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Profligacy RPG 0.88

Map Info:

Profligacy is an ORPG in which you can become almost any enemy you face. Adventure through the city of Solace completing quests, earning loot, gaining reputation and clearing dungeons with your friends. You begin your journey as the Malefic Experiment, consuming the dead to fuel your unnatural form. Occasionally enemies will drop a Morph Stone, a rare artifact allowing the experiment to morph into a new form. Should you favour a form and you can evolve to a second tier morph with the help of your favourite faction.

Features:


    • Codeless Save/Load (thanks to TriggerHappy)
    • Dynamic tooltips using the new natives from 1.29/1.30
    • 40+ Heroes (morphs) + evolutions
    • Almost every unit drops a morph stone allowing you to take on their appearance and abilities
    • Custom Equipment System
    • Hundreds of handcrafted items with random stat ranges
    • Dozens of quests
    • Several Bosses
Change Log:


Changed
See Discord for change logs after 0.75



Changed:
  • - Fixed Drossbolt
  • Fixed Criticism Cannon
  • Made certain text tags visible to everyone
  • Symbiote necklace's chance multiplier 3 > 2.5. Added max chance of 30%
  • Set Prince's movement to zero properly
  • Prince is now immune to the Ghost rare spawn spell
  • Increased Fin Stone drop rate from 5% to 6%
  • Increased minimum power of rare stats from 5 to 15
  • Lava burst now stops when the rare casting it dies
  • Crit and % damage don't multiply off each other anymore
  • Craven 4pc 1% hp regen changed to 30 hp regen
  • Fixed greater horror ability
  • See Discord for change logs between 0.26 and 0.75


Changed:
  • Mortality tooltip corrected
  • Mortality Bloodback health and damage per level increased
  • Marked Vigor movement speed buff corrected
  • Czarrouschzavexcul should no longer be able to be accessed from the Dusk Dream
  • Boarshek should no longer be able to be accessed from the Leviathan Dungeon
    Rationale:
  • During formatting errors were introduced into this tooltip
  • While fixing the tooltip some values were also adjusted to tune up the warlock a bit more
  • These vendors could sometimes be accessed from dungeons due to the vendor having moved. They should no longer be able to move.
    To Do:
  • Adjust all hotkeys to QWE instead of QEW
  • Create new morphs for the 2 remaining enemies (outside of the nightmare fight)
  • Change Mawguard Faction Item bonus damage to +10 per nearby ally
  • BARREL INTO BACKPACK
  • A surprise
  • Fix Hyphae Horticulturalist's E
  • Change Low Cunning, Virulent Expulsion, and Recycle Beam to damage system abilities


