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Killing Spree 2.9 [Official]

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Killing Spree 2.9
Original Release Date: January 3, 2013

Created by Gold1

Summary


Hero co-op survival game where up to 6 players fight through 45 levels of enemy waves and 5 insane boss battles. Take control of 1 of 22 unique heroes and enter the arena with a total of 1, 10, 30, 50, or 100 lives that you and your team must defend from the enemy. Each wave spawns 10 units per active player, keeping it balanced and fun for any number of players. Players must buy, combine, and upgrade items to increase damage, health, and armor to increase their chances of survival. Boss fights in the game are actual boss fights and will challenge players during the encounters. There are many challenges and obstacles standing in the way of you achieving your Killing Spree. Do you have what it takes to succeed?

Suggested number of players: 1-6
Estimated game time: 1:00:00
(60 minutes) - 1:30:00 (1 hour 30 minutes)


Credits

Special thanks to my dedicated testers:
Lilly, Matta, F{u}ck-St{i}ck, X_Pudding_X, L0k3, Fire.Fist.Ace, Sesshomaru, Statis_Totem, Ethom, Izaak, Unicow.

Spells:
Sprint: by D4RK_G4ND4LF
Dash: by Sasuke32
Blessing of the Edyrem (Ripple of Purification): by Freaky Deva
Ring of Fire (Volatile Light): by KILLCIDE
Summon Cerberus: by Ogare
Double Tide: by G00dG4m3
Frostbite (Winterstar): by X-OMG-X
Spirit Charge (Spiritual Charge): by Sandbox Rpg
Geyser: by GodLike aka Helpmeplz
Ritual of the Heartless (Darkness Storm): by Vladadamm
WhirlPool: by Zack1996
Burning Arrow: by krisserz
Burning Radiance (Burning Eye): by Klingo
Corrupted Impulse (Hatred Impulse): by cyberkid
Bane (GreenBall): by Unbekannt
Slice and Dice (Cutting Edge): by -BerZekeR-
Barbaric Slam (Feral Impact): by Marcelo Hossomi
Havoc (Vortex of Destruction): by D4RK_G4ND4LF
Demonic Barrage (White Shots): by Tachimaru
Death Bomb: by Banditger
Ice Wall: by Death-Blade
Subzero (Frost Nova): by Egorman
Frost Bomb (Frost Wrath): by -BerZekeR-
Colossal Smash (Shock Explosion): by Vladadamm
Shadow Strike (Essence): by cyberkid
Firestorm (Impact Wave): by Empirean
Impale (Impale Shock): by jakeZinc

Icons:
Dash (Blinkv2): by The_Silent
Boots of Burning Speed (Fireboot): by PeeKay
Legendary Gemstone (Absolute Enchanted): by PeeKay
Legendary: Divine Fortitude (Golden Gloves): by Mc !
Rare Gemstone (Sapphire): by PeeKay
Legendary: The Holocaust (Slam): by -Berz-
Whirlpool (Whirlpool2): by Nudl9
Legendary: Power of a Sage (Magic Aura): by Cloud Wolf
Black Raven Armor (Raven Black Armor): by Hellx-Magnus
Sprint (rainbowdash): by ike_ike
Legendary: Beacon of Eternal Redemption (Fairy Fire): by PeeKay
Soul Conflagration (BTNcrVeeR4): by CRAZYRUSSIAN

Models:
Rezual - Kaiser of Savage Onslaught (Werewolf): by WhiteDeath



Gameplay


Lives
Players will be given the option to vote on the amount of lives and difficulty they will play with. If a tie vote is called then the Normal set of lives will be selected. If a unit owned by the enemy (brown) reaches the Circle of Power then players will lose 1 life.
If a boss reaches this point players will lose 20 lives. If the final boss reaches this point then its game over.

Breakdown of difficulty and lives:

Effortless (100 lives)
Income: 50g per 3 seconds
Gold Bonuses: N/A
Exp Reduction: N/A
Enemy Damage Reduced by 50%
Time Between Rounds: 30 seconds

Easy (50 lives)
Income: 30g per 3 seconds
Gold Bonuses: N/A
Exp Reduction: N/A
Enemy Damage Reduced by 25%
Time Between Rounds: 20 seconds

Normal (30 lives)
Income: 15g per 3 seconds
Gold Bonuses: Enabled
Exp Reduction: N/A
Time Between Rounds: 20 seconds

Hard (10 lives)
Income: N/A
Gold Bonuses: Enabled
Exp Reduction: 75% of normal
Enemy Damage Increased by 25%
Time Between Rounds: 20 seconds

Impossible (1 life)
Income: N/A
Gold Bonuses: Enabled
Exp Reduction: 50% of normal
Enemy Damage Increased by 50%
Time Between Rounds: 10 seconds
Timeouts: Enabled

Gold Bonuses further impact the game in a major way by giving a set amount of gold to players if all units are killed within 20 seconds after the first is killed. This includes every non-boss level. Gold Bonuses are reduced with every second if the time limit is reached. Gold given scales with difficulty. Normal: 300, Hard: 400, Impossible: 500.
For Hard and Impossible this is the alternative to periodic income.




Levels
The first level begins one minute after the game has started. Players have the option to "-repick" to select another character of their choice, or "-random". After one minute has passed from the start of the game the "-random" option will be disabled. "-repick" will be disabled after 5 minutes.


Level 1: Gnoll Overseer
Level 2: Kobold
Level 3: Treant
Level 4: Spider
Level 5: Gnoll Warden
Level 6: Shaman
Level 7: Frost Wolf
Level 8: Bandit
Level 9: Centaur Impaler
Level 10 - Boss 1: Necrotyrant - Flesh Devourer
Level 11: Skeleton Archer
Level 12: Banshee
Level 13: Dryad
Level 14: Druid of the Talon
Level 15: Grunt
Level 16: Sorceress
Level 17: Steam Tank
Level 18: Furbolg Tracker
Level 19: Murloc Nightcrawler
Level 20 - Boss 2: Sakku - Marine Rebel
Level 21: Quillboar
Level 22: Centaur Drudge
Level 23: Troll Shadow Priest
Level 24: Shadowdancer
Level 25: Nerubian Warrior
Level 26: Priestess of the Moon
Level 27: Death Knight
Level 28: Far Seer
Level 29: Mountain King
Level 30 - Boss 3: Vordrassil - Tree of Death
Level 31: Doom Guard
Level 32: Mortar Team
Level 33: Mannoroth
Level 34: Warden
Level 35: Zergling
Level 36: Marine Gunner
Level 37: Hydralisk
Level 38: Warchief
Level 39: Ogre Lord
Level 40 - Boss 4: Onazzar - Commander of the Living Dead
Level 41: Acolyte
Level 42: Murloc Huntsman
Level 43: Druid of the Claw
Level 44: Swordsman
Level 45: Warlock
Level 46: Priest
Level 47: Orc Warchief
Level 48: Razormane Chieftain
Level 49: - Bonus Level: Stag
Level 50 - Boss 5: Rezual - Kaiser of Savage Onslaught



Heroes
With a total of 22 heroes, only up to 6 can enter the arena.
Each hero has unique custom made abilities with a max level of 10 and max ultimate level of 3 and different auras to help
compliment other heroes. Some Heroes also have an extra ability to help them combat their enemies.

15 DPS (Damage Per Second) heroes
4 Healing heroes
3 Tanking heroes



Items and Item Combinations
Items play a major role in the game. Players must purchase and upgrade items in order to stay fit for survival. Item combinations play a major part of the game as well. Players must buy recipes and other items to combine to make them stronger. Items combine automatically once the appropriate items are in the heroe's inventory.
Players can now search for items with the all-new Item Finder. Simply type '-find (item name)'.
Players can now check for specific item preferences for their Hero by typing '-what to buy'



Gemstones
Gemstones play a major role in the game as well and replace your wood currency. Gemstones upgrade certain items you will acquire throughout the game to make them even stronger than before.

Here is the list of the Gemstones in the game:

Enchanted Gemstone - Cost: 1 Gemstone Token
Epic Gemstone - Cost: 3 Gemstone Token
Superior Gemstone - Cost: 5 Gemstone Token
Rare Gemstone - Cost: 7 Gemstone Token
Legendary Gemstone - Cost: N/A This item must be earned by obtaining 1,000 kills.

To purchase a gemstone you will need a Gemstone Token (wood).
Gemstone Tokens can be purchased for 5,000 gold, adding one to the currency (wood).
Legendary Gemstones can only be earned by obtaining 1,000 kills. Once this is done the player is given one Legendary Gemstone currency (food) which makes the player eligible to purchase this. Legendary Gemstones can only be bought once per player.



Rune Power Ups
Rune Power Ups give a unique way to help aid players through the game. Once a boss is killed players will receive 1 of 4 Runes at random. This new feature will also encourage players to work harder to defeating a boss.

Energy Rune - Increases Health Regeneration by 2%, Restores health every 3 seconds.
Refurbish Rune - increases Mana Regeneration by 2%. Restores mana every 3 seconds.
Avarice Rune - Increases gold income by 15 gold per 3 seconds.
Discered Rune - Increases experience gain from kills by 150% (Reduced on Hard and Impossible difficulty).



