cooldown with Ivory Mail.
- Dwarven Pride now shares cooldown with Vampiric Potion.
- Nimsha now won't work when wielded by Illusions such as Effigy or Greater Halucination.
- Vampiric Potion had its cost, replenish interval and cooldown increased.

MONSTERS
- Wave 15 had its range slightly reduced.
- Wave 18 now won't stand still after returning from Stone Form.
- Wave 25 (Death Spirits) now won't stand still after returning from Wandering Spirit.
- Wave 25 (Death Spirits) had its HP increased.
- Wave 25 (Death Spirits) had their damage and attack speed reduced.

SPELLBRINGER
- Summon Hav'roth now will have only one aura for both sides, and it will return 33% damage.
- Jomay's Legacy now works on all heroes and gives the proper experience when kills any hero.
- Mana Disruption had its cost decreased.
- Spell Disruption now gives the proper experience when kills a hero.
- Whole Displacement now won't work on Sheared creeps.


1.89 (February 20, 2009)
HEROES
- Bard's Faenella's Grace now works properly when cast on someone already Alert.
- Bard's Faenella's Grace now can't target herself.
- Bard's Faenella's Grace now has the proper level skip.
- Ranger's attacks now won't always say "unmarked" if she's not with Favored Enemy activated.
- Revenant's Deathwave now deals fixed damage, and had its area of effect reduced.
- Revenant's Corpse Explosion's area of effect was increased.
- Revenant's Spirit Swarm now properly works with Troll Cannibal's Soul Steal.
- Revenant's Spirit Swarm now has a bigger range when bouncing after killing a unit.
- Revenant's Unholy Essence was replaced by Haunting Spirit.
- Warlock's Silence now won't cancel Magic Infuser's Empower Bracers effect.
- Warlock's Silence now won't cancel some skills for the whole match.
- Warrior Mage's Ice Fortress will no longer force allies to attack it.

GENERAL
- Matches started with one team now will be properly tagged as Training Mode.
- Players leaving before the first round starts triggers the rematch.
- The -ghost command now works properly on rematch.
- Some skill with strange tooltips are now fixed.
- Game won't crash on macs.
- Difficulty modes now properly work on rematches.

GAME MODES
- Draft mode now won't bug with uneven teams, and will properly work on rematches.
- Timer windows on Draft Mode now properly disapear.
- Added new game mode: Ban Hero.

SPELLBRINGER
- Casting Darkrift right before the rematch pause now won't make summons last until the next game starts.

MONSTERS
- Spellblock now isn't inside Doom Spells for the last wave.
- All waves with support monster were nerfed.
- Death Spirits now won't deal damage to allies with splash attack.
- Waves 19, 24 and 31 now leave corpses.
- Wave 6 now has Lesser Curse instead of Curse.
- Wave 8 now has Lesser Slow Poison isnstead of Slow Poison.
- Wave 10 now has Lesser Evasion instead of Evasion.
- Wave 14 now has Lesser Bash instead of Bash.
- Wave 21 now has Lesser Evasion instead of Evasion.


1.88 (February 6, 2009)
HEROES
- New hero added: Revenant.
- Ahlen's Cataclysmic Strike now increases its AoE and duration each level.
- Bard's Faenella's Grace now works even if the hero is not the killer (just like Enfeeble) and now gives 50% more experience.
- Bard's Call of the Siren had its duration and damage increased.
- Battle Chanter's Muse's Inspiration now works with Magic Infuser's Empower Armor.
- Faenrae Champion's Inner Chaos had his splash damage slightly decreased.
- Paladin's Chadratu's Blessing now properly works with channeling abilities.
- Ranger's Favored Enemy will display a message when the player attacks a "wrong" creep.
- Shadow Priest's Enfeeble had its effect increased.
- Shadow Priest's Enfeeble doesn't remove Empath's Regenerate anymore.
- Shadow Priest's Greater Hallucination now has the color of the target unit.
- Shadow Priest's Preservation now doesn't bug the multiboard.
- Summoner's Anti-Magic Field now doesn't work on Ice Fortress.
- Trader's Guild shop now has a level skip requirement of 2.
- Trader's Guild Shop's Scroll of Teleportation now doesn't share cooldown with Winger Leather Boots/Elite Elven Boots.
- Trader's Glittering Prizes now has its effect displayed at monter's bounty.
- Troll Cannibal's Soul Drain is now fixed.
- Warlock's Disrupt now works if there's no enemy spellbringer (training mode).
- Warlock's Energy Flare had its casting time and cooldown decreased.
- Warlock's Silence now affects most skills in the game (including auras).
- Warlock's Silence was renamed to Spellcurse.
- Warrior Mage's Fire Rain had its damage slightly reduced.
- Warrior Mage's Aether Lance now deals proper damage.

GAME MODES
- Added the new Game Modes: Extra Bounty, Old Waves, One Pick, No Left XP, Solo, Draft, Stable, No Share, Extra Time, Shared Bounty, Vote and Random (now set with a in-game command).

ITEMS
- Tome of Retraining had its gold cost increased.
- Anti Magic Potion had its gold cost increased.
- Anti Magic Potion now doesn't work if the hero is silenced.
- Dwarven Pride was totally remade.
- Nimsha now won't bug with Paladins's Righteous Wrath and Ranger's Nature Lore.

MONSTERS
- Waves 3, 5, 8, 17, 18, 24, 25 and 29 now spawn two types of monsters.
- Gold given by the first bonus wave was increased.

GENERAL
- Added a time to type in game modes.
- Players won't be able to summon during the rematch.
- New score/statistics chart is displayed at rematch (beta).
- Game tips are displayed every 30 seconds.
- Pierce damage now deals proper damage agains fortified armor.
- Game will end if there's any team with no players.
- Players that have not picked any hero will have a hero picked randomly at the 4th wave.

DIFFICULTY
- Difficulty Vote now works properly: if there's a tie, the difficulty closer to Normal will be kept.
- Difficulty vote is now off by default.

SPELLBRINGER
- Wave 22 and 26 now have Beastslay when darkrifted.
- It's not possible to cast Darkrift during rematch anymore.
- Grazhir's Effigy's summons now won't have Troll Cannibal's Behead.

COMMANDS
- New command: "-cheats".
- New command: "-z.near".
- New command: "-z.far".
- New command: "-z.norm".
- New command: "-ghost" (requires cheat mode).
- You can now type the difficulty during the game modes time, to skip the dialog window.
- Repicking will no longer be abusable.


1.87 (August 17, 2008)
HEROES
- Bard's Faenella's Grace now doesn't use Enfeeble's buff.
- Mentalist's Aura Sight is no longer dispelable and had its duration decreased.
- Shadow Priest had his attack speed decreased.
- Shadow Priest's Armageddon had its damage greatly reduced, tooltip fixed and area of effect reduced.
- Shadow Priest's Enfeeble was fixed.
- Shadow Priest's intro text was fixed.
- Shadow Priest's Preservation had its cooldown increased.
- Trader's Guild Shop's Potion of Healing had its charges increased.
- Trader's Guild Shop's Cebi Root had its healing increased.
- Trader's Guild Shop's Scroll of Teleportation had its price decreased.
- Trader's Guild Shop's Ivory Mail had its bonus armor increased.
- Troll Cannibal's Behead had its proc chance increased.
- Troll Cannibal's Bloodboil had its tooltip fixed.
- Troll Cannibal's Soul Feast now works with Summon Darkrift.
- Warrior Mage's Tingle now can target enemy heroes.

SPELLBRINGER
- Whole Displacement now works correctly if spammed too fast.
- Grazhir's Effigy's summons now won't have Ranger's See the Wind.

GENERAL
- When someone leaves, his gold will be properly split among remaining players.
- New command added: "-tr" (tournament rules).
- The "-range" command was fixed.
- The multiboard was completly remade.


1.86 (July 23, 2008)
HEROES
- Arcane Mistress' Targeted Magic was fixed and had its cooldown increased.
- Cleric's Resurrection was replaced by Bless Soul.
- Faenrae Champion's Inner Chaos had its bonus life points slightly increased and tooltip now includes info about the increased attack speed.
- Magic Infuser's attack speed was slightly increased.
- Magic Infuser's Empower Bracer had its mana cost decreased, duration increased, proc chance increased and mana used decreased.
- Magic Infuser's Empower Axe had its proc chance increased, armor reduction increased, duration increased and mana used decreased.
- New hero added - Shadow Priest
- Paladin's strength progression was decreased.
- Paladin's Chadratu's Blessing effect now doesn't end when she dies.
- Ranger's attack damage was slightly increased.
- Ranger's Befriend was replaced by Favored Enemy.
- Sniper can no longer reach the spellbringer's area.
- Sniper's Lucky Shot now works on both stances.
- Spiked Tree's Barkskin got it's bonus armor increased.
- Summoner's Summon Satyrs and Summon Arbelogs had their cooldown and duration slightly decreased.
- Summoner's Flag of Summoning was reworked with new auras.
- Troll Cannibal's Bloodboil had its bonus damage increased and damage taken fixed at the tooltip.
- Troll Cannibal's Bloodboil had its tooltip fixed, now it has the proper damage taken.
- Trothfang's Rally now works on all units around the caster.
- Warrior Mage's acquisition range was fixed.
- Warrior Mage's Aether Lance doesn't have damage cap anymore.
- Warrior Mage's Tingle now doesn't bug when used multiple times.
- Warrior Mage's Fortress of Ice had its casting range increased.

SPELLBRINGER
- Whole Displacement now works properly on all creeps without Resistant Skin.
- Waves 16, 41 and 24 now have Beastslay when Darkrifted.

CREEPS
- Creeps with thorns immunity now have a "Thorns Immunity" skill.