Changed:
  • New Morph: Fungal Florist/Hyphae Horticulturalist - An Agility to Intelligence morph with supportive abilities.
  • New Morph: Odius Wraith/Omnicidal Wraith - A heavy aoe nuker with high mana costs.
  • Blizzard Lizards now require and consume mana to cast their blizzards.
  • Susie now requires mana to cast her spell fire shield and flame breath
  • Wild Mage now requires mana to cast his wild magic
  • Selemnia now requires mana to cast life drain
  • Primordial Pound base mana cost from 0 to 10
  • Primordial Pound mana cost per level from 18 -> 8
  • Duplicitous Bribe success rate per level from 0 -> 2%
  • Duplicitous Bribe base success rate from 30% -> 38%
  • Scorched Machinist BAT from 0.8 -> 0.85
  • Steamrunner BAT from 0.8 -> 0.83
  • Wellsprite Turret aims 50% faster
  • Mercenary Goddess Strength per level from 1.0 -> 1.1
  • Mercenary Goddess Intelligence per level from 1.20 -> 1.25
  • Mercenary Goddess Agility per level from 1.8 ->1.85
  • Mercenary Goddess BAT from 2.0 -> 1.8
  • Prismatic Fletching elemental arrows chance from flat 3% -> 1.5% each level
  • Marked gold gain per level from 4 -> 8
  • Marked base gold gain from 0 -> 10
  • Marked Vigor movement speed increase from 0% -> 10%
  • Selemnia drain duration from 4 -> 6
  • Selemnia's heal when a target dies during draining increased
  • It is now possible to skill Pure Mana
  • Low Cunning is now integrated into the damage system
  • Daughter of Chaos/Queen of Bedlam hotkeys corrected, spell placement corrected, armor type changed to demonic
  • Lightning Surge no longer gives flying vision
  • Blood Suck base damage per second from 3% -> 1%
  • Blood Suck damage per second each level from 0.5% -> 0.3%
  • Utility leveling fixed
  • Nightmare boss fight units are now Neutral Hostile
  • Corruptor level from 1 -> 40
    Rationale:
  • Dryad is still missing her third ability due to bugs, but I hope you enjoy these new morphs from the Misanthropic Wraith and Shroom Gardener!
  • These changes make feedback/mana burn more useful and makes these enemies more consistent with other spellcasters.
  • These changes are to make leveling up skills more appealing
  • Steamrunner/Machinist was slightly too powerful after gaining Efficient Fuel lines
  • The turret in the Toxic Wellsprite fight felt very underwhelming to use previously
  • Mercenary Goddess was somewhat undertuned, even after gaining Marked
  • Selemnia felt a little undertuned after her recent changes
  • Oops
  • This should cause it to function better with the other systems in the game, though its unlikely you will notice any difference
  • Double Oops.
  • Damage was far too high for a pure damage ability that heals and disables
  • Oooops
  • This should make it work correctly for numerous mechanics, including experience gain
  • Corruptor should give experience, like any other boss
    To Do:
  • Adjust all hotkeys to QWE instead of QEW
  • Create new morphs for the 2 remaining enemies (outside of the nightmare fight)
  • Change Mawguard Faction Item bonus damage to +10 per nearby ally
  • BARREL INTO BACKPACK
  • A surprise
  • Fix Hyphae Horticulturalist's E
  • Change Low Cunning, Virulent Expulsion, and Recycle Beam to damage system abilities



Changed:
  • Dabbus Quest corrected to properly progress
  • Selemnia now only drains for a maximum of 4 seconds on a single target
  • Selemnia now recieves a burst heal if the target dies during the drains
  • Selemnia now regains slightly less health per tick of her drain
  • Blunderbuss Operator/Inconsiderate Gunslinger new ability: Dragonfire Rounds - Toggleable attack modifier that causes nearby targets to burn.
  • Pirate/Rumguard new ability: Utility Belt - Pull useful items out of your utility belt, including the infamous pirate net
  • Raging Sneeze/Whirling Breath new ability: Pure Mana - Restore mana to nearby allies passively, deal damage in an aoe when attacked
  • Immaterial Resounder/Psychic Distorter new ability: Mental Mutilation - Weaken the target enemy additionally passively gain a significant chance to dodge attacks.
  • Conniving Pixie/Curious Sprite new ability: Invisibility - Make the target unit invisible for the duration, fades again if duration remains after breaking
  • Flagitious Beastie/Serrated Horror new ability: Greater Mana Burn - Mana burn dealing high aoe damage, silencing the target and stunning if it has no mana
  • Ashland Barbarian/Ragaxe Barbarian new ability: Whirlwind Attack - Activate to hit all nearby enemies with next attack. Passively gives a chance to hit perform a whirlwind attack when attacking.
    Rationale:
  • Simple bugfix
  • Selemnia was almost unbeatable without abusing -suicide. These changes should help change that strategy
  • This is analogous to the ability the enemy gunslingers use and gives some good use for agi on the gunslingers
  • These items add a ton of utility to the pirate, giving some agi scaling damage, healing and supporting while remaining thematic
  • This increases the wisps offensive, defensive and supportive roles in an interesting way
  • This fits within the themes and role of the morph, while allowing it to survive with its low strength
  • An interesting rounding out of the pixie's kit.
  • Mana burn is a standby for Felhounds and this gives the Beastie much better damage/sustain against bosses with large mana pools. It also retains some utility agains manaless foes.