Income
Income scales with difficulty and is given every 3 seconds of the game.

Effortless: 50 gold per second.
Easy: 30 gold per second.
Normal: 15 gold per second.
Hard: N/A
Impossible: N/A

Healers receive an additional 30 gold every 3 seconds.



Extras


Banks
Each player is given a bank with 6 slots to deposit/withdraw items from. This feature is great in case if you have thieves.

Other Info
Completing the game is possible without a healer, but is best to have at least 1 with a group of 3-4 and 2 with a group of 6.

As of version 2.2b Legendary Gemstones have been made a little more player friendly by giving players a second chance of getting a Legendary Gemstone. This feature will take action after level 49 has ended and will announce a random player as the receiver of the gem. This will only work if players haven't lost a life. A player over 1,000 kills will not be eligible.

Timeouts available on Impossible (1 Life) difficulty. Timeouts give players a chance to recover during wave battles. Lasts 60 seconds and does NOT work on boss levels.

Helpful periodic messages well appear throughout the game. 1 random message out of 50 will be selected every 3 minutes.

Friendly Hero icons will now show on a player's screen. This will help players keep track of allied health and mana bars and very helpful towards healers.

Camera zoom option. Entering ‘-cam xxxx’ will set the players camera to the desired distance.



Screenshots

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Killing Spree 2.0 [Official] - New changes listed below.
- New units and bosses.
- '-Random' command added.
- Level balances for each number of players.
- Added item stack system for items from the Potion Shop.
- Added choice of lives for desired difficulty (50, 30, 10, 1).
- Terrain changes.
- 6 new Heroes ( 1 Tank, 1 Healer, 4 DPS).
- New items.
- New spells.
- Legendary Gemstone eligibility increased to 1000 kills (up from 500).
- Added timer between each round.
- Gold income reduced to 15g per second (down from 30).
- Gold income for healers increased to 15g per second (up from 10).
- New balance changes.
- New Shop.
- Added 'Transit Pets'. Transit Pets are able to carry and upgrade items for players.
- Various bug and trigger issues fixed from previous versions.

Killing Spree 2.0a [Official] - New changes listed below.
- Fixed issue on level 50 where if final boss were killed nothing would happen. Players will now receive credit for the kill and achieve victory.

Killing Spree 2.0b [Official] - New changes listed below.
- Bosses have been nerfed. Maximum health reduced by 30% and attack damage reduced by 20%.

Killing Spree 2.0c [Official] - New changes listed below.
- The Leaderboard has been replaced with a Multiboard and can now be opened and closed by players. Total Kill Count has been added to keep record of all units killed in the game. Death count added to keep track of the number of times a player is killed.
- Fixed bugs where players would not receive the appropriate kill steak reward.
- Fixed a bug where if a unit owned by the enemy (Brown) reaches the circle of power at the same time a player kills an enemy their kill count would jump higher than intended.
- The hero ability Avenge has a new spell effect.

Killing Spree 2.0d [Official] - New changes listed below.
- Randomizing a Hero now grants the player 1000 gold once the 1st level starts.
- Legendary items stats have been fix. They all now give +70 armor in which they should have.
- Level 24 Shadowdacer attack type has been changed to melee.
- Level 45 Warlock attack type has been changed to melee.
- The spell Firebolt has been removed from Warlock (Level 45). Players will no longer become stun locked.
- The spell Hurl Boulder has been removed from Razormane Chieftain (Level 48). Players will no longer become stun locked.
- Combat - Damage Bonus Table has been adjusted and balanced between ROC and TFT causing no difference in combat damage. Fights against Piercing and Chaos attacks have become easier.
- Rezual - Kaiser of Savage Onslaught (Level 50, Boss 5): no longer becomes invulnerable while casting Hellfire at 5% and will be free to move around and attack.
- Critical Strike item bonus has been increased to 15% (up from 5%) and its upgrade has been increased to 30% (up from 10%).
- Vorgak - Traitor of the Horde's attack speed has been increased and base strength has been increased.
- Error fixed within this version shortly after release.

Killing Spree 2.0e [Official] - New changes listed below.
- Level 30 Doom Guards' Rain of Fire ability will no longer effect other Doom Guards.
- Minor issues fixed.

Killing Spree 2.0f [Official] - New changes listed below.
- Rezual - Kaiser of Savage Onslaught (Level 50, Boss 5): health has been reduced by 30%.
- Barbaric Slam, Whirlpool, Geyser, and Sprint will no longer move a unit that is invulnerable or immune to spells.
- Bladestorm mana cost has been increased.
- Reign of Terror damage has been increased.
- Minor issues fixed.



Killing Spree 2.1 [Official] - New changes listed below.
- Added Rune Power Ups. Once a boss is killed by players they will receive one of the following Runes to aid them in battle:
Energy Rune - Increased health regeneration by 2%.
Refurbish Rune - increased mana regeneration by 2%.
Avarice Rune - Increased gold income by 15 gold per 3 seconds.
Discered Rune - Increased experience gain by 200%.
- Black Raven Armor now reduces damage taken by 10%.
- Added the item Accursed Shield, created by combining two Blighted Shields and increases armor by 20. Once combined with an Epic Gemstone it will create Unsanctified Shield which gives 40 armor when worn (up from 25).
- Heart of Flames Recipe gold cost reduced to 300 (down from 500).
- Heart of Flames Immolation damage now deals 20 DPS (up from 10).
- Added the item Scorching Burn, created by combing Heart of Flames and Helm of Flames.
- Amulet of Honor gold cost reduced to 300 (down from 600).
- Rezual - Kaiser of Savage Onslaught (Level 50, Boss 5) no longer has splash attack damage.
- Buffed all Hero primary base stats.
- Healers now have more base mana.
- Tanks now have more base health.
- Blessing of the Edyrem no longer effects enemies.
- Ankh of Advanced Reincarnation now costs 2,000 and brings the Hero back to life with 2000 hit points.
- Thibur Zujin's Entangling Algae ability has been replaced with a new ability, Torment.
- Vexillia has a new given passive ability, Strength of the Moon.
- Isis has a new given passive ability, Ignited Fury.
- Bushlings (Force of Nature) have been reworked to make them more damage focused. Their attack damage and speed has been increased, but health and armor reduced. The ability 'Nature's Fury' has been replaced with Entangling Roots.
- Feral Spirits have been reworked to make them more resilient to damage. Their attack damage and speed has been reduced, but health and armor increased. This change gives them the characteristics of a Tank. Feral Spirits now have the abilities Growl and Penetrating Claws.
- Ability text errors corrected.

Killing Spree 2.1a [Official] - New changes listed below.
- Minor bugs fixed.

Killing Spree 2.1b [Official] - New changes listed below.
- Geyser AOE explosion no longer effects bosses.
- Mana Void can no longer be resurrected by Animate Dead.
- Double Tide text errors corrected.
- Lighting Touch and Feral Spirit mana cost have been reduced.

Killing Spree 2.1c [Official] - New changes listed below.
- Thunder Clap AOE for Vorgak has been increased; Cooldown is now 10 seconds (down from 15).
- Zoggrim's Barbaric Slam will no longer interfere with Level 40's camera shake effect.
- Heroes will now be instantly moved into the arena once Level 50 has begun.
- Book of Blood now increases hit points by 250 (up from 200).

Killing Spree 2.1d [Official] - New changes listed below.
- Vorgak now takes 10% more damage while Rage is active (down from 25%).
- Thunder Clap AOE reduced to 350 AOE (down from 400).
- Silvia now takes 10% more damage while Rapid Fire is active (down from 25%).
- Some boss mechanics for Level 50 have been nerfed.
- Minor bugs fixed.

Killing Spree 2.1e [Official] - New changes listed below.
- Experience gain from the Discered Rune now gives 150% bonus experience (down from 200%).
- Mana Voids will no longer take a life from players.

Killing Spree 2.1f [Official] - New changes listed below.
- Sorceress's Essence of Cruelty text errors corrected.
- Burning Radiance will no longer adds 1 token count to the owning player.
- Minor bugs fixed.

Killing Spree 2.1g [Official] - New changes listed below.
- Minor issues fixed.