ITEMS
- Sunstone had its cooldown increased.
- Greater Hisan Salves' cooldown and replenish time were increased and mana given decreased.
- New item added: Stone Axe.

GENERAL
- New command added: "-range" (sets acquisition range).
- XP, Gold, Wood and SB's mana now won't bug when a player leaves.
- Game will load a bit faster.
- The game now shows the number of creeps on both sides of the map on the food counter.
- The Multiboard was revamped.
- Players now will be warned if any ally picks a hero or repicks.
- Text shown when a bonus wave bird is killed by east side was fixed.
- Hero Glow effect has been added to the remaining heroes.
- Heavy armor had its tooltip fixed.

DIFFICULTY
- Easy difficulty now has a handicap of 75%.


1.85b (December 10, 2007)
HEROES
- Troll Cannibal's Soul Drain now works properly.
- Warrior Mage's Ice Fortress had its cooldown and duration reworked.
- Weaponsmith's Cambrinth Charge now works properly.
- Trader's Guild Shop now doesn't have Thirsting blade.

GENERAL
- The game will now properly count units on the East Side.

DIFFICULTY
- Difficulty will be properly set on rematch.


1.85 (December 9, 2007)
HEROES
- Ahlen's Dragon Dance now doesn't add new skills to the hero.
- Battle Chanter's Abandoned Heart had its slow reduced, and it doesn't affect bonus waves anymore.
- Entropist's Tremor had its area of effect reduced.
- Heroes do not disapear if selected too fast on rematch.
- Paladin's Chadratu's Blessing had its duration reduced.
- Ranger's Harawep's Bound had its duration decreased.
- Ranger's Meraud's Companion had its duration decreased.
- Reduced armor gained per agility point.
- Sniper's Lucky Shot now works properly if he's on Sniper Technique.
- Spiked Tree had his acquisition range reduced.
- Spiked Tree's Poison Gas had its casting range increased.
- Troll Cannibal's Scalping Cry got its hotkey fixed.
- Troll Cannibal's Soul Feast won't bug when used on Arcane Mistress, Sniper and Thief.
- Thief's Khri Strike had its chance reduced to 50% on all levels, and had its duration reduced.
- Thief's Venom had its damage reduced.
- Warrior Mage's Ice Fortress had its area of effect attack reduced.

ITEMS
- Life stealing items won't affect ranged units, and won't stack with Righteous Wrath.
- All mana potions had their cooldown increased and number of charges reduced.
- Garden's Vision had its duration and casting range decreased and cooldown increased.
- Increased the cooldown of SpellBlock
- Scepter of the Magi now doesn't require Moonstone-inset Ring.

SPELLBRINGER
- Whole Displacement now properly works on both sides.
- Kalestraum's Darkrift now works properly if cast multiple times.

CREEPS
- Creeps won't spawn with less life.
- Killing a bonus wave doesn't reduce the monster counter anymore.

GENERAL
- Preview Screen won't appear to be a white for some people.


1.84 (November 11, 2007)
HEROES
- New hero added - Troll Cannibal
- Bard's Call of the Siren had its cooldown increased.
- Battlechanter's Abandoned Heart now properly slow down creep's move speed.
- Cabalist's Dragon's Breath had its cooldown increased.
- Empath's Divine Protection now doesn't affect her (only allies)
- Hypnotist's Mind Shout had its cooldown increased and duration reduced.
- Paladin's Courage had its bonus move speed increased.
- Paladin's Righteous Wrath now levels up properly.
- Sniper's Sniper Technique was reworked.
- Trader's new Aura now has a proper buff
- Fixed the position bug on Trader's Guild Shop

ITEMS
- Favor of the Gods was removed from the game.
- All shields are now Unique items.
- Trader's items don't share the cooldown group anymore.
- Bloodstone's tooltip was fixed.
- All attribute rings had their prices changed.
- Ivory Mail's tooltip was fixed.
- Dwarven Pride now can be dropped.
- Greater Hisan Salve now restores the right amount of mana.
- Cebi Root's bonuses were slightly improved.
- Winged Leather boots now costs 4000 (up from 3000)
- Elven Stalking Boots now costs 3000 (down from 4000)

CREEPS
- Fixed the message bug when you kill a bonus wave.
- Waves 8, 34 and 35 should use their ensnare properly now.
- Waves 40 and 41 got Resistant Skin.
- Fixed the longer waves bug.
- Wave 33 now got Beastlslay when summoned.

SPELLBRINGER
- Mana Recharge now costs no mana and have no cooldown.
- Grazhir's Effigy isn't affected by Chadatru's Blessing anymore.
- Glythtide's Gift now can only be used on enemy heroes and it doesn't affect Grazhir's Effigy anymore.
- Kaelstraums Darkrift was reworked.




1.83 (October 15, 2007)
HEROES
- Added the effect of Spell Immunity, Greater Spell Damage Reduction, Spell Damage Reduction and Shear to Holy Warrior's Fallen One, Mentalist's Dazzle, Tempest's Paeldryth's Wrath and Evoker's Ball Lightning.
- All heroes descriptions were reworked.
- Arcane Mistress' Frost Scythe's special effects were changed.
- Arcane Mistress won't waste mana targeting units with resistant skin when using Targeted Magic.
- Bard's Call of the Siren's duration was increased.
- Bard's Faenella's Grace now properly works with Ball Lightning and Telekinetic Storm.
- Battle Chanter's attack speed was decreased.
- Battle Chanter's Abandoned Heart was reworked to be weaker early on.
- Blood Dancer's Earth-Shaking Strike had its cooldown increased, duration reduced and damage reduced.
- Cabalist's Fireball had its cooldown and mana cost increased and damage decreased.
- Cabalist's Throw Naphta had its cooldown and mana cost increased, and area of effect decreased.
- Cleric's Aesrela Everild was reworked to be weaker later on.
- Cleric's Shield of Light was reworked to be weaker early on.
- Cleric's Holy Binding's area of effect was reduced.
- Cleric's Holy Binding's duration on tooltip was fixed. It lasts 20 seconds on all levels.
- Evoker's Gar Zeng had its "area of effect" reduced, damage slightly reduced, mana cost increased, and cooldown slightly increased.
- Evoker's Chain Lightning had its mana cost increased and cooldown slightly increased.
- Empath's Alchemy now isn't able to make Kite Shield.
- Empath's Divine Protection's armor bonus was increased and its area of effect now improves each level.
- Empath's Transference won't stop if the target is full healed and its casting range now improves each level.
- Enthropist's Tremor doesn't affect bonus waves anymore.
- Ethereal Shield's cooldown, duration and mana cost were changed.
- Faenrae Champion's Dark Hand Curse's bug was fixed, its number of targets was increased and its mana cost was decreased.
- Faenrae Champion's Inner Chaos got its bonus hit points decreased.
- Faenrae Champion's Word of Chaos got new special effects.
- Focus Moonbeam's aura got its bonus increased.
- Holy Warrior's and Paladin's Trothfang's Rally were reworked.
- Holy Warrior's Fallen One now has an AoE increase each level and its cooldown was greatly increased.
- Holy Warrior's Heroic Strength got its bonus hit points decreased, and bonus armor added.
- Holy Warrior's Sentinel's Resolve had its armor bonus increased and damage reduction tooltip was fixed (to nothing, as it should be).
- Holy Warrior's Tipping the Scales' thorns damage was reduced.
- Magic Infuser's Empower Bracer got its delay to activate after each attack decreased.
- Magic Infuser's passive skills now require him to have mana.
- Magic Infuser won't crash the game if he use Empower Bracer near a Grazhir's Effigy.
- Mentalist's Dazzle had its cooldown increased and area of effect decreased.
- Moonmage's Attack speed was reduced.
- Moonmage's Moongate was improved.
- Moonmage's Starlight Sphere's Detonation got its sound effect back.
- New secret hero added, can you unlock him?
- New secrets implemented.
- Paladin got a new skill: Chadatru's Blessing.
- Paladin's Halt was replaced by a modified version of Courage.
- Ranger's Harawep's Bonds got its mana cost and cooldown increased.
- Summoner's Summon Darkrift was reworked.
- Summoner's Summon Arbelog Warrior and Summon Satyr Rangers were reworked.
- Spiked Tree's Backfire Aura's thorns damage was reduced.
- Spiked Tree's Rootage Trap should now work properly with Ahlen's Dragon Dance
- Tempest's Vertigo had its cooldown increased.
- Time Mage's Slow got its cooldown decreased.
- Trader's attack speed was decreased.
- Trader's bonus gold each wave was removed.
- Trader's Collect Assets' bonus was increased.
- Trader's Combat Mastery was replaced by a new skill - Call Shop.
- Trader's Life Potion was replaced by Glittering Prizes.
- Warlock's Silence now silences the target's Spellbringer too.
- Warlock's Energy Flare now ignores Shear and has a casting time reduction each level.
- Warrior Mage's Tingle's hotkey was fixed.
- Warrior Mage's Fortress of Ice now can't be targeted by Shear.
- Weaponsmith's Thunder Maul's charged effect now has a AoE progression each level.

ITEMS
- Two new item concepts were added.
- Favor of the Gods now drains all your mana when you revive.
- Polished Elven Telo now gives 20% increased attack speed, no agility bonus and costs 25k gold.
- Favor of the Gods' charges at the shop were changed to 2.
- Anti-Magic Potion can't be dispelled, can't be used if the Hero is silenced and its cooldown was increased.

CREEPS
- Bonus Waves now don't count as monsters to the monsters counter.
- Creeps should not ignore heroes with fortified armor anymore.
- Wave 6 got Curse.
- Wave 11 got new special effects for Cleaving Attack.
- Wave 29 got Strong Spellblock.
- Waves 13, 18, 21 and 33 now get Beastslay when summoned on the same side as the hero.

SPELLBRINGER
- Glythtides Gift now stops swaying the camera if the hero dies or get dispelled by another player.
- Glythtides Gift's area of effect was fixed (to none).
- Glythtides Gift now has stacking durations.
- Kalestraum's Darkrift can't be used on the hero selection area anymore.
- Mana Disruption's mana cost was decreased and duration incrased.
- Mana Recharge's mana gained was reduced to 30
- Purification's casting time was fixed to 2 seconds instead of 1, its mana cost was increased, and AoE reduced.
- Shear's cooldown was increased.
- Summon Uthmor doesn't stun enemies anymore.
- Whole Displacement now can target allied creeps, and its mana cost was reduced to 15.

GENERAL
- Added a small invulnerability time when you use a Circle of Power to teleport (to prevent creep luring).
- Fixed the gold bug on rematch.
- Hero Selectors got a move speed bonus.
- Heroes shouldn't revive when their owners are not in the game anymore (used to happen some times).
- New command added: "-forfeit".
- New command added: "-monsters".
- Players now can't teleport to the Spellbringers area.
- Players leaving bug shouldn't happen anymore.
- Some icons were replaced by custom ones.
- Sub-Random should work properly now.
- When a player leaves, half of his/her Spellbringer's mana will be given to remaining players on the same team.

DIFFICULTY
- All difficulties were rewoked to new hp/damage handicaps (80%, 100%, 125%, 150% and 200%).



1.82 (March 23, 2007)
HEROES
- Arcane Mistress' Targeted Magic was fixed and now has a minimum range.
- Bard's Nexus had it's cooldown decreased.
- Bard's Faenella's Grace isn't autocast anymore and now it stacks with haste.
- Battle Chanter's Muse's Inspiration now doesn't cancel channel abilities.
- Cabalist's Mantle of Flames's range reduced a bit.
- Cleric's Holy Binding's hotkey fixed.
- Cleric's Resurrection fixed.
- Faenrae Champion's Darkhand Curse got its damage increased.
- Hypnotist's Prediction was reworked.
- Hypnotist's Hallucination now can't target an Ice Fortress.
- Magic Infuser's Empower Armor now has a disabled icon when on cooldown.
- Magic Infuser's Empower Bracer won't give him bonus attack speed anymore neither give other MIs its effects.
- Magic Infuser's Empower Hammer fixed.
- Mentalist's Moonblade's progression changed.
- Moon Mage's Starlight Sphere's damage increased, HP reduced, and HP regen removed.
- Paladin's Halt was reworked.
- Paladin's Righteous Wrath fixed.
- Ranger's Befriend's hotkey fixed.
- Ranger's projectile speed was increased.
- Reduced the casting range of Focus Moonbeam.
- Sniper's attributes and attack speed were reworked.
- Spiked Tree's Poison Gas was slightly reworked.
- Summoner's Energy Share was replaced by Anti-magic Shell.
- Summoner's Satyr Rangers' Spell Shield is fixed.
- Summoner's Summon Darkrift was reworked.
- Summoner's summons' frenzy is an active skill again.
- Summoner's summons gained Greater Bash in place of Bash.
- Tempest's Paeldrith's Wrath won't stuck units in the map now.
- Thief's Krhi Silence was reworked.
- Warrior Mage's Tingle fixed.
- Warrior Mage's Tingle now can be blocked by Spell Shield.
- Weaponsmith's Cambrinth Charge fixed.

SPELLBRINGER
- Chain Heal had its mana cost greatly increased, and cooldown increased.
- Fixed the nimsha effect when you cast whole displacement.
- Glythtide's Gift was buffed (mana cost decreased, screen shake speed increased)
- Glythtide's Gift now can be blocked by spell shield (the whole effect, not just the slow/chance to miss buff)
- Kalestraum's Darkrift can't be used on the hero selection area.
- Whole Displacement is affected by spell shield now.

ITEMS
- Increased the cooldown of all potions (besides the standard Healing Potion).
- All tomes had their price increased.
- Reduced the number of charges in the Scroll of Full Healing to 10.
- Ironbark Leathers had it's price increased.
- Aegis Shield was removed.
- Kite Shield was removed.

CREEPS
- Added an icon/tooltip to Damage Absorb, Spell Damage Reduction Greater Spell Damage Reduction, Corruption and Delay (old Tornado).
- Added a small mana regeneration to Wave 39.
- Added a small thorns to Wave 29.
- S'lai Screamers gained a new spell: Finger of Death.
- S'lai Screamers gained a new spell: Greater Bash.
- S'lai Screamers had their size and collision size reduced.
- S'lai Screamers lost Cripple.
- S'lai Screamer's attack range increased.
- S'lai Screamer's Dispel now deals 15000 damage to summons.
- Wave 8 gained Ensnare.
- Waves 9, 22, 29, 33 and 39 gained Resistant Skin
- Waves 21, 27 29 34 won't be hold by a wall of Garden's Visions anymore.
- Wave 28 got its feedback damage increased to 20 (from 12).
- Wave 33 and 40 gained Greater Slow Poison.
- Wave 35 gained Spell Immunity.
- Wave 38 now decreases armor of unit being attacked by 50 (from 20) and got its thorn damage increased.
- Wave 40 gained Evasion.
- Waves 31, 37, 39, 40, 41 and 42 gained Greater Spell Damage Reduction.
- Waves 33, 34 and 35 gained Spell Damage Reduction.

GENERAL
- Added the proper hp/mana regen and attack speed per agility point at the stats tooltip.
- Some improvements were made to the -referee command.

DIFFICULTY
- The "undecided" option was removed.


1.81 (January 30, 2007)
HEROES
- Arcane Mistress' Targeted Magic won't bug the kill counter, and won't let monsters move/attack while stunned.
- Bard's Call of the Siren reworked.
- Bard's Faenella's Grace now gives a little more XP.
- Bard's Faenella's Grace wont give extra XP to Heroes if summoned units kill any monster.
- Battle Chanter's Muse's Inspiration's cooldown increased.
- Empath's Nissa's Binding was nerfed (invulnerable time decreased and mana cost increased.)
- Entropist's Tremor was nerfed: Mana cost and cooldown increased. Area of effect and duration decreased.
- Hypnotist's Prediction's range decreased.
- Hypnotist's Prediction won't cancel charging spells, and had its mana cost increased.
- Magic Infuser's Empower Armor now has a 20 seconds cooldown.
- Magic Infuser's Empower Bracer won't lag when used by the first time.
- Magic Infuser's Empower Bracer got its tooltip fixed: it lasts 25 seconds.
- Moon Mage's Burn's area of effect reduced a bit.
- Moon Mage's Starlight Sphere is now dispellable, and its life was increased to 60,000, and its damage was reduced.
- Moon Mage's Starlight Sphere is removed from game if she is repicked.
- Moon Mages won't be able to keep 2 burns at the same time anymore.
- Moon Mage's Burn's cooldown increased.
- Paladin's Righteous Wrath won't lag when used by the first time.
- Ranger's Befriend now has a timed life.
- Ranger's projectile speed was increased.
- Some spells got their tooltips fixed.
- Sniper doesn't damage allies anymore.
- Sniper's Burning Granade fixed and reworked.
- Sniper's Lucky Shot gives proper gold/xp.
- Summoner's Flag of Summoning got its Mana Aura boosted.
- Summoner's Satyr Rangers got their Critical Strike back at lvl 10.
- Summoner's Summon Darkrift now works at final waves.
- Tempest's Burst was rebalanced to work with newer range/damage.
- Trader's Caravan Bomb's damage increased.
- Warrior Mage's Rain of fire fixed: now the cooldown reduces each level.
- Weaponsmith's Concentrate reworked.
- Warlock's Silence reworked and fixed.

SPELLBRINGER
- Fixed the duration of Shear at the tooltip: 30 seconds.
- Kaelstraums Darkrift now summons Banshees again.
- Kaelstraums Darkrift now works at final waves.
- Mana can't be purchased during the rematch interval.
- Purification changed places back with Shear.
- Some spells got their durations at their tooltips.

ITEMS
- Fixed the tooltip for Elite Elven Boots.
- Items can't be attacked by creeps now.
- Reduced number of charges in all rings at the store.
- Small Round Shield now costs 12k instead of 4k.
- Studded Leather Armor now costs 3.5k
- Tome of Health removed.

CREEPS
- Fixed number of spawned units during rematch if a player leaves.
- Reduced gold given by killing creeps.

GENERAL
- Chaos damage got its tooltip fixed.
- Heroes cannot be repicked in random mode.
- Kicked players will have their names changed at the score screen.
- Lots of grammar errors were fixed.
- New Admin command: -referee (BETA).
- Normal Armor got its own icon.
- Now, if a whole team leaves, and the other stays, the next game will be single team mode (no spawning on the leaving team)
- Time to choose heroes was increased to 20 seconds.


NOTE: We can't be sure if the respawn bug was corrected, since its a bug that don't happen often, and didn't show up in our tests.