Killing Spree 2.2 [Official] - New changes listed below.
- Burning Radiance now has increased damage per burst (100 up from 50) and AOE scales per level. Lasts 15 seconds (down from 20). Text Changes.
- Level 50 Hellfire will no longer continue to cause damage after it expires.
- Mask of Dark Regeneration now refunds the correct amount of gold when sold.
- Dark Raven Armor now reduces damage spell damage taken by 20%.
- Cloak of Spell Resistance and Helm of Spell Resistance now work properly.
- Swift Claws attack damage bonus decreased to 10 (down from 12).
- Added items: Swift Claws Upgraded, Emerald Trinket of Nobility, Skull of Audacity and Essence of Eternal Power.
- Swift Claws Recipe cost reduced to 1450 (down from 1950).
- Alleria's Flute of Accuracy has been removed from the game.
- Medallion of Courage, Helm of Valor, and Hood of Cunning now cost 650g. (up from 400).
- Numerous items will no longer stack.
- Rezual - Kaiser of Savage Onslaught (Level 50, Boss 5): Attack damage has been reduced by 10% when attacking Hero and Normal armor types, but a 50% increase in damage when attacking Heavy and Medium armor types.
- The Art of War cost reduced to 2125 (down from 2625).
- Mana will now be rapidly drained once a Mana Void spawns.
- Level 50 Death Timer is now 1 minute (down from 3).
- Armor has been reduced for the Army of the Dead ghouls.
- Vexillia's spell mana cost has been reduced. Geyser cooldown reduced to 7 (down from 8).
- Summon Water Elemental now has the ability Soothing Water. Soothing Water is an auto-cast spell which heals allies every 0.5 seconds.
- Healing Wave healing increased. Healing amount now starts from what level 2 was.
- Harmony healing increased. Healing amount now starts from what level 3 was.
- Healing Touch cooldown reduced to 5 seconds (down from 7).
- Cloak of Spell Resistance gold cost is now 1000 (up from 750).
- Spell text and position fixes.

Killing Spree 2.2a [Official] - New changes listed below.
- Feral Spirits' health, attack speed, and armor have been increased.
- Rapid Fire now increases Silvia's attack speed by 300% at all levels. Now correctly takes the additional 10% damage while active. Duration now scales with each level.
- Rage now increases Vorgak's attack speed by 300% at all levels and no longer causes him to take additional damage while active. Duration now scales with each level.
- Arena region fixed to keep players able to retrieve the Cerberus ability when spawned.

Killing Spree 2.2b [Official] - New changes listed below.
- Legendary Gemstones have been made a little more player friendly by giving players a second chance of getting a Legendary Gemstone. This feature will take action after level 49 has ended and will announce a random player as the receiver of the Gemstone. This will only work if players haven't lost a life. A player over 1,000 kills will not be eligible.
- Blood Pact cooldown is now 5 seconds (down from 30).
- Burning Arrow cooldown is now 15 seconds (down from 20).
- The "Pathetic" voice sound will no longer play each time a player is killed, instead it will be played if players lose the game.
- Healer income is now 30 gold per 3 seconds (up from 15).
- Healing Wave cooldown reduced to 6 seconds (down from 9).
- Healing Touch cooldown reduced to 3 seconds (down from 5).
- Blessing of the Edyrem cooldown reduced to 60 seconds (down from 70).
- Rapid Fire and Avenge have new spell effects.
- Avenge bonus damage has been increased (100-140-180).
- Added item: Legendary: Beacon of Eternal Redemption.

Killing Spree 2.2c [Official] - New changes listed below.
- Bug which sometimes kept Heroes from respawning has been fixed.
- Essence of Eternal Power stat bonuses reduced to 30 (down from 35). The upgraded version has also been reduced to 40 (down from 55).
- Staff of Mending stat bonuses corrected.

Killing Spree 2.2d [Official] - New changes listed below.
- Harmony has been buffed. Level 1 now begins healing 200 HP per second (up from 120) and scales by 50 per level.
- Minor issue fixed.

Killing Spree 2.2e [Official] - New changes listed below.
- Essence of Eternal Power recipe has been fixed and will no longer give stats bonus.
- Harmony has been bugged again. Level 1 now begins healing at 300 HP per second (up from 200) and scales by 50 per level.



Killing Spree 2.3 [Official] - New changes listed below.
- Helm of Spell Negation now refunds the correct amount of gold when sold.
- Mulgore's level 10 Inner Fire cast range has been corrected.
- Rapid Fire's additional damage while active now decreases per level. Duration now scales with each level.
- Vorgak's Rage spell now correctly increases attack speed. Movement speed now increases per level.
- Level 50 Death Timer now begins when the final boss has 3% of health remaining. The timer remains at 60 seconds.
- Burning Radiance AOE has been adjusted.



Killing Spree 2.4 [Official] - New changes listed below.

- Added Difficulty (Effortless: 100 Lives).
- Income adjusted by difficulty:
Effortless: 50 gold per sec,
Easy: 30 gold per sec,
Normal: 15 gold per sec,
Hard: N/A,
Impossible: N/A
- Spell and item text corrections.
- Moderate difficulty renamed to Normal.
- Added '-find' command. This allows players to search for items.
- Added '-what to buy' command. This tool will give item recommendations for the player's Hero.
- Randomizing a Hero will now give 2000 gold (up from 1000).
- Helpful messages will be shown periodically throughout the game.
- Skull Shield of Vitality HP bonus increased to 1200. (Up from 800).
- Harmony has been buffed and now works properly.
- Added gold bonuses at the end of each non-boss level.
- Gold bonuses scale with difficulty and are disabled for both Effortless and Easy levels.
- Reduced experience gain on Hard (75% of normal) and Impossible (50% of normal).
- Reduced experience gain from Discered Rune on Hard and Impossible.



Killing Spree 2.5 [Official] - New changes listed below.

- Added end game cut scene after players have defeated the final boss.
- Difficulty Damage Buffs Added. Enemy units will now receive the ability Frenzy for damage buffs on Hard and Impossible of 15% and 30% respectively.
- Scourge Abominations now spawn Maggots upon death.
- Summon Cerberus ability now has a 45 second timer to be learned. If the timer expires the ability will disappear.
- Rezual - Kaiser of Savage Onslaught (Level 50, Boss 5): at 20% of health Rezual will now self heal to restore 30% of his health (up from 10%). Now takes 200% more damage when hit by Summon Cerberus for 10 seconds and will now stay down for 10 seconds (down from 20).
- Some Level 50 boss mechanics have been adjusted.
- Protector of the East Grove damage has been increased. Health decreased. Protector of the West Grove damage has been decreased. Health increased.
- Vexillia's Geyser now triggers when an enemy is killed below 10% of health (down from 15%). Geyser triggered kills will now only credit Vexillia.
- Malice has two new abilities: Ring of Fire (replacing Bloodlust) and Soul Conflagration (replacing Burning Boulder).
- Breath of Fire mana cost has been reduced.
- Geyser has been buffed. Base damage increased to 65 (up from 45), scaling higher.
- Double Tide has been buffed. Base damage increased to 85 (up from 60), scaling higher.
- Gold bonuses for Hard and Impossible adjusted. Hard bonus now starts from 750 (up from 500) and Impossible bonus now starts from 500 (down from 1000).
- Frost Bomb AOE spell placement has been corrected.
- Minor adjustments made.
- Some spell text corrected.

Killing Spree 2.5a [Official] - New changes listed below.

- Fixed issue where The Discered Rune would spawn 3 times after a boss is killed on Effortless (100 lives), Easy (50 Lives), and Normal (30 lives).

Killing Spree 2.5b [Official] - New changes listed below.

- Reduced enemy attack damage on Effortless and Easy difficulties by 10% and 20% respectively.
- Increased timer between rounds by 10 seconds (up from 20) for only the Effortless difficulty.
- The '-Repick' option has been extended to 5 minutes (up from 1) before it is disabled.
- The '-what to buy' and '-find' messages will stay on screen for an additional 4 minutes (up from 1) before it expires.

Killing Spree 2.5c [Official] - New changes listed below.

- Thibur Zujin's Nature's Defense spell will now reduce attacks no lower than 10 for each level. Down from 30 (lvl 2), and down from 50 (lvl 3).
- Thibur Zujin's Torment animation size has been increased.
- Thibur Zujin's Torment and 'Force of Nature' mana cost reduced.
- Mystic Spell Book now gives the correct stats.
- Level 50 Death Timer is now 30 seconds (down from 60 seconds).
- Minor issues fixed.

Killing Spree 2.5d [Official] - New changes listed below.

- Onazzar - Commander of the Living Dead (Level 40, Boss 4): Necrotic Sickness mechanics have been corrected and will no longer affect enemies.
- Necrotyrant - Flesh Devourer (Level 10, Boss 1): scaling size doubled.
- Boss hit boxes have been adjusted.
- Protector of the West Grove's Hit box has been adjusted and scaling size has been decreased to match Protector of the East Grove's size.
- Protector of the West Grove's damage has been doubled and armor increased.
- Protector of the East Grove's attack speed has been slightly increased and armor decreased.
- Normal (30 Lives) Gold bonus has been increased to 300 (up from 150).
- Hard (10 lives) Gold bonus has been decreased to 600 (down from 750).
- Impossible (1 life) Gold bonus has been increased to 750 (up from 500).
- NEW Timeouts have been added.
Timeouts are now available exclusively in Impossible (1life). Any player has the ability to type '-timeout' which will immediately freeze all enemies for 30 seconds and give players a chance to recover. Enemy units will also become invulnerable. Timeouts can be called up to 3 times.



Killing Spree 2.6 [Official] - New changes listed below.