1.8 (November 2, 2006)
HEROES
- Added a New Hero: Faenrae Champion.
- Arcane Mistress' Targeted Magic is now properly random, and won't target creeps with Shear.
- Arcane Mistress' Targeted Magic's range reduced. (1000+300*(level) -> 700+200*(level))
- Barbarian Trothfang's Butchery got a small duration increase.
- Cleric's move speed reduced.
- Empath's Alchemy got a new item chart.
- Entropist's Fist of Stone's damage, area and mana cost reduced, duration and cooldown increased.
- Entorpist's Ring of Spears' damage increased.
- Evoker's Ball Lightning got a new attack speed progression (worse earlier, better later).
- Evoker's Chain Lightning got a damage reduction and hits one less target.
- Evoker's Gar Zeng got its area of effect and damage incresed.
- Hypnotist's Hallucination's tooltip fixed.
- Magic Infuser's Empower Axe's armor reduction incresed.
- Magic Infuser's skills won't work when he is silenced.
- Mentalist's Moonblade's progression changed.
- Moon Mage's Burn does not work on bonus wave anymore.
- Ranger's Harawep's Bonds won't web sheared units.
- Ranger's Maraud's Companion wolves now have some evasion.
- Sniper's maximum move speed reduced.
- Some spells got new graphics.
- Spiked Tree's attack speed reduced.
- Spiked Tree's Barkskin (old) was replaced by Hardened Skin.
- Spiked Tree's Poison Gas got less damage, and increased cooldown.
- Spiked Tree's Tranquility replaced by Barkdskin (new).
- Summoner got a general tooltip revision.
- Summoner's Darkrift's progression changed.
- Summoner's Flag of Summoning had its effectiveness reduced a bit.
- Summoner's skills got a small cooldown increase.
- Summoner's summons' Frenzy is now a passive skill.
- Summoner's summons' skills got nerfed a bit.
- Tempest's Paeldryth's Wrath now is capped at 20% life.
- Tempest's Paeldryth's Wrath should now stuck less units out of the map.
- Thief's Venom does not work on bonus wave anymore.
- Warlock's Disrupt now steals mana from enemies' spellbringers to his spellbringer.
- Warlock's Energy Drain amount stealed increased.
- Warlock's Energy Flare now has a cooldown reduction per level.
- Warlock's Silence's duration increased.
- Warlock's Silence now can't be dispelled.

SPELLBRINGER
- Jomay's Legacy works on full healed units now.
- Kalestraum's Darkrift will now removes Resistant Skin from summoned units (so that they can be sheared and affected by other spells).
- Mana Disruption's mana cost decreased.
- New spell added: Mana Recharge.

ITEMS
- Added new shop: Arcane Altar.
- Effect from Tome of Health reduced by half (500 from 1000 hit points).
- Elven Plate Mail amor bonus reduced to 25.
- Full Heal/Mana potion now works 100%.
- New item: Tribal Staff
- Reverence of the Gods removed.
- Scepter of the Magi cost reduced to 50000 and requires a new item.
- Shields were reworked.
- Studded Leather Armor amor bonus was increased to 15.

CREEPS
- All creeps have only one attack now.
- Creeps are removed from game after dying to reduce lag.
- Frenzy's icon fixed.
- Last wave is not effected by thorns anymore.
- Wave 6 can see invisible units now.
- Wave 25 now deals cold damage.
- Wave 29 isn't affected by thorns anymore.

GENERAL
- Added Boundary terrain next to the Spellbringers area, so players cannot teleport there.
- Attacking a friendly unit is now permitted if the unit is sleeping.
- Player 1 can choose the game modes by himself (to be detailed later)
- Players that attempt a Team Kill wont be teleported anymore. (but won't be able to attack anyway)
- Repick is now disabled at the 4th wave.
- Repicking a hero will now drop all his items.
- Units under the effect of Glythtide's Gift will not have the screen shaked when a Moon Mage uses Burn.
- Unit's maximum move speed reduced.
- When a player leaves, Player 1 wont get all experience.


1.7 (January 24, 2006)
HEROES
- Ahlen's Cataclysmic Strike's bug fixed.
- Ahlen's Cataclysmic Strike's cooldown increased.
- All heroes have mana to use their level 1 spells at level 1.
- Bard's Call of the Siren duration slightly increased.
- Empath's Alchemy got its item table reworked.
- Evoker's Static Discharge damage reduction reduced to 50% from 90%.
- Hypnotist's Prediction got his bonus decreased to 0-10 (himself) and 4-14 (others).
- Magic Infuser's Empower Armor fixed.
- Moon Mage's Burn does not causes messages to become invisible.
- Moon Mage's Burn does not causes the resources on rematch bug.
- Tempest's Paeldryth's Wrath now works correclty against the bonus waves.
- Time Mage's Slow had its effectiveness increased.
- Time Mage's Time Lapse had its cooldown and mana cost reduced and duration increased.
- Time Mage's Time Lapse now works in invisible AND spell shielded creeps.
- Trader's Caravan Bomb got some move speed bonus.
- Warlock recieved a boost to all attributes.
- Warlock's Disrupt had its mana reduction increased.
- Warlock's Disrupt's bug fixed.
- Warlock's Silence had its duration increased.
- Weaponsmith's Thunder Maul fixed.

SPELLBRINGER
- Some spells got their mana cost fixed.
- Summon Uthmor doesn't work on bonus wave anymore.

CREEPS
- Bonus Wave 2 gained some HP.

DIFFICULTY
- Damage adjustment due to Hight Difficulties fixed in rematch.

GENERAL
- Admin comands implemented.
- Anti TK system implemented.

1.6b (November 27, 2005)
HEROES
- Magic Infuser's Empower Bracers had its duration increased and damage reduced.
- Magic Infuser's Empower Hammer and Empower Axe had their area of effect changed: they now don't increase per level.
- Magic Infuser's Empower Hammer had its area of effect and duration reduced.
- Moon Mage's Burn's cooldown increased.
- Ranger's Harawep's Bonds does not work on heroes anymore (consequently doesn't work on creeps with resistant skin).
- Ranger's Meraud's Companion gained a small armor bonus.
- Sniper's Burning Granade had its damage reduced.
- Sniper's Fire Ammo had its damage decreased.
- Spiked Tree's attack speed increased.
- Spiked Tree's Backfire Aura had its area of effect decreased.
- Spiked Tree's Poison Gas had its mana cost decreased.
- Spiked Tree's Poison Gas was buffed.
- Spiked Tree's Tranquility had its damage increased to 90000.
- Summoner's Summon Buffer's Mana aura's mana bonus increased.
- Tempest's Burst had its cooldown increased.
- Tempest's Paeldryths Wrath's damage.
- Time Mage's Slow isn't auto-cast anymore.
- Trader's bonus gold/lumber reworked.
- Warlock's Energy Drain fixed.
- Warlock's Energy Drain's mana cost reduced.
- Warlock's Energy Flare reduces user's life -after- killing all creeps now.
- Warlock's Energy Flare netsplit bug fixed.
- Warlock's hot keys were fixed.

SPELLBRINGER
- The Game now warns the player when the Spellbringer is at maximum/half mana when Bard uses Nexus.

ITEMS
- Nimsha now works on higher lvl waves.

CREEPS
- 2 Bonus Waves added.

GENERAL
- Tooltip fixed for Normal Armor.
- Random Mode and sub-random now gives your hero different potions and gold bonuses.
- Random Mode is working again.


1.5c (October 9, 2005)
HEROES
- 3 new heroes added: Magic Infuser, Time Mage and Warlock.
- Battle Chanter's Chorus of Madmen now works properly in higher difficulties.
- Barbarian's Everild's Rage now has a constant cooldown and a greater duration in all levels.
- Cabalist's Mantle of Flame's mana cost slightly increased.
- Evasion Mastery now has a linear progression.
- Evoker's Chain Lightning had its cooldown increased.
- Hypnotist's Telekinetic Storm damage type changed to Chaos.
- Sniper's attack speed reduced.
- Sniper's Burning Granade's range reduced.
- Spiked Tree's Tranquility now deals 30000 damage to summons.
- Spiked Tree now is strenght based.
- Tempest's Paeldryth's Wrath now deals proper damage.
- Warrior Mage's Tingle reworked.
- You can now choose a random hero from a specific group, like combat, spellcaster, support or rounded.

ITEMS
- New combo item: Scepter of the Magi.
- Nimsha reworked.

CREEPS
- Creeps now have a greater damage range.

DIFFICULTY
- Easy handicap changed to 70% from 80%.


1.4b (July 10, 2005)
HEROES
- Arcane Mistress' Frost Scythe range reduced.
- Bard's Faenella's Grace and Blood Dancer's Blood Dance now work properly with auto-cast on.
- Battle Chanter's Failure of the Forge ammount of reduced armor increased.
- Cabalist's Dragon Breath initial damage increased.
- Hypnotist's Prediction reworked.
- Magic Resistance, Righteous Wrath and Call of the Siren now have their durations at the tooltips.
- Moon Mage Starlight Sphere reworked.
- Paladin's Righteous Wrath amount of life steal reduced.
- Tempest's Paeldryth's Wrath damage per level reduced.
- Trader now gets discount buying lumber and gold.
- Weaponsmith's Concentrate now gives proper movement speed bonus.

SPELLBRINGER
- Jomay's Legacy fixed.
- Summon Arhat fixed.

ITEMS
- Full Mana and Full Healing potions had their cooldown reduced.

GENERAL
- A warning is sent to allies 30 seconds before a hero gets revived.
- All heroes now have the 'bigger' score screen icons.
- Anti-stuck feature on creeps added.
- Invulnerability time after reviving reduced to 3 seconds.
- Max level increased.
- Rematch reworked.
- Scoreboard reworked.


1.3b (July 3, 2005)
HEROES
- Holy Warrior's Heroic Strenght reworked.
- Spiked Tree's Poison Gas reworked.
- Sniper's Burning Granade damage reduced and cooldown increased.
- Sniper's mana/inteligence reworked.
- Summoner's Satyrs and Furbolgs reworked.
- Thief's Sleight of Hand does not causes perma-stun anymore.

SPELLBRINGER
- Hav'roth, Sidhlot and Arhat do not give permanent stun anymore.

ITEMS
- New combo item: Thirsting Blade.

GENERAL
- Difficulties were reworked.


1.2 (June 27, 2005)
HEROES
- Evoker's Chain Lightning gained some damage.
- Ranger's acquisition range modified.
- Sniper's strange tooltips were fixed.
- Spiked Tree's Rootage Trap duration decreased.
- Spiked Tree's tooltip and hotkeys bugs were fixed.
- Summoner's buffer no longer increase attack speed of allies with its aura.
- Summoner's Furbolg's attack speed was increased.
- Summoner's damage aura's and mana aura's bonuses increased.

SPELLBRINGER
- Hav'roth's curse now works differently if summoned in enemies/allies area.

ITEMS
- Added some combo items.
- Dragon-scale Shield does not has Evasion anymore (we put in the last version to test and forgot to take it off).
- Sentry Ward was renamed to Garden's Vision.

GENERAL
- Added some secret features.


1.1
TERRAIN
- New tileset (Cityscape).

HEROES
- Ahlen's Cataclysmic Strike is now bugfree.
- Arcane Mistress' Frost Scythe reworked (consequently Targeted Magic too).
- Battle Chanter's Chorus of Madmen now gives -100% damage to monsters and silence.
- Blood Dancer's and Thief's Evasion Mastery was improved.
- Cabalist's Mantle of Flame damage increased.
- Cleric's Chill Spirit was replaced by Holy Binding
- Entropist's Fist of Stone's area of effect greatly increased, but stun duration decreased.
- Nightblade, Cald Magi and Demon Huntress were replaced by Sniper, Summoner and Spiked Tree.
- Paladin's and Holy warrior's Trothfang's Rally's range was increased.
- Removed random names. Heroes now have only one name.
- Trader's Collect Assets' base amount of lumber received increased to 4, up from 2.
- Trader's Life Potion amount of heal increased.
- Trader's Merchant Portal replaced by Run for Your Lives.

SPELLBRINGER
- Mana pool now is back to 2000.
- New spells added: Chain Heal and Summon Illusion.

ITEMS
- Added number of charges in all items' description.
- Only one Nimsha is available now (and it stacks with bloodthirst).
- Polished Elven Telo's bonus to attack speed slightly increased.
- New Items added: Potion of Full Heal and Potion of Full Mana.

CREEPS
- Minimum move speed is not 0 anymore.
- Wave 26 now has Bloodlust (it always had, but now it doesn't require any upgrade).
- Some waves now have Resistant Skin.
- Waves 18 and 31 no longer take damage from any kind of thorns. They now are REALLY ranged units.


Keywords:
enfo, enfos, spellbringer, survival, offensives, MT, enfo's, team survival, team, survival, hero, panda, MT Team, 1.93, defense, offensive
Contents

Enfo's TS:MT Edition 1.93 (Map)

Reviews
17:43, 23rd Feb 2009, by Rui A very original Defense/Survival map! Not surprising it made a name of itself. In my opinion, the tooltips/descriptions, gold and item systems could use some tweaking and organization. The map is very good, and even...

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17:43, 23rd Feb 2009, by Rui
A very original Defense/Survival map! Not surprising it made a name of itself.
In my opinion, the tooltips/descriptions, gold and item systems could use some tweaking and organization.
The map is very good, and even includes a rematching option.
 
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Nov 26, 2006
Messages
61
Great! I deleted my upload of version 1.82, since 1.83 is out now. Excellent game, as always. 10/10.

A link to the official forums might be helpful, though:
http://www.mtteam.proboards70.com/
 
Level 3
Joined
Jun 11, 2008
Messages
37
1) Too many shops.
2) Far too many heros. I don't believe they are balanced.
3) Actually I selected healer, which cannot attack and "This character cannot be repicked." WTF ?!

Really... What the fuck did the game designer think?! Characters that cannot attack and they cannot be repicked! Thats a beginners trap. That is just stupid and makes me really angry to this map.

4) Loading Screen. Yeah, good looking and lots of text - BUT NOT A SINGLE TIP, GOAL OR ANYTHING ELSE THAT WOULD HELP ME PLAYING IT WHEN I READ IT FIRST TIME !!

1/5
 
Level 6
Joined
Jun 20, 2005
Messages
108
1) and?
2) it's good to hear that you tested them out before saying this.
3) You could have read the instructions at mat init.
4) You have a point here, even though the game is a hero survival, and all you have to do is.. to survive.
 
Level 4
Joined
Oct 3, 2007
Messages
66
Gameplay: 5/5 The game is a hero survival with medium-to-hard creeps depending on the difficulty. That provides enough fun itself. But furthermore some heroes have abilities to effect the other team and every player got a spellbringer to harrass enemy players. That provides a fun and exciting game without a single second of boredom.

Level Design: 2/5 Well I admit that you have not many choices of how to setup the map. The battlefield is identical for each team with 2 ways for the creeps and two highments with shops. There are no doodads and all-in-all it looks very boring. I would recommend adding more arenas so you can choose to play enfos on a lavafield or something.

Sound/Models/Effects: 5/5 No custom models or sounds included as far as I see it. But the spells looks very neat, my favourite is the time-mage-aura.
So you get a 5/5 here.

Heros/Units: 5/5 Very many heroes to choose from, all with a small background and with skills that add to those backgroundinformation. All skills are cool, every hero plays different. Also the creeps are not just more hp/more damage per round but also start to have skills in later rounds like invisibility, stun, crit etc.

Replayability: 4/5 Many heroes, 4 different difficulties and no game like the other makes this map highly replayable. Adding some more gamemodes would be the last dip to 5/5.

Balance & Bugs: 4/5 The game is almost flawless. The only bug I could find was that the hotkey for the traders cloak of shadow ability does not work. Fix that and it is a 5/5, seeing that the balance is great. The creeps are not too hard and not to weak (at least if you buy sufficient armor) and all heroes are cool and add to the game. None is too good, none is bad.

Final Score: 25/30 = 5/5

Your Enfos version is probably the best version out there. Keep up the good work and maybe add one or two of my suggestion and this would be a candidate for a Directors Cut award from my point of view.
 
Level 6
Joined
Jun 20, 2005
Messages
108
thanks for you review!

About the lack of doodads, I tried to remove them some versions ago, trying to reduce the loading time, but I forgot them after that. I'll try to work on it.

And the new version has some game modes and many balance fixes, you should try it.

Oh yeah, we already have a huge list of bugs reported, but I'm working on them as I type here.

Once again, thanks for your compliments.
 
Level 10
Joined
Aug 19, 2008
Messages
491
Cool new version, I go and try it out. But why is Darkrift disabled on rematch? I do not understand that.

To prevent that player summon Darkrift during the Hero selection.
In 1.87 you could actually kill an entire team by summoning on their spawn circle.

New reports in the forums indicate that it still isn't fixed, but I'm sure MT Team is working on it.
 
Level 10
Joined
Aug 19, 2008
Messages
491
Oh, I understand it as if you cannot use darkrift the whole rematch. Why nut just delete the spellbringers mana first, so you cannot use darkrift either? ^^

Well the thing is that the mana is kept for some time after one side loses, and if you time your darkrift you can have 1 to 6 summons on the other team's side (they won't be deleted).
So deleting the mana won't help, you can still summon before it's deleted

Oohh forgot to rate the map! 5/5 (although it's filled with bugs it pwns)
EDIT: 1.88 was filled with bugs, but 1.89 isn't
 
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Level 5
Joined
Jul 4, 2008
Messages
64
Woohoo, new version!
I likte this map, an my fiends too. It's our 'LAN-Party must play' - Map.. and on the Battle.net it's great to play!
Yay to the MT-Team! x]
 
Level 2
Joined
Feb 11, 2009
Messages
12
This game put me in quite a hype, especially the History part, but when i got down on it, it simply CAN'T be played alone. You get quite a beating, and while reviving it's 60~ lifes lost ._.
Uh, yes, i know this is meant to be a team game, but still, i suppose every map should be single-playable. Either some dumb AI or quicker revival would suffice. 5/5 anyways.
 
Level 4
Joined
Oct 3, 2007
Messages
66
Well I like the new game modes, especially draft. The pity is that draft is totally bugged. You have A LOT of countdown timers on your screen that will never disappear. And when you make a rematch you cannot choose the heroes you had in the round before even if they have a blue circle around it. Also the Hunters "Unmarked" will be shown on every shot which is somewhat nerving.
For the gamemodes you get 0.5 points more but you got 1 point less for all the bugs. So it is 3.5/5 now.

Sorry but please fix those bugs :spell_breaker:

Otherwise the game is great :grin:
 
Level 10
Joined
Aug 19, 2008
Messages
491
Don't worry Gurkengelee.
All bugs are fixed, including the -draft bug.
Let me quote what Pedro said once (Pedro is the 'M' in MT):
(...)I have already fixed all huge bugs, and all that's left are some balance issues. I took a break today, because I was getting too stressed fixed this huge amount of bugs in two days, but tomorrow I'll get back to work and I believe that the next version will be ready soon. I can't promise anything, but I'll try to finish it in more or less 10 days.
- Pedro @ www.enfomt.com Feb 10, 2009, 4:59am (GMT 0)

As you can see 1.89 or 1.88b will be out soon.
I hope...
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
widgetzer is a tool to decrease map loading time
it makes it actually FAST lol but increases size a bit
 
Level 3
Joined
Jun 29, 2008
Messages
44
1.88 is so bugged is hardly even worth playing in public. Whenever someone leaves before all settings are made (which at least one usually does), everyone gets two heroes and double spawns, which people doesn't like so everyone leaves at this point. Should release a hotfix as soon as possible if they intend to keep this map alive.
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
Widgetzer cant make any bug if you just make it convert object data to SLK, otherwise I heard it ruins texts
 
Level 6
Joined
Jun 20, 2005
Messages
108
woops, sorry. When I updated the map I forgot to update the change log here.