- New Hero: Nizsm - Forsaken King of Aagora.
- New Item: Elixir of the Black Raven: Used to upgrade Improved Steel Rampart into Black Raven Armor.
Only a player using a Tank Hero can purchase this item. Black Raven Armor is now exclusive to Tank Heroes.
- Friendly Hero icons will now show on a player's screen.
- Effortless difficulty now reduces enemy unit damage by 50% (up from 20%).
- Easy difficulty now reduces enemy unit damage by 25% (up from 10%).
- Gold bonuses for Hard and Impossible readjusted. Hard bonus now starts from 400 (down from 600) and Impossible bonus now starts from 500 (down from 750).
- Titanium Armor now gives +500 HP (up from 400) and +8 HP/sec (up from 6 HP/sec).
Vengeful Armor now gives +750 HP (down from 800), +30 armor (down from 35), and +11 HP/sec (down from 14 HP/sec).
Reinforced Steel Rampart now gives +1000 HP (down from 1200), +40 armor (down from 50) and +14 HP/sec (down from 22 HP/sec).
Improved Steel Rampart now gives +1250 HP (down from 1600), +50 armor (down from 65) and +17 HP/sec (down from 30 HP/sec).
Black Raven Armor now gives +1750 HP (down from 2000), +70 armor (down from 95) and +23 HP/sec (down from 46 HP/sec).
- Non-boss enemies attack damage increased.
- Enemies now reward less gold per kill:
Levels 1-9: 15g per kill (down from 25),
Levels 11-19: 30g per kill (down from 50),
Levels 21-29: 45g per kill (down from 75),
Levels 31-39: 60g per kill (down from 100),
Levels 41-48: 75g per kill (down from 125).
- Vindonnus' Summon Water Elemental cooldown is now 3 minutes (up from 1). Water Elemental now lasts for 3 minutes (up from 1).
Water Elemental armor has been slightly increased and will no longer self-heal.
- Arawn - Saint of Terror - Fixed issue where Arawn would fail to respawn if he died near his Death Bomb ability while active.
Demonic Barrage cooldown is now 20 seconds (down from 25).
Impale cooldown is now 7 seconds (down from 15).
Spiked Carapace now gives more starting armor: level 1 gives 10 armor and scales by 2 per level.
Death Bomb cooldown is now 60 seconds (down from 70), mana cost reduced by 50%, Dark Minions' attack speed and damage have been increased. Health and armor decreased.
Increased base intelligence and scaling per level. Decreased base strength and scaling per level.
- Mamoru, Thibur Zujin, Kered, Vetis, Zoggrim, all have slight base armor increases.
Malice has slight armor decrease.
Vorgak, and Vetis all have slight base movement increases.
Defile and Vexillia's base movement speed decreased.
Malice's base strength increased.
Mamoru's scaling size increased.
- Vordrassil - Tree of Death (Level 30, Boss 3): Entangle now casts every 20 seconds (down from 40).
Keeper of the East and West Grove damage, attack speed, and health increased.
Vordrassil will now enrage at 15% of health (up from 10%).
- Night Fangs' attack damage increased.
- The '-repick' option will no longer remove a player's bank from the game.
- Vexillia's scaling size while using Double Tide will no longer offset while inside of Malice's Ring of Fire causing her to remain small.
- Wand of Negation now has 2 charges (down from 3).
-Minor issues fixed.

Killing Spree 2.6a [Official] - New changes listed below.

- Fixed issue where Night Fangs wouldn't deal any damage.
- Night Fangs' attack type changed to Chaos (was Normal).
- Onazzar - Commander of the Living Dead (Level 40, Boss 4): Now spawns Karnak Spider Kings at 10% of health.
- Vordrassil - Tree of Death (Level 30, Boss 3): Entangle will no longer target the same player when 2 players are indended to be targeted.
- Reign of Fire has been removed from level 31's Doom Guards.
- Level 1 Burning Radiance now deal 75 damage per burst (down from 100) and scales by 25 (down from 50).
- Corrupted Impulse cooldown now 15 seconds (down from 25) and mana cost reduced.
- Bane cooldown now 7 seconds (down from 15) and mana cost reduced.
- Ritual of the Heartless cooldown is now 120 seconds (up from 90) and now lasts 10 seconds (down from 20).



Killing Spree 2.7 [Official] - New changes listed below.

- All items now have hotkey shortcuts.
- Player Wisps' names changed to 'Hero Select'.
- Reincarnation item now restores 1000 hp post revive (up from 500) and now costs 750 gold (up from 500) and now has 2 charges.
- Advanced Reincarnation item now restores 3000 health post revive (up from 2000) and now costs 2500 (up from 2000) and now has 2 charges.
- Scroll of Protection now comes with 3 charges (up from 1).
- Wand of Illusion now contains 5 charges (up from 3).
- Vetis now starts the game with no mana.
- Sakku - Marine Rebel (Level 20, Boss 2): Land Mines will no longer explode when he dies.
- Vordrassil - Tree of Death (Level 30, Boss 3): Entangle range increased to 3000 (down from 1500).
- Colossal Smash has been reworked and now works properly. Cooldown is now 8 seconds (down from 20) and mana cost reduced.
- Mirror Image spawns 2 illusions that deal 200% of normal damage and lasts for 15 seconds (down from 30), cooldown now 20 seconds (down from 30).
- Slice n Dice cooldown is now 10 seconds (down from 20).
- Barbaric Slam cooldown is now 10 seconds (down from 26).
- Spirit Charge cooldown is now 10 seconds (down from 26) and mana cost reduced.
- Ice Wall cooldown reduced (down from 120), damage increased for levels 1 and 2 (75 and 100 damage per second respectively) while level 3 remains the same. Mana cost reduced.
- Frostbite cooldown is now 15 seconds (down from 20). level 1 damage now 70 (down from 140) and now scales by 40 (down from 50).
- Pillar of Frost AOE decreased. Level 1 AOE damage now 50 (down from 70) and scales by 30 per level.
- Bane skull missles now moves slower and mana cost increased to 15 (up from 10).
- War Stomp level 1 damage reduced to 30 (down from 40) and scales lower per level.
- Shockwave level 1 damage reduced to 30 (down from 40) and scales lower per level.
- Shadow Strike damage increased to 125 (up from 75) and scales higher per level.
- Cheat Death will no longer be learn selectable if the Nizsm has an available talent point to spend while the ability is active.
- Firestorm cooldown is now 8 seconds (down from 15).
- Blessing of the Edyrem level 1 now heals 1000 hp (up from 600) and scales by 1000 per level (up from 600) and cooldown is now 30 seconds (down from 70).
- Jinndo's Mana Spring Totem will no longer regenerate mana for enemy units.
- Soul Conflagration's swarm can no longer use a teleport on level 50 causing the controlling player's camera to constantly shift.
- Burning Arrow cooldown is now 8 seconds (down from 15).
- Mage Armor level 1 bonus armor is now 14 (up from 6) Scaling per level remains the same.
- Havoc level 1 damage is now 150 (up from 90) and level 10 damage is now 690 (down from 900) increasing its effectiveness early but decreasing it end-game. Now heals for 15% of damage done (up from 10%). Mana cost slightly increased and cooldown is now 15 seconds (down from 20).
- Army of the Dead level 1 ghoul health now 800 (down from 1200) and scales by 800 (down from 1200). Levels 2 and 3 now spawn 6 and 8 Ghouls respectively (down from 7 and 10). Ghoul damage and attack speed decreased.
- Animate Dead has been reworked. Now has set mana cost per level and spell cooldown decreases per level.
- Blood Pact cool is now 10 seconds (up from 5).
- Hydra Ward health has been increased.

Killing Spree 2.7a [Official] - New changes listed below.

- Elixir of the Black Raven purchase tooltip text corrected.
- Level 25 Spiderlings will no longer trigger gold bonuses a second time.
- Players are no longer able to purchase tomes with a Transit Pet which caused the game to crash.
- Slice and Dice mana cost increased.
- Barbaric Slam ability text corrections made. Mana cost increased.
- Spirit Charge cooldown is now 15 seconds (up from 10). Mana cost increased.
- Burning Arrow damage, travel speed and distance have been increased and optimized. Level 1 distance has been increased by 200% and scales lower per level keeping it optimal. Damage now scales by 50 per level (up from 25). Flame Strike DOT damage also increased and now works properly. Cooldown is now 20 seconds (up from 8) and mana cost has been increased.
- Dash cooldown is now 15 seconds (down from 20).
- Vindonnos, Althea, Mulgore, Jinndo, base armor and strength decreased and base agility has been increased.
- Isis, Renegade, Silvia, Althea, base strength has been decreased.

Killing Spree 2.7b [Official] - New changes listed below.

- Legion Doom-Horn replenishment time has been corrected.
- Death Bomb cooldown is now 120 seconds (up from 60). Corpse animate ranged decreased.
- Fixed issue with Transit Pets being able to exploit potion purchases and receive extra Gemstone Tokens.
- Helpful Hint text corrections made.

Killing Spree 2.7c [Official] - New changes listed below.