EDIT: ok, I fixed the change log.

btw.. extrabounty always worked for me.. did you type the space between the words and the number? like "-extrabounty 2"
 
Last edited:
Level 10
Joined
Aug 19, 2008
Messages
491
Great to see again a new version in this quite small amout of time :)
Is there a changelog? latest is 1.88 , or 1.89 bugfixes only?

btw - i guess you know but in 1.88 "extrabounty" does not seem to work
i didnt test 1.89 yet

Extra Bounty works. I tried it just now.
It worked in 1.88 too :grin:

Type [ -extrabounty 5 ] and you'll get 5 times the normal bounty.
 
Level 1
Joined
Feb 8, 2009
Messages
7
Beautiful map! I've loved the MT Edition for a long time and the new releases have added some amazing new features. The Game Modes are great and the new hero is quite fun as well. But I must say that my favorite thing is the changes made to the creeps on certain waves, it really adds to the gameplay. 5/5 from me!
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,180
A very refreshing map. Even wtih just 6 players (3v3) we played atleast 3 rounds. It is both fast and involving and I would happily play it again. The number of easy to make choices was also relaxing, as bad choices do not particually break the game for a side. Also it shows the best use of tomes I have seen in ages, they are afordable but items tend to come first.

However, this map does have its problems. Ballence is really still a problem, although there are no ultra rigged or totally usless heroes, some team combinations seem to natrually have great advantage over others and some hero moves do not seem very effective a lot of the time. I would advise trying to equalize the heroes or atleast giving advice to beginners about what situations they preform well at. Also I found healing and mana(especially mana) a problem, as mana had a high price and there were no free ways to heal. In combination with long death times, there really should be a way to heal up, even if it requires you leaving the field for 10 odd seconds.

Overal I would give it a 4/5. However it is vurging on a 5/5, it just needs a little more to make it to that.
 
Level 18
Joined
Sep 27, 2005
Messages
2,069
Here is my rating and comment:

Rating system

Altered Melee:
1 - 10 points go on originality
1 - 10 points go on terrain
1 - 10 points go on bug free
1 - 10 points go on gameplay/fun factor
1 - 10 points go on lag
1 - 10 points go on balance
1 - 10 points go on drops
1 - 10 points go on Object editor work
1 - 10 points go on proper submission and crediting
1 - 10 points go on scripting
1 - 10 points go on camera work
1 - 10 points go on music and or voice acting
1 - 10 points go on dialog
-------------------------------------------------
Percent Grade Status


0 - 34%
1/5 Rejected


35 - 49%
1/5 Reviewed


50 - 64%
2/5 Reviewed


65 - 79%
3/5 Approved


80 - 89%
4/5 Approved


90 - 100%
5/5 Approved

The table may vary if needed.

Points


Originality: 7/10
Basically, a Enfos edition, but it was a fresh map so it isn't as unoriginal as some may think.

Balance: 4/10 X
And we come to the biggest problem, we played 3v3 and got owned, now I know that the reason is I am not so good in this type maps, but it did have some reason with luck:
- I took the healer/Jaina hero, and it doesn't attack just heal and it is basically useless in most cases. A attacks should be added to her.
- Hero combinations, some are really bad and the game depends much on this
- Some heroes are just stronger then the others, mostly the casters are weaker, even with spells

Bug Free: 10/10
Worked fine.

Terrain: 7/10
Oh well, I know you will say it needs to be this way for a map of this type, but you could always experiment, try and make it different then this.

Scripting: 10/10
Well it is protected but everything worked just fine. The multiboard is great, the round system aswell.

Gameplay/Fun Factor: 9/10
This was really fun to play. It is fast, it just puts you in combat asap, the items and tomes are done nicely, the heroes are fine, but imbalanced (Said that before.) The round system makes it all even better. However I didn't like the fact, that when I buyed two items of the same class, I couldn't equip them. That's fine, but I lost 10000 gold on it and then I sold it to the shop for much less. I didn't like the long revive time, this should be reworked, either make it availble to buy yourself, or make less cooldown potions with more stacks, or fountains.

Object Editor Work: 9/10
Correct hotkeys, decent tooltips.

Lag: 8/10
Very long loading time, however no ingame lag.

Proper submission and crediting: 9/10
Good job here, only lacks a couple of images.

Conclusion

24eyv87.gif
24eyv87.gif
24eyv87.gif
24eyv87.gif
15phlph.gif


In overall: 73 / 90
81%
minimal 50% met.
For the hive grade: 4/5 I suggest this map for: Approval
-------------------------------------------------
This is a really nice mod to the Enfo's edition. It is refreshing and fun to play, it just didn't get boring at any point of time. It does lack some balance and I didn't like the terrain, but I do know it has to be like this for a map of this type. This is indeed a great map, that can match it's original.
Good Luck, bounty hunter2
I might not be checking this topic for some time. If you have any questions about the review or you update the map and want me to check it again, feel free to PM me or Visitor message me at any time.
 

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,550
I am reviewing "Enfo's TS:MT Edition 1.89", originally by Enfo, now being developed by the MT Team.
In "Enfo's Team Survival", you pick one of many heroes, and fight waves of creeps that come from two spawn points, whose objective is to reach the circle of power of each team, making them loose lives. Those creeps attack the heroes, so you'll have to buy items in order to keep up, else you might be caught by a "god power", which is another feature that every player possesses. They can slow down a hero, destroy their mana, but also heal and summon friendly units to aid the heroes. Every team has 100 lives, and when the number of lives hits 0, that team has lost, and so the other has won.
The first thing I don't think I appreciate much is the map's size: it is somewhat big. I understand the number of creeps is well adjusted to the heroes' strength, and reducing that number could be dangerous to the balance of the game, but still... it gets somewhat boring to walk all the way up there. In my testing session, 3 of 3 times we got stuck in our hill fighting the creeps.
Second, the gold system. The items are expensive, and you get gold fast. At the first glance, it all looks balanced, but these kind of things are hard to determinate. What I call imbalanced, someone else might not. Still, in these situations I prefer to use low values. It makes everything so much simpler. Right now, the gold system looks disorganized, and it is easy to believe that the costs are not balanced.That is not the problem, though: I see way too many items. While they may be, more or less, balanced, I believe you should organize them a bit, by deleting any unnecessary objects and tweaking up the number of shops. This is just my point of view as a map maker, I won't refute any replies to it.
Another thing I'd reorganize: the ability buttons. Learn-able abilities on Y=2 slots, Attribute Bonus on (1,1) or (2,1) coordinates. People are more used to these positions, in my opinion.
Last, I'd improve the tooltips. The god powers, for example, contain lots of text. It wouldn't be a bad idea to separate the "history" part from the effects. This also applies to items: it's always nice to see these enchanted descriptions.

This is a pretty unique Defense / Survival type map, no wonder it made a name of itself. My congratulations to the creator and the team.My rating is a solid 4/5 (Recommended), with an honorable mention!
 
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Level 6
Joined
Jun 20, 2005
Messages
108
Reply to Reviews

As the moderators were so nice and spent time not only playing the map, but also writing reviews telling what they thought about the map, I think it would be polite to reply to them with my own thoughts about them. Answers are in orange.

Link to the Review

A very refreshing map. Even wtih just 6 players (3v3) we played atleast 3 rounds. It is both fast and involving and I would happily play it again. The number of easy to make choices was also relaxing, as bad choices do not particually break the game for a side. Also it shows the best use of tomes I have seen in ages, they are afordable but items tend to come first.
Thanks, I'm also proud of how we balanced up the tome issue.

However, this map does have its problems. Ballence is really still a problem, although there are no ultra rigged or totally usless heroes, some team combinations seem to natrually have great advantage over others and some hero moves do not seem very effective a lot of the time. I would advise trying to equalize the heroes or atleast giving advice to beginners about what situations they preform well at. Also I found healing and mana(especially mana) a problem, as mana had a high price and there were no free ways to heal. In combination with long death times, there really should be a way to heal up, even if it requires you leaving the field for 10 odd seconds.
I have to disagree here, most of the things you pointed as being problems I consider features of the map. We like the effect of better/worse team, it's part of the strategy required to play the game.. it's supposed to require some sort of skill anyway. Also, the healing problem is intended.. Spellcasters are balanced that way, since they all have area of effect spells (and the Heroes fight lots of small monsters), they have to use them wisely because there isn't enough mana to use them all the time.

Overal I would give it a 4/5. However it is vurging on a 5/5, it just needs a little more to make it to that.
Oh thanks! We'll always work to achieve that 5/5!
Link to the Review

Originality: 7/10
Basically, a Enfos edition, but it was a fresh map so it isn't as unoriginal as some may think.
Thanks, I guess we managed to make it different with game modes and new features, but it's still and enfo version.

Balance: 4/10 X
And we come to the biggest problem, we played 3v3 and got owned, now I know that the reason is I am not so good in this type maps, but it did have some reason with luck:
- I took the healer/Jaina hero, and it doesn't attack just heal and it is basically useless in most cases. A attacks should be added to her.
- Hero combinations, some are really bad and the game depends much on this
- Some heroes are just stronger then the others, mostly the casters are weaker, even with spells
I got really upset when I saw this :cry:. We worked so hard to make the game balanced.. we even had lots of complains that we had so many updates with only balance fixes and no new heroes. Well, the heroes have a role.. if you don't have someone to take the hits, your casters will be wiped out, and if you don't have someone with aoe spells, your tanks won't kill enough. It's all about picking a balanced team. But I agree that sometimes the Empath (healer) may be a rookie's trap since they don't know she can't attack.

Bug Free: 10/10
Worked fine.
:thumbs_up:

Terrain: 7/10
Oh well, I know you will say it needs to be this way for a map of this type, but you could always experiment, try and make it different then this.
While I don't wanna change the terrain too much, to keep the spirit of the original Enfo's intact, I'm already experimenting with some doodads over here and there for the next version.

Scripting: 10/10
Well it is protected but everything worked just fine. The multiboard is great, the round system aswell.
Thanks, that was my first multiboard. :xxd:

Gameplay/Fun Factor: 9/10
This was really fun to play. It is fast, it just puts you in combat asap, the items and tomes are done nicely, the heroes are fine, but imbalanced (Said that before.) The round system makes it all even better. However I didn't like the fact, that when I buyed two items of the same class, I couldn't equip them. That's fine, but I lost 10000 gold on it and then I sold it to the shop for much less. I didn't like the long revive time, this should be reworked, either make it availble to buy yourself, or make less cooldown potions with more stacks, or fountains.
Thanks! Well, artifacts and unique items are explained at the F9 menu.. I think that newcomers should always read it. And about the long revive time.. I'm working on a -fastrevive game mode. :wink:.

Object Editor Work: 9/10
Correct hotkeys, decent tooltips.
Thanks, I'm working on a complete tooltip revamp for the further versions.

Lag: 8/10
Very long loading time, however no ingame lag.
I tried widgetizer, but it bugged a lot of stuff, so I guess I'll have to stick with Map Optimizer.

Proper submission and crediting: 9/10
Good job here, only lacks a couple of images.
Working on them!

Conclusion: This is a really nice mod to the Enfo's edition. It is refreshing and fun to play, it just didn't get boring at any point of time. It does lack some balance and I didn't like the terrain, but I do know it has to be like this for a map of this type. This is indeed a great map, that can match it's original.
Thanks a lot!
Link to the Review

The first thing I don't think I appreciate much is the map's size: it is somewhat big. I understand the number of creeps is well adjusted to the heroes' strength, and reducing that number could be dangerous to the balance of the game, but still... it gets somewhat boring to walk all the way up there. In my testing session, 3 of 3 times we got stuck in our hill fighting the creeps.
Personally, I like it.. but anyway, I don't think it would be possible to change that now. The map is already set at this size and all spells/items/heroes would have to be rebalanced accordingly.

Second, the gold system. The items are expensive, and you get gold fast. At the first glance, it all looks balanced, but these kind of things are hard to determinate. What I call imbalanced, someone else might not. Still, in these situations I prefer to use low values. It makes everything so much simpler. Right now, the gold system looks disorganized, and it is easy to believe that the costs are not balanced.
That is not the problem, though: I see way too many items. While they may be, more or less, balanced, I believe you should organize them a bit, by deleting any unnecessary objects and tweaking up the number of shops. This is just my point of view as a map maker, I won't refute any replies to it.
Sorry, but I have to disagree here. I think the map has only a few items compared to other maps, and they have a very clear price range, hence you're always limited to a few ones that your team can afford.

Another thing I'd reorganize: the ability buttons. Learn-able abilities on Y=2 slots, Attribute Bonus on (1,1) or (2,1) coordinates. People are more used to these positions, in my opinion.
That's the way Enfo designed it, and I think I should respect it.

Last, I'd improve the tooltips. The god powers, for example, contain lots of text. It wouldn't be a bad idea to separate the "history" part from the effects. This also applies to items: it's always nice to see these enchanted descriptions.
100% agreed. I'll work on it.

This is a pretty unique Defense / Survival type map, no wonder it made a name of itself. My congratulations to the creator and the team.
My rating is a solid 4/5 (Recommended), with an honorable mention!
Thanks a lot!:grin:


Again, thanks to the moderators for spending their times playing MT Edition and writing THREE :)eek:) reviews here!
 
Level 3
Joined
Jun 29, 2008
Messages
44
I know you are very proud of your balance yet I feel there is a definite flaw in your balance system (which is common for almost every WC3 map), the fact that casters hero do not scale at all.

For example if you play the Arcane mistress. At first, her basic spell will be able to kill things, but as you increase in level (and the ability can only be increased so many times), it will become less and less useful. Eventually, it won't take away 10% of the health from your ordinary creep. In late game even her ultimate won't kill anything.

You cannot attempt to call a game balanced when half the heroes (almost all caster heroes) doesn't even scale and thus become useless later in the game.

The way to solve it is to either have %-based spells (which the new caster hero, the Revenant, has), have them scale from a stat, such as INT or to implement items that increases spell damage. For the record, I prefer a combination of %-based and INT based scaling, since that's the easiest to maintain.

Its alright for a hero to be stronger at the start or stronger at the end but for a hero to become useless, that's something else entirely.

If all heroes were able to scale from items, this map would be a 5/5.
 
Level 7
Joined
Jul 7, 2008
Messages
332
I'd say the main balance problem is that Stat Attributes give too much stats, so Meele units just spend all point to Attributes and they are stronger then the mages.
Passive>Active
So much...
 
Level 10
Joined
Aug 19, 2008
Messages
491
I think it's nice that you all wrote cool reviews and good feedback.
However I must disagree to your posts about imbalance.

Many of you say that Heroes are imbalanced.
For example, someone said that Empath needs an attack.
Well... that would imbalance it even more. A Hero with 2 healing spells and an attack? She would without a doubt become the strongest Hero in the game...

One of you also said that some Heroes are stronger/weaker.
Let me explain how the game works (at least how I interpret it):

The Mentalist (Spell Breaker):
He's initialy got a low amount of hit points and not a very strong attack.
In the begining of the game he just dies all the time and can't kill, unless the exaptional Empath heals him. This is the first impression you get of the Mentalist and you think you know all about this guy...
But the Mentalist can easily become the strongest Hero in the game. I've seen pro players play as Mentalist and absolutley "pwn" the creeps.
Why?
To begin with, all (all?) of his abilites are of the so called late-game type.
His Level 6 ability (a.k.a sub-ultimate) deals more splash than original damage after a certain level, his Level 10 ability (a.k.a ultimate) has a short cooldown and his mana shield makes him invurnurable as long as he got mana (and he's got mana as long as he can use his ultimate).

The Blood Dancer (Blademaster of the Blackrock Clan):
In the begining of the game, he absolutly owns everything. He can solo both lanes without a problem and can easily survive.
Here is were you make your first impression.
As I said, he can easily survive. Survive until the Lesser Slaugh wave that is... (the first wave with only ranged attackers). From there, things only gets worse (unless you're a really good player and your team is nice).
Why?
His armor type and low armor makes him vurnurable to attacks.
His 70% chance of dodging an attack is useless because everything that hits him takes away about 25% of his total health.
Getting some Bloodstone-inset Rings (Str +36) wont help, because he will begin to lack damage, thus becoming a "low damage/middle tank" Hero, and that sucks.
His ultimate ability disables all other abilites - including Evasion Mastery - and will be a death trap unless you've got a potion and a team which can cover your ass while you flees.
The two things that actualy continues to help him in mid/late game is his Magic Ressistance and the Bloodthirst item, everything else will be a total waste of money which you could've tributed to your allies.



What I want to say is that you shouldn't judge the Heroes by your first impression.
Don't go ahead and say that the game is imbalanced because you compared Trader's killing skill to Ranger's or similar. This game is very dynamic and require a lot of experience if you want to fully review and understand its wisdom.



Another thing you should note is that the Support classes are very weak. With few exeptions, these Heroes have a low amount of hit points and can barley attack, but as the floating text says, they are Support Classes.
They aren't meant to kill, but rather help other Heroes to kill.
Empath can heal her team mates so they'll survive longer,
Time Mage can stop time and increase the attack rate of his allies, and
Trader can buy and deliver items at a fast rate. I belive that Trader is one of the best Heroes in the game because of his undoubtly skill to support his team (I actually met a guy on Battle.net who thought of the player playing Trader as a 'n00b' because he had only 10 kills).


That's all I had to say, thank you for reading it and I hope you learned something out of it :grin:
Thumbs up for MT Team and their very balanced map :thumbs_up:
 
Level 1
Joined
Feb 8, 2009
Messages
7
I would have to agree with Cheezeman here about the map being very dynamic and the having lots of depth to it. Each hero seems to have a specific purpose and excels in that area, however the hero will also have it's weaknesses.

It is somewhat like a game of Rock, Paper, Scissors. As Cheezeman said, the Blood Dancer has amazing killing abilities vs single creeps (opposed to AOE). His attack speed is extraordinary and his innate (the spell he begins with) makes his attack speed and movement speed even higher than before. He will easily take down creeps for the early part of the game, but with his "Unarmored" armor type as well as his low HP you will find that soon he won't be killing quite fast enough. His level 1 abilities consist of a spellblock ability that becomes quite useful later in the game, as well as Evasion Mastery which maxes out at 70% evasion. His Level 6 ability slows nearby creeps by a percentage as well. However, even with all of these defensive abilities his armor type and low HP will still make him very susceptible to attacks especially when under attack via the Spellbringers. So basically for the Blood Dancer, his strengths are his single creep killing abilities and late-game is his Magic Resistance. But, his weaknesses is that he will quickly die in many situations.