- The vicious 'Level Bug' is now patched and will no longer occur.
- New Hero: Kaijin - Thunder God of Xinto.
- Kaijin - Thunder God of Xinto is not yet selectable during Hero selection and has no '-what to buy' item list for now. This gives the Hero a sense of mystery much like it did for Nizsm.
- Nizsm - Forsaken King of Aagora: Now selectable during Hero selection giving players the opportunity to view his skills before choosing. '-what to buy' item recommendation list for Nizsm is now available. Nizsm's base attack speed increased by 65% and his Masochist hero trait now increases damage by 500% at very low health (up from 300%) and 250% at half health (up from 150%).
- Ice Wall cooldown now 50 seconds (down from 90).
- Havoc now heals for 10% of total damage dealt (down from 15%) cooldown is now 20 seconds (up from 15).
- Vexillia - Sea Witch's Strength of the Moon ability icon has been changed.
- All boss health and attack damage for 1 player mode have been reduced by 25%.
- Error which kept players from having the chance to receive a Legendary Gemstone after level 49 has been fixed.
- Enemy damage for Hard (10 lives) difficulty has been increased to +25% (up from +15%) and enemy damage for Impossible (1 life) difficulty has been increased to +50% (up from 25%).
- Timeouts now create timer windows once activated. Timeouts now last for 60 seconds (up from 30).
- Camera smooth has been added.
- Added camera zoom option. Entering ‘-cam xxxx’ will set the players camera to the desired distance.
- Item finder shortcuts have been added. Simply enter the first word of the item name.
- Numerous ability text corrections, minor errors, and issues have been corrected.

Killing Spree 2.7d [Official] - New changes listed below.

- Rezual - Kaiser of Savage Onslaught (Level 50, Boss 5): Mechanics have been revamped. Night Fangs now spawn every 80 seconds. Mana Voids now spawn every 170 seconds. At 10% of health Rezual will now restore himself for 80% of his total health (was 30%). Rezual will now stay down for 20 seconds after being hit by Cerberus (was 10 seconds) and is no longer immune to spells during this time. Damage dealt by Summon Cerberus adjusted and now works properly. Rezual will no longer Charge at a random player.
- Sakku - Marine Rebel (Level 20, Boss 2): Land Mines are no longer be selectable.
- Onazzar - Commander of the Living Dead (Level 40, Boss 4): Necrotic Sickness errors have been fixed.
- Karnak Spider Kings and Spiderlings, if still alive, will now be removed from the game when Onazzar is killed.
- Level 50 Hellfire will no longer be able to teleport at the Spiked Barrier.
- Ne'thul - Frost Archmage: Blizzard shard count has been corrected. Each level had 6 shards when it should have scaled by 2 each level. AOE increased to 500 (up from 300) and number of waves corrected to 6. Frost Bomb cooldown now 15 seconds (down from 16). Subzero cooldown now 90 seconds (down from 120). Frost Armor now lasts for 2 minutes (up from 45 seconds).
- Jinndo - Exalted Shaman of Barashi: Totems are now invulnerable. Healing Ward name changed to Healing Rain Totem. Cast range for all totems have been increased.
- Eachuin Maclean - Avenger: Shockwave cooldown now 10 seconds (down from 15). Avenge now lasts 45 seconds (up from 30).
- Mamoru - Steel Skinned Giant: Colossal Smash cooldown now 16 seconds (up from 8).
- Renegade - Mage of the Forgotten: Lightning Touch cooldown is now 8 seconds (down from 15).
- Kered - Alliance Highguard: Shield of Honor damage now scales by 50 per level (down from 70).
- Arawn - Saint of Terror: Impale has been revamped.
- Vexillia - Sea Witch: Whirlpool now lasts 7 seconds (down from 10). Cooldown now 120 seconds (down from 150). Geyser level 1 damage is now 55 (down from 65). Damage scales the same (multiplied by current level).
- Thibur Zujin - Keeper of the World Tree: Torment cooldown now 15 seconds (down from 25).
- Essence of Eternal Power Upgraded now gives a +50 All Stat bonus (up from 40).
- Allied non-hero units will be moved away from the end game cut scene area before Zen'Kazud spawns.
- Mana Void will no longer be able to teleport through the Spiked Barriers.
- Gold and Gemstone Token rewards past 500 kills have been increased.
- Computer players will no longer be selected at random for a Legendary Gemstone.
- Gemstones can now all be found by typing '-find gemstone'.
- Prices for Bash, Critical Strike, and Evasion have been increased by 50% and reduced to the nearest hundredth.
- Critical Strike text error corrected.
- Time between levels for Impossible (1 Life) is now 10 seconds (down from 20).
- Multiboard text now adjusts with the amount of lives present.

Killing Spree 2.7e [Official] - New changes listed below.

- Rezual - Kaiser of Savage Onslaught (Level 50, Boss 5): Issues involving Summon Cerberus to bug Rezual's health has been fixed.
- Vexillia - Sea Witch: Geyser will no longer interfere with Vordrassil - Tree of Death's self-healing causing the boss to roam freely and attacking players while invulnerable and healing.



Killing Spree 2.8 [Official] - New changes listed below.

- Rezual - Kaiser of Savage Onslaught (Level 50, Boss 5): Maximum health significantly reduced according to the number of active players with the highest reduction of 70% with 6 players. Death Timer will no longer occur during single player. Night Fangs will now spawn every 70 seconds (down from 80) and Mana Voids will now spawn every 150 seconds (down from 170).
- Ne'thul - Frost Archmage: Blizzard damage has been increased by 200%, time between shards decreased by 0.5 seconds (down from 1) and mana cost reduced. Frost Bomb cooldown is now 10 seconds (down from 15), mana cost reduced, and AOE now scales correctly and ability text corrections made.
- Kered - Alliance Highguard: Avatar ability text error corrected. Evasion level 1 now 3% chance to dodge an attack (down from 5%) and now scales by 3 per level (down from 5).
- Thibur Zujin - Keeper of the World Tree: Nature's Wrath cooldown now 7 seconds (down from 10). Torment now lasts for 15 seconds (up from 10) cooldown now 20 seconds (up from 15). Nature's Defense now works 100% of the time (up from 25%), level 1 reduces enemy damage by 10 (down from 25) and scales by 20 (down from 25). Bushling health and attack damage increased.
- Renegade - Mage of the Forgotten: Feral Spirit health increased.
- Isis - Pyre Mage: Burning Radiance DPS decreased by 25 per level (down from 75, 100, 125).
- Kaijin - Thunder God of Xinto: Master of Storms cooldown now 50 seconds (down from 60). Now lasts for 10 seconds each level. Strike damage per level increased to 40, 60, 80 (up from 15, 20, and 25) respectively. Storm damage per level decreased to 5, 7, and 10. (was 10, 15, and 20) respectively. AOE also increased.
- Vorgak - Traitor of the Horde: Thunder Clap AOE has been slightly increased.
- Arawn - Saint of Terror: Base armor has been decreased.
- Boss fight mechanics for the 3rd and 4th boss have been reworked and are now more consistent.
- Game music is now separate from game SFX.