To: ProfessorZmurge
I have tried your method of getting stats instead of the hero abilities in the past and soon realized that it is NOT the way to go. The stat bonuses are decent yes, but nowhere near as useful as the hero's abilities let alone making the "melee heroes" (I assume you meant Combat Heroes, and a few other scattered heroes) more powerful than the casters. At level 18 (Which I believe is the correct level for what I'm about to talk about) you can have a Level 1 ability leveled up all the way to level 10 of it. Now comparing a basic skill such as Combat Mastery to Train Stats, you would have +53 to all stats (at Level 18 of Train Stats) vs a 45% chance to dodge an attack AND a 90% chance to deal 2x your damage (Level 10 of Combat Mastery). Now for a total of 180,000 gold and 2 item slots you could have +72 to all stats, whereas it costs 5,000 gold for 15% evasion (non-stackable) and 240 wood (300,000 gold) for a 50% chance to do 2x damage. With gold costs aside, +53 to all stats for most heroes will be helpful but won't be enough to:
A. (+ to Strength) Keep you alive anywhere near as long as 45% evasion.
B. (+ to Agility) Give you enough attack speed or armor to compete with the 90% crit or 45% evasion.
C. (+ to Intelligence) Well I guess stats will give you more benefits in the mana/mana regeneration department, but with "melee heroes" (including the Mentalist) it usually won't be worth getting 18 levels of stats vs the rest of the heroes abilities.

To: Paladia
About the Arcane Mistress (and this applies to other heroes as well), the heroes don't all progress in the sense that you are used to in most other maps. The abilities don't simply increase damage and keep killing throughout the game, just as heroes will not always have the same role throughout the game (I'll tackle the latter issue in the next paragraph). The Arcane Mistress' Frost Scythe deals great damage earlier in the game but only stuns for 1 second + 1 second each time it is leveled up. As the game progresses the damage makes less of an impact on the creeps, but the stun increases significantly. I suggest playing her and manually casting the ability at creeps near your tank, she can help the tank survive a hell of a lot more than any other caster. So basically, the ability changes from a damage dealing ability early on to a 10 second stunning ability at level 10 and by that level it has 2500 range! Many heroes have abilities that work in the same way, including the new Revenant. The newly redone Revenant deals a set amount of damage with his Deathwave, which soon is not enough to kill. However, the slow from the ability is massive and will help well through the mid-late stages of the game.

Some heroes even change roles as the game progresses. One in particular that comes to mind is the Spiked Tree. When you play the hero for the first time you will think that he is probably one of the most powerful heroes in the game. With a passive STR boost that gives quite a large amount and an innate ability that increases his damage and armor, he will easily destroy creeps early into the game without taking much damage at all. However, after playing for a little bit of time you will notice that he is dying a lot easier and can't kill anything unless it is with his Poison Gas which he cannot support mana for unless he sacrifices gold to improve mana instead of survivability. At this point he is down to two option. Number 1 would be spending gold on swords/armor which would increase his killing and defensive capabilities somewhat, but not nearly enough to make him very useful at that position. Option number 2 is for him to move into the role that was meant for him at this stage (at least in my opinion) and become a Support/Caster hero (hence the Rounded Hero status instead of a Combat Hero). So, if you change his role into a Support/Caster hero you will then buy Hisan Salves and also a small amount of gold on a mana regeneration item (the rest of your gold should go to your Combat Hero or whatever hero really needs it) and then sit back and cast your Poison Gas when creeps pile up, making sure you keep your tank in range of your Backfire Aura (Thorns).



Wow this reply is getting a lot longer than I expected.

To: bounty hunter2
Balance: 4/10 X
And we come to the biggest problem, we played 3v3 and got owned, now I know that the reason is I am not so good in this type maps, but it did have some reason with luck:
- I took the healer/Jaina hero, and it doesn't attack just heal and it is basically useless in most cases. A attacks should be added to her.
- Hero combinations, some are really bad and the game depends much on this
- Some heroes are just stronger then the others, mostly the casters are weaker, even with spells

This has been stated by Cheezeman as well, but the Empath (the healer) is definitely a strong support hero. An attack on her would push her way over the top. She can replenish her HP fully in a single cast with one of her innate abilities, and at Level 10 of her Regen ability she can heal 99,999 hitpoints over 30 seconds. This plus an attack would create the ultimate tank, but without an attack the creeps will usually ignore her and attack her allies. Her heal will keep any hero alive (and full of mana) easily which saves gold, deaths, and quite simply makes playing easier. She can Sleep an enemy hero causing nearby creeps to ignore them which is very useful versus a tank because the creeps will walk past him and either hurt/kill a hero behind the tank or push the team farther back on the map (of course there are other possible results from using this spell). Her ultimate ability can also create items for her allies, again saving gold and if you are lucky it will help your team tremendously.

As far as hero combinations go... of course some are bound to be bad. There are some that are perfect fits, whereas others will almost clash against each other and cause you to lose quite early. Steak = Good, Peanut Butter = Good, Steak + Peanut Butter = Bad.

As for casters getting weaker as the game goes on... some spells are bound to, and meant to, get weaker. Of course, not all spells will get weaker and there are plenty of casters/spells that come to mind as being very powerful late game. These include the Tempest's Paeldryth's (?) Wrath, the Warrior Mage's Aether Lance & Fire Rain (His ultimate), all of the Moon Mage's spells, any percentage based spell, and many others I that I don't feel like going on to mention.



Anyways, this got a lot longer than I wanted it to be but those are my views on the issues that were brought up. I've been a longtime fan of Enfo's and the MT Edition is by far the best Enfo's I've seen.
 
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To: Paladia
About the Arcane Mistress (and this applies to other heroes as well), the heroes don't all progress in the sense that you are used to in most other maps. The abilities don't simply increase damage and keep killing throughout the game, just as heroes will not always have the same role throughout the game (I'll tackle the latter issue in the next paragraph). The Arcane Mistress' Frost Scythe deals great damage earlier in the game but only stuns for 1 second + 1 second each time it is leveled up. As the game progresses the damage makes less of an impact on the creeps, but the stun increases significantly. I suggest playing her and manually casting the ability at creeps near your tank, she can help the tank survive a hell of a lot more than any other caster. So basically, the ability changes from a damage dealing ability early on to a 10 second stunning ability at level 10 and by that level it has 2500 range! Many heroes have abilities that work in the same way, including the new Revenant.
This does not address the concern I brought up, the scaling concern.

Riddle me this, what is the difference between a level 30 and a level 300 Arcane Mistress (or another more appropriate level comparison), or almost all other casters for that matter?

For a melee hero, the difference would be a huge damage increase (from items and stats) but for most casters there is no difference. If everything becomes stronger except you, then you eventually become quite useless. It also means that there are no caster damage heroes, that all caster heroes are suppose to just be support heroes.

Having major abilities that doesn't scale doesn't work, which even Blizzard figured out in WoW, in which pretty much every ability (unless it is %-based) now scales in some fashion. Otherwise there is no sense of progression and people will eventually stop playing it, since people will play the classes that do scale, as they will scale ahead, creating an imbalance.
 
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Feb 8, 2009
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This does not address the concern I brought up, the scaling concern.

Riddle me this, what is the difference between a level 30 and a level 300 Arcane Mistress (or another more appropriate level comparison), or almost all other casters for that matter?

For a melee hero, the difference would be a huge damage increase (from items and stats) but for most casters there is no difference. If everything becomes stronger except you, then you eventually become quite useless. It also means that there are no caster damage heroes, that all caster heroes are suppose to just be support heroes.

Having major abilities that doesn't scale doesn't work, which even Blizzard figured out in WoW, in which pretty much every ability (unless it is %-based) now scales in some fashion. Otherwise there is no sense of progression and people will eventually stop playing it, since people will play the classes that do scale, as they will scale ahead, creating an imbalance.

Well, the game is meant to be used with offensive abilities via the spellbringer. Using these the round should be over long before you notice any true scaling issues. The last wave (which shouldn't even be reached if players are using their spellbringers) continues to repeat itself until a team has lost, which won't be long considering the damage they deal and the abilities they have.

Anyways, it is impossible to reach level 300 on the map and the game should be over not much longer after you get your ultimate ability to level 10. Therefore you won't see any true scaling issues except some level 1 abilities that will be much weaker at that point, which is intended since the game is supposed to be getting more and more difficult. I also don't believe you can compare Enfo's to an MMORPG like WoW. Things in WoW need to scale like that because the game is meant to basically never end. However, Enfo's is different in the sense that you are trying to destroy the other team and cause them to lose their lives sooner than you lose yours. While you may be fighting the other races in WoW, the way it is accomplished and what happens once it is accomplished varies widely between the two games.

The abilities scale as they were meant to. Level 1 abilities will get weaker as the game progresses, but most will still have their benefits. An example would be the stuns/slows/shield that the Arcane Mistress would give.

To address your point that the melee heroes will continue to gain damage and buy items to continue to get better, while this may be true some of their abilities will still get weaker as the game progresses. If you read the tips included in the game you will notice that pooling (giving all gold to a support player) is encouraged. This is because casters will usually not need as many items and as much gold as the tanks will in order to survive. Most casters can survive just fine with Hisan's and later on grabbing one or two mana regen items...

I don't really know where I'm going with this anymore, but my point with this whole reply is that the ability scaling is evened out with how long the game should really be. Some of a hero's spells may become weaker later on in the game, while another ability may have progressed from being weak at earlier levels to being strong at later levels. Again, the difference between a lvl 30 hero and a level 300 caster is only mana regeneration, well that and the fact that at level 30 the hero doesn't have their abilities maxed out. However, a hero will never reach 300 and will almost never reach the maximum level a hero can obtain. The game should not, as I stated earlier, last much longer than the point where heroes are maxing out all of their abilities.
 
Level 6
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Every now and then someone says that on our forums. I'll tell you what our users usually tell them:You can't compare heroes based on thu numbers at their tooltips.Of course, if we had a team of lvl 300 heroes (supposing creeps would properly scale), most casters wouldn't deal enough damage.But here comes the catch. The game is always supposed to end way before caster reach the level 10 of their last spell (and thus stopping getting stronger). And that is taken into balance.. If you have too much heroes that are strong at the start and weak later on, you better focus on offensiving the other team and end the game quickly
What I mean is that the game ends way before this problem happens.
 
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