Killing Spree 2.9 [Official] - New changes listed below. 11/29/2021

- Item stack system for potions and consumables now properly work again since the release of Reforged.
- Income for Healers increased to 60 gold per 3 seconds (up from 30 per 3 seconds).
- -Clear command added for players to clear on-screen text.
- End game cut scene text fix.
- Added text to clarify which items cannot be stacked.
- Elixir of the Black Raven is now purchasable with a Transit Pet. Heroes will always have priority over a Transit Pet to receive an elixir if both are near the shop when purchased.
- Increased Rune power-up sizes by 200%.
- Level 8 Bandit, level 11 Skeleton Archer, Level 34 Warden, & Level 36 Marine Gunner model sizes increased.
- Updated hero selection area to accommodate the latest 2 heroes that were added: Kaijin - Thunder God of Xinto and Nizsm - Forsaken King of Aagora.
- Added 'what to buy' recommendations for Kaijin - Thunder God of Xinto.
- Kaijin - Thunder God of Xinto: attack VFX updated.
- Carnage - Defiled: Blood Pact cooldown increased to 45 seconds (up from 10).
- Carnage - Defiled: Army of the Dead cooldown increased to 180 seconds (up from 140).
- Carnage - Defiled: Havoc cooldown increased to 25 seconds (up from 20).
- Carnage - Defiled: Animate Dead units now last for 15 seconds (down from 20). Level 1 Cooldown 60 seconds
(up from 50) and continues to scale down by 5 per level.
- Jinndo - Exalted Shaman of Barashi: Earth Totem model has been updated.
- Nizsm - Forsaken King of Aagora: Shadow Strike - Cooldown now 3 seconds (down from 6). Damage increased for level 1 to 260 (up from 225), scales by 160 (up from 125), and now capped at 1760 (up from 1350).
- Nizsm - Forsaken King of Aagora: Firestorm - VFX updated. Cooldown now 5 seconds (down from 8 seconds).
- Nizsm - Forsaken King of Aagora: Cheat Death - VFX updated. Duration increased to 15 seconds (up from 10). Health now remains at 1 HP for the duration of the ability and can now be canceled by Aagora's Grace. Now grants Invulnerability. Cooldown increased for levels 1-3 (150, 120, 90) seconds (up from 60, 45, 30) seconds.
- Zoggrim - Barbaric Slayer: Barbaric Slam VFX updated. A sound looping error has been resolved.
- Zoggrim - Barbaric Slayer: Bladestorm damage increased for levels 1-3 (550, 750, 950) seconds (up from 300, 500, 700) seconds.
- Zoggrim - Barbaric Slayer: Barbaric Slam damage increased and corrected. Level 1 damage now 80 (up from 70), scales by 50 (up from 35), and now capped at 530 (up from 385).
- Added shortcut for the 'what to buy' command. Players can now type -wtb in addition to the standard '-what to buy' command.
- Sakku - Marine Rebel (Level 20, Boss 2): VFX added when Mines spawn making it more clear to players that a Mine has spawned. Mine countdown text will now properly stop when the boss dies.
- Vordrassil - Tree of Death (Level 30, Boss 3): Entangle cast cooldown time has been increased to 40 seconds (up from 20 seconds).
- Vordrassil - Tree of Death (Level 30, Boss 3): Rejuvenation now heals the boss every 7 seconds (up from 5 seconds).
- Vordrassil - Tree of Death (Level 30, Boss 3): Protectors of the East/West Groves now spawn to the left and right sides of the boss in order to reduce the clutter it once caused.
- Vordrassil - Tree of Death (Level 30, Boss 3): VFX have been updated.
- Onazzar - Commander of the Living Dead (Level 40, Boss 4): Necrotic Sickness - VFX updated. Visual debuff updated.
- Onazzar - Commander of the Living Dead (Level 40, Boss 4): Necrotic sickness detonation time increased to 7 seconds (up from 5 seconds).
- Rezual - Kaiser of Savage Onslaught (Level 50, Boss 5): Summon Cerberus - VFX updated. Previously spawned effects will now properly be removed when a new effect is created.
- Rezual - Kaiser of Savage Onslaught (Level 50, Boss 5): Teleport model has been changed.
- Rezual - Kaiser of Savage Onslaught (Level 50, Boss 5): Mana void model changed and is now visible.
- Rezual - Kaiser of Savage Onslaught (Level 50, Boss 5): Night Fang model size increased.
- Rezual - Kaiser of Savage Onslaught (Level 50, Boss 5): Boss will no longer heal while downed by Summon Cerberus.
- Rezual - Kaiser of Savage Onslaught (Level 50, Boss 5): Music now correctly ends when the boss dies.
- Vetis' - Lord of Chaos: base intelligence has been changed to 0 (down from 1).
- Vetis' - Lord of Chaos: base mana pool has been changed to 100 (up from 85).
- Vetis - Lord of Chaos: VFX on attack updated.
- Healer income has been increased to 60 gold per 3 seconds (up from 30).
- Shield of Honor VFX updated.
- Timeout stones no longer error out and disappears when a player has yet to select a hero.
- Zen'Kazud's portal size has been increased by 300%.
- Intended game music is now properly working.
- Numerous character models resized.


This map is protected to help reduce file size

If you have any questions, comments, or concerns feel free to email me at [email protected]


If you wish to donate feel free to do so here at PayPal.me/gold1one


Keywords:
Killing Spree, Killing Spree 2.1, Killing Spree 2.2, Killing Spree 2.3, Killing Spree 2.4, Killing Spree 2.5, Killing Spree 2.6, Killing Spree 2.7, Killing Spree 2.8 [Official], Killing Spree 2.9 [Official], Gold1, Survival, Co-Op, Team, Heroes, Arena, Defense
Contents

Killing Spree 2.9 [Official] (Map)

Reviews
Approved - get a team or play it alone, as long as you can kill a spree!Killing Spree (Version 2.0) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter...

Which is the hardest diffulty you have beaten this game on?


  • Total voters
    9
  • Poll closed .

Moderator

M

Moderator

[img]http://www.hiveworkshop.com/forums/albumpictures/65/1a741fbdfbc324e088ae4b7bdf7e6a25_65137.gif?dl=1358781786[/img] ORCNET
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Comment

Review

Version

Approved
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- get a team or play it alone, as long as you can kill a spree!
Killing Spree (Version 2.0)


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5/591-100A

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4/581-90%B

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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"Killing Spree" is a Hero-Arena game that makes you choose a hero that can combat waves of monsters and prevent them from reaching the circle of power.

"The Game is very intensely good and well-done when it comes to skills and items, but somehow the fountain of life is too slow to give a % of hp per second due to the fast count of the next wave, i suggest increase the percentage."

Terrain

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"Terrain looks dull and too much space being shown it would be nice if you can add enough doodads and landscape to give the map some detail."

Management

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"No bugs see or any problems being shown in the game, any else this map is good to play with friends and others."

Total Score:


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9/1580%C
V2.0
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Orcnet
- has reviewed version 2.0
 
Level 1
Joined
Jan 24, 2013
Messages
1
bug found

i played this game with a friend and I picked jinndo while he picked the frozen troll and when we were playing this game on easy mode, we reach waved 41, the acolytes and after killing all of the units, we couldn't continue through the game. If needed, I can provide the replay for the game and the version we were playing was 2.00b
 
Last edited:
Level 6
Joined
Feb 27, 2009
Messages
30
i played this game with a friend and I picked jinndo while he picked the frozen troll and when we were playing this game on easy mode, we reach waved 41, the acolytes and after killing all of the units, we couldn't continue through the game. If needed, I can provide the replay for the game and the version we were playing was 2.00b

I see. Send me the replay at [email protected] and ill take a close look at it. I have had similar problems like this in the past with levels right after a boss fight and have fixed these in the latest version. If there is another issue I would like to know.
 
Level 1
Joined
Mar 18, 2013
Messages
1
Entangle roots

There is a bug with the entagle ability from the purple tree hero when creeps die from the entangle dps they dont award any gold or counts the kill as yours.
 
Level 6
Joined
Apr 17, 2008
Messages
136
Hello Gold1,

yesterday i played your map 3 times with 2 friends of me and one time with fullhouse!

All in all your map is well done and makes fun till a certain point! :cool:


However there are some things that worsen the game feeling:
- The game is rly difficult to game. The difficulty level is too hard!!
In the full house game the people left after one another bcz of the hard difficulty.. :(
In the 3 rounds i played with friends we got it only till wave Level 14: Druid of the Talon. You rly have to check the difficulty of the map! Especially range creep unit waves are overpowered :|

- could you add more items to the map for all hero classes?
What about adding tomes?
Especially for intelligence heroes is too less stuff(That what my friend told me)
- It's ok that you get later gemstones for upgrade items. but in reference to the hard difficulty of the map that "epic" gemstone items should bring a more higher felt item-bonus.
- What do you think about adding hiring fighting mercenaries for the players?

- The 15, 20 seconds till a new round starts is rly to less for buying, manage your inventory especially when you play the map the first time.
+5, 10 seconds more break time would be nice.

- I like the boss fight with the Level 10 Flesh Devourer boss. Its cool that he uses spells and you get a message which spells it casts.
What do you think about to "make" him more frightening, powerful? ;) --> Increase his model size to make him look more so.
- Maybe you could increase the model size of all bosses to show their "bossnesses"? ;)


Your map has for me a great potential!
Keep on the good work! :)
 
Level 6
Joined
Feb 27, 2009
Messages
30
Feedback Reply

Hello Gold1,

yesterday i played your map 3 times with 2 friends of me and one time with fullhouse!

All in all your map is well done and makes fun till a certain point! :cool:


However there are some things that worsen the game feeling:
- The game is rly difficult to game. The difficulty level is too hard!!
In the full house game the people left after one another bcz of the hard difficulty.. :(
In the 3 rounds i played with friends we got it only till wave Level 14: Druid of the Talon. You rly have to check the difficulty of the map! Especially range creep unit waves are overpowered :|

- could you add more items to the map for all hero classes?
What about adding tomes?
Especially for intelligence heroes is too less stuff(That what my friend told me)
- It's ok that you get later gemstones for upgrade items. but in reference to the hard difficulty of the map that "epic" gemstone items should bring a more higher felt item-bonus.
- What do you think about adding hiring fighting mercenaries for the players?

- The 15, 20 seconds till a new round starts is rly to less for buying, manage your inventory especially when you play the map the first time.
+5, 10 seconds more break time would be nice.

- I like the boss fight with the Level 10 Flesh Devourer boss. Its cool that he uses spells and you get a message which spells it casts.
What do you think about to "make" him more frightening, powerful? ;) --> Increase his model size to make him look more so.
- Maybe you could increase the model size of all bosses to show their "bossnesses"? ;)


Your map has for me a great potential!
Keep on the good work! :)

Hey Khaine, first I would like to say thanks for the feedback and for playing Killing Spree! Next I want to address your points of concern.

1. I understand that this version of Killing Spree (2.0) is very difficult. This is because of the previous versions of the game (1.0-1.4) were fairly easy. This version of the game game steps up the difficulty for players. However your point is valid for people new to the game which is why I have been making it easier and easier as time passes. In my next upcoming version (2.1) the game should be more player friendly (but still challenging).

2. As far as the levels themselves, mostly ranged units, they can be very powerful but easily defeated. The common tactic for these is to "nuke quickly and kite." With 6 players the recommended hero team make up would be 1 Tank, 2 Healers, 4 DPS. With 1 healer out of 6 players it will still be very difficult to advance. With no healer out of 6 players is a set up for failure.

3. I will be adding more items into the game. I have been debating on the idea of tomes, but looking for a way to keep it balanced in the game. A few of my map testers have suggested I have 30 seconds between levels but that would make the game last even longer, and honestly I think it lasts too long as it is. I have, however, been thinking of having 30 seconds between levels for the first 9 levels.

Also thanks for the compliment on the 1st boss. But as you fight on the bosses and the fights are more powerful than the last. Especially the final fight!

Thanks for the feedback and feel free to keep the feedback coming.
 
Level 6
Joined
Feb 27, 2009
Messages
30
This is game is fun. But there's a bug. Every item you gain/buy, you will get refunded with 3 gemstones when you are using the Lord Of Darkness or whatever you call it. The one with the Kil'Jaeden's model.

Me and a friend were playing last night and we came across the same thing. I fixed it ASAP. So everything is fine now. Happy Gaming!
 
Level 6
Joined
Feb 27, 2009
Messages
30
The map looks sweet(didnt play it so far) but I wonder, can this be played solo? Because I have no friends who would play wc3 nowadays

Or better question, does the difficulty scale with number of players in game?

Yes the game can be played solo. 10 units spawn for player that is playing so if there are 6 players 60 units will spawn per level. I'm still looking for more ways to keep solo play balanced. I still feel its a little difficult but not impossible.
 
Level 4
Joined
Jul 20, 2012
Messages
83
Hi there, I'd like to share some experience with your map, I really liked it, it's well done but it has a lot of bugs:
- Carnage's Death Pact skill doesn't work (or didn't on animated dead units, it just won't heal me one bit for a reason)
- Level 31, killed Doom Guards, nothing else spawned, can't provide you with a replay but I didn't do anything wrong
- Boots of Elvenskid as it is needed by the sword recipe is actually Boots of Quel'danas or how is it called as I guessed and tried the recipe by random
- Although I think it's supposed to be co-op based map you should make an opportunity to have more Heroes being able to finish it on solo, so far I found out that the Red Orc dude is only possible solution (didn't try all Heroes)

Other Stuff: I really like that many of items are Vanilla-like, so it's intuitive to check them in a minute and understand but you should definitely make more items, also I played for Frost Troll and he is an Agility Hero but only viable damage output is from his spells which requires only Hero's mana so he doesn't need to be Agility at all making him weak auto-attacker as he's ranged... You should give him something like Critical Strike or damage from spells based on his Main Stat you know make his characteristics usable, you can check my only and latest project to see what I'm talking about, I'm sure you'll get the idea and make your Heroes more customizable...
Very simple map, lots of fun but the difficulty is frustrating for the most of Heroes if you're not teamed up... I'm giving you 3/5, best regards mate!
 
Level 6
Joined
Feb 27, 2009
Messages
30
Thanks for your feedback.

Hi there, I'd like to share some experience with your map, I really liked it, it's well done but it has a lot of bugs:
- Carnage's Death Pact skill doesn't work (or didn't on animated dead units, it just won't heal me one bit for a reason)
- Level 31, killed Doom Guards, nothing else spawned, can't provide you with a replay but I didn't do anything wrong
- Boots of Elvenskid as it is needed by the sword recipe is actually Boots of Quel'danas or how is it called as I guessed and tried the recipe by random
- Although I think it's supposed to be co-op based map you should make an opportunity to have more Heroes being able to finish it on solo, so far I found out that the Red Orc dude is only possible solution (didn't try all Heroes)

Other Stuff: I really like that many of items are Vanilla-like, so it's intuitive to check them in a minute and understand but you should definitely make more items, also I played for Frost Troll and he is an Agility Hero but only viable damage output is from his spells which requires only Hero's mana so he doesn't need to be Agility at all making him weak auto-attacker as he's ranged... You should give him something like Critical Strike or damage from spells based on his Main Stat you know make his characteristics usable, you can check my only and latest project to see what I'm talking about, I'm sure you'll get the idea and make your Heroes more customizable...
Very simple map, lots of fun but the difficulty is frustrating for the most of Heroes if you're not teamed up... I'm giving you 3/5, best regards mate!

Hey, matisko666. I wanna start off my reply by saying thanks for playing.
Secondly, you mentioned a few points of concern and id like to address these.
- Carnage's unique ability is Blood Pact which Sacrifices a friendly Undead unit, converting 25% of its current hit points into mana for him. This ability does NOT heal Carnage.
- I know this bug has been causing issues in the past and I have been working to solve the problem. I have been unsure of what causes it, but I have made some changes to prevent this from happening again.
- The Boots of Elvenkind and Boots of Quel'Thalas are indeed the same item. The name changes for which ever version of Wc3 the game is being played on. I will be making this item less confusing for players.
- Each hero has their own unique way of play style and they all are very much capable of completing the game with. (With the exception of healers).
Further upgraded items (especially armor) helps significantly with survival.
- Most heroes have spell abilities that would make them feel more like an Intelligence hero. So much so that every Hero should very much be Intelligence. But, I feel the Character of the Heroes fit their attribute quite well.
Once again thanks for playing Killing Spree! Your feedback helps me to improve this map. You should definitely try it again soon!
 
Level 4
Joined
Jul 20, 2012
Messages
83
I'm really sorry for that thing with Carnage I couldn't read, but, I have two more concerns, there are only two of them: Too short period between rounds (I don't have much time to return to base and regenerate or plan my items) and too long reviving time (when you die you should lose Lifes I understand but then you wait far too long that when you're finally there you have to fight next wave almost immediately without mana and items which means you have to die again), you should make it revive you instantly after next level is preparing, you know, after there are no units from the wave that killed you left...
I'm gonna play it once more and will return!
 
Level 4
Joined
Jul 20, 2012
Messages
83
Aaalright! I'm here for my last time I guess, played your map and actually was able to finish it solo with Alliance Highguard only... he's the most OP amongst all Heroes as a tank... I died only once when fighting Death Tree boss and got killed by second Entangle because I was out of Avatar, should've bought Spell Immunity before upgrading my gear... Also, is the necrotic debuff from the Necromancer boss intended to damage the player if he's magic immune? Because last boss' hellfire or whatever meteor shower it was didn't do me anything on the other hand... btw, what are those barricades good for if players can teleport back and forth to arena and the boss crossed it easily too...? Are Mana Voids intended to make me lose my Lifes when they randomly cross the Circle of Power? Because that is stupid :D Overally I was in thrill or how is it saying when fighting the unknown I liked it, the ending was epic... last concern, how am I supposed to get 1000 kills? I mean even if I was playing solo and wasn't farming Necroboss' minions I still got like 700+ kills only, it seems that the only way is to spend a lot of time fighting the Necroboss to farm it up and that shouldn't be happening, you should definitely reduce the required amount to like 600 or 700 kills to be able to obtain the Legendary Gemstone on solo at least :) Last one detail, when making new version be sure to always check all strings referring to it, when I finished it, it told me "thanks for playing Killing Spree 2.0", just letting you know...
Tweak the stuff I put on your table if you haven't heard of them and you've got a place in my heart mate ;)
 
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Level 6
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Mar 30, 2014
Messages
230
I'm finish reviewing the map wow it took me hour to review this map and it's fun as well anyway i do review all heroes and there skills and i never reach level 50 do the luck of time and i find a bug the engtangle ability what ever you call it when i use the spell and cast on a creep the creep dies and did not get any reward at all even the kills or the gold and i'm impressed with the terrain it's simple but looks fine and the loading screen are good creating and i really like that you use dota kill streak sound i hope that you improve the map and fix the bug good-luck improving.
 
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Level 6
Joined
Feb 27, 2009
Messages
30
...and i find a bug the engtangle ability what ever you call it when i use the spell and cast on a creep the creep dies and did not get any reward at all even the kills or the gold...

The ability i believe you are speaking of is called Entangling Algae. This ability has long been removed from the game since version 2.1.
"Thibur's Entangling Algae ability has been replaced with a new ability, Torment".
Thanks for playing though. Always looking for new ways to improve.
 
Level 6
Joined
Dec 9, 2010
Messages
121
Hello Gold1,

Just played your map through with some friends. I have some feedback.

Overall the game was really great and fun! I had a blast playing it; my role was healer, we also had a pseudo tank and a dps. My first comment is that not enough items upgrade to later forms. I'd really like it if you could change this in the future. For instance, one of the items in the main recipe shop stopped at level 1, the other one I pursued had a single upgrade. It ended up costing me in the long run because I had nothing good to upgrade late game; I ended up pooling our DPS.

One bug I found was that my hero (can't remember his name; he had Holy Light, Dispel Magic, Rejuvenation, Inner Fire, Tranquility) had an issue with his level 10 Inner Fire. At levels 1-9, the Inner Fire was fine, but as soon as I upgraded to level 10, it had 0 cast range. I literally had to run right up to my allies to cast it. Very annoying, and very easy to fix, and it would improve the hero greatly, since he relies on casting / healing from a distance.

I was also not positive if the Bonus Round (Stags) were supposed to do this, but... they don't disappear when they enter the "leak" zone. They just sit there and kinda run around afterwords, which let us kill all of them, even the ones that ran past.

Also of note, I realized at about level 10 that there was periodic income. I also realized that we could indefinitely stall the game by having a hero sit there and eat attacks from a single low damage creep (with a regen item in the hero's inventory). This would be very abuseable. We could have theoretically gained tons of resources from an extended afk while "stalling" the creeps. (We didn't do it, cause we're not lame, but yeah. You might want to take away periodic income and add per wave income?)

One other point is that the shop time is very miniscule. I don't know why you did it that way, but we were barely able to look at items much as first timers. Maybe have a customizable shop timer with periodic income removed during that time?

One last thing... you need to make it more clear that Magic Immunity is essential to beating the final boss. Normally, I'd say that it's a game maker's initiative whether to give hints like this out ahead of time, but with a game that takes 1.5 hours+ it would be nice to have some clue that he's gonna cast Fires of Wtf Doom on us and kill our heroes in 3 sec. :p It would be great if there was a support item that temporarily gives all allies in an AoE Anti-Magic Shell. You might already have this, I wasn't able to find it if it was there. I saw the Magic Immunity item in Merc Shop, but we didn't get it.

Overall, was a really fun map. The final boss is a worthy foe, but it was frustrating dying to his fires so quickly.

I give this map 5/5 (rounded up), very fun. Good luck on future updates!

Mech



Edit: I can send you the replay of our game if you'd like, for analysis. Also forgot to mention that the surprise cutscene that teleported our heroes out of the base region took one of my friends by surprise. As a result, his epic damage item was sitting on the ground in base, where he couldn't access it, for the final fight. This was also D:
 
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Level 1
Joined
Oct 18, 2010
Messages
2
Played with friends was alot of fun however you could've used air monsters orbs were in so it wouldnt have hurt much that variety also with 2 other players it was impossible to get 1000 kills for the legendary gemstone. Also the Emerald of nobility was nowhere to be found so that is kink you gotta work on getting the names of the items right so crafting isnt guesswork.
 
Level 4
Joined
Sep 13, 2011
Messages
43
Killing Spree Review


Killing Spree 2.4 review
"Killings at two or more locations with almost no time break between murders!" -wikipedia

________________________
A solid hero survival map with lots of custom items, spells and fluent gameplay.


________________________
Aesthetics

Regarding the terrain, I'd say it's slightly below the Blizzard quality. But it doesn't look bad and what's probably the most important in this kind of map: it doesn't distract or disturb the player.

The icons are mostly original and well that's not really a problem, but sometimes a new fresh icon (especially when it comes to spells) can feel much better, especially when the spell is itself is nearly unchanged too. (but that's rather subjective)

+
Simple, quite pleasant environemnt and effects

-
Not really a top-quality terrain, lack of a little more custom icons/models



________________________
Game

Generally speaking, it is fun to play. Not so much in one player to be honest, but given it was designed basically as a team game, ok, good.

There are quite a lot of custom combinable items, and that's really nice. As far as I remember they don't have any really interesting effects (active abilities, new auras) but I think it's quite enough the way it is.

Some spells are really nice, I guess there weren't many (if any) original blizzard hero abilities which is important. A few are really nice, but that's just a few, I'm sure you could improve many spells to make them really amazing. Or make possible combos, something like Brewmaster's Breath of Fire + Drunken Haze. I think spells are really important in this kind of game - this and items is basically everything you care about and spells is what you actually use, the action!

And I were to think about a perfect hero defense, I guess there would be some extra events, like arena fights, extra creeps in the map you could defeat for some nice bonuses etc.

+
Nice custom items, some custom spells, fun to play in a team

-
Many spells could be more interesting, lack of something extra




________________________
Rating

4/5

The aesthetics are around 3/5 but the gameplay is probably still enough for 4/5 and I have to say that's what matters. Around 3,4/5 but I rate 4. :)

 
Level 12
Joined
Jan 4, 2014
Messages
543
Played it with a buncha friends. It was really fun at first, but it got old pretty fast. It got fun again during the final boss. Its also really hard to bounce back if you fall behind early on. Also maybe write which shop the required items are for recepies, it was a pain to figure out which shop had what item, especially since some items are built by combining two of the same items. Besides that it was pretty fun just smashing waves early on though, you should find a way to spice things up. 3/5
 
Level 1
Joined
Mar 17, 2015
Messages
5
Killing Spree 2.5 Review

Perks:
  • Hero Preview. Awesome mechanic, being able to see what the hero you want to pick has as skills.
  • A very useful -What to buy command. Finally at least someone thought of making their map newbie friendly.
  • Interesting Rune mechanic.
  • Balanced Waves, Bosses, Heroes, Items.
  • the command -Find item is a great mechanic to help newbies find what they need.
Issues:
  • After some waves the next wave timer disappears and the game is stuck. Sometimes it happens, sometimes it doesn't.
    It might be a crowding issue on the spawn.

Verdict:
7/10 Slightly Above Average.
A very interesting map that's very fun to play with friends.
It has a slight issue, freezing. Cause is unknown but it is uncommon. Worth a restart.
It introduces a very smart Hero Preview mechanic and at least tries to be newbie friendly.
It doesn't have a very artistic terrain but in a way it's simplicity is compelling. You know what your goal is and where.
It has some customization, like skills and items.
And the final boss battle is also very well made.
If the bug is fixed, i will give it a 9/10, Awesome.

whatever the case, i know i will still be playing it.
 
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Level 6
Joined
Feb 27, 2009
Messages
30

Perks:
  • Hero Preview. Awesome mechanic, being able to see what the hero you want to pick has as skills.
  • A very useful -What to buy command. Finally at least someone thought of making their map newbie friendly.
  • Interesting Rune mechanic.
  • Balanced Waves, Bosses, Heroes, Items.

Issues:
  • the command -Find item doesn't work. I tried everything from putting the name in "", [], (), i tried Capital letters, all small letters...
  • After some waves the next wave timer disappears and the game is stuck. Sometimes it happens, sometimes it doesn't.
  • very hard to find the needed items for recipes if you are a newbie.
  • add a slight pause after each wave. Maybe 10 or 20s. It's almost impossible to find items while enemies keep on coming endlessly.

Verdict:
7/10 Slightly Above Average.
A very interesting map that's very fun to play with friends.
It has it's ups and downs, but not all of them are game braking.
It introduces a very smart Hero Preview mechanic and at least tries to be newbie friendly.
It doesn't have a very artistic terrain but in a way it's simplicity is compelling. You know what your goal is and where.
It has some customization, like skills and items.
And the final boss battle is also very well made.
If the bugs are fixed, it will deserve a 8/10 or even 9/10.

whatever the case, i know i will still be playing it.

I'm posting this comment so that the people who review comments stay up to date and know there were no major issues
I just watched the replay of your game. First, you input the command incorrectly on every attempt. Only ALL LOWERCASE should be typed. No capitalization. I made it this way because it is the simplest way to do so without causing any confusion.
Second, I didn't see where the game "almost" froze. The game actually will never freeze due to numerous amounts of testing and fixes. (Not trying to sound cocky or like an asshole.)
Lastly, did you have to cheat though? smh lol. Thanks again for playing. Give it another go sometime.
 
Level 1
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Mar 17, 2015
Messages
5
Still a slight issue. Slight.

I'm posting this comment so that the people who review comments stay up to date and know there were no major issues
I just watched the replay of your game. First, you input the command incorrectly on every attempt. Only ALL LOWERCASE should be typed. No capitalization. I made it this way because it is the simplest way to do so without causing any confusion.
Second, I didn't see where the game "almost" froze. The game actually will never freeze due to numerous amounts of testing and fixes. (Not trying to sound cocky or like an asshole.)
Lastly, did you have to cheat though? smh lol. Thanks again for playing. Give it another go sometime.

I can see you are criticizing me here to defend your map. There is no need for it. My review was just so you can know the small issues of your map and fix them for a better experience so your map will be more popular. Im on your side, im not attacking or criticizing you, im helping.
I used cheats for a faster game. That's what cheats are for... debugging.
I've updated my review.
As for the freezing i mentioned, it happened 3 times so far. Within a week of playing. It is uncommon but when there are more people playing, it can happen sometimes. I have 4 friends that will back me up on it.
Oh and thank you for clarifying how -find works. Something you should have done in the description.

Oh and no need to fear the moderators... your map is working fine. If it freezes again like it did to me (i repeat it is uncommon) you just restart the map and it works fine the second time.
 
Level 1
Joined
Nov 14, 2015
Messages
1
Bug found wave 41

Hi don't know if this has been addressed but after killing off the units there was not count down..

Have replay if needed.

P.S the games is simple but effective keep up the good work!:thumbs_up:
 
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