  • To Do:
  • Change Mawguard Faction Item bonus damage to +10 per nearby ally
  • A surprise
  • Change Low Cunning, Virulent Expulsion, and Recycle Beam to damage system abilities


Changed:
  • Storage Barrel added
  • Self Destruct no longer targets undead, should be more consistent in dealing damage
  • Seven Sea's Blessing more consistently bounces now
  • Seven Sea's Blessing hotkey corrected
  • Galaxy Painter now correctly burns mana and improves sight range
  • Quest Dialogue overhall finished, also fixed a bugged reputation reward
  • Sadism now deals spell damage
  • Mortality recoded
  • Efficient Fuel Lines tooltip adjusted to be more accurate
  • Transfusion can now target heroes
  • Malefic Experiment base damage from 1-4 to 2-5
  • Raging Sneeze/Whirling Breath is now able to hurt passive units
  • Dank key has been added
  • Crystalized damage multiplier from 5 -> 2
  • Selemnia now heals based on her damage dealt
  • New Dabbus quest
    Rationale:
  • As requested numerous times the storage barrel has been added, be warned it does not save your items.
  • Self destruct targetting was due to technical limitations with Death Pact, it is now based on channel
  • Seven Sea's still had a few lingering issues
  • Feedback was accidentally overwritten during
  • KingProoks has finished writing and I've once again edited it.
  • Sadism should more effectively itemize now
  • Mortality had some issues with not going off if its damage component killed the target, it should always go off now
  • No change to the ability, just tooltip updates
  • Should make the early game go a little more smoothly
  • It was annoying not being able to hurt anything but enemies and destructibles.
  • Praise be the Dank Key!
  • This damage was way out of line with other rare spawns
  • Selemnia was almost unbeatable without abusing the -suicide command, this is the first of the changes to combat that
    To Do:
  • Change Mawguard Faction Item bonus damage to +10 per nearby ally
  • New skills for remaining Pirate & Leviathan units
  • Storage barrels
  • A surprise
  • Change Low Cunning, Virulent Expulsion, and Recycle Beam to damage system abilities


Changed:
  • New morph stone drop with tier 2 and all 3 skills, first player to provide a replay obtaining it gets a special prize
  • New and Edited dialogue thanks to KingProoks
  • All tooltips should be accurate now, some specific tooltips mentioned below
  • Inspect now has infinite range
  • Heroes now load into the Tavern
  • Lava Burst damage from unitlevel*5 -> unitlevel*3
  • Sadism now deals bonus pure damage when it triggers
  • Twistclaw strength damage from 7% -> 8%
  • Twistclaw agility armour from 1% -> 2%
  • Twistclaw intelligence health from 90% -> 100%
  • Mortality now additionally summons a Bloodback if cast on a target with Boiling Blood
  • Alert Reserves intelligence health from 150%*Ability Level -> 150%+10*Ability Level
  • Alert Reserves tooltip adjusted to show actual Damage and Armour bonus
  • Burrow now costs less mana per second
  • Burrow damage from 10+30% of Strength -> 10*Ability Level + 40% of Strength
  • Burrow spines now count as attacks for on hit effects
  • Burrow spine base cooldown from 3.5 -> 3.0
  • Burrow spine cooldown per level reduction from 0.25 ->0.17
  • Burrow animation method changed (Should be more consistent)
  • Cutter Ring tooltip adjusted to show true values
  • Minedub Shot renamed to Torpedo Spreadgun
  • Primordial Pound damage aoe adjusted to match tooltip
  • Pugilism count increased
  • Pyrosmith base cooldown reduced by 1 second
  • Rip Rend Riot cooldown reduction per level from 0 -> 0.5
  • Riving Bite total Agility damage from 75% to 105%
    Rationale:
    The dialogue although flavourful has had numerous problems with that. KingProoks has graciously offered to look over some of it. I hope you'll enjoy our work.
    The tooltips have been wrong for several versions. A couple original skills, notably the summon skills, had incorrect values or misleading phrasing. Most of the new skills also had placeholder tooltips. They have all been updated.
    Inspect never needed to be melee range, this is a quality of life change.
    Rare units, other than doom, should not be killing appropriately leveled and geared characters instantly.
    Sadism was a rather boring ability, now it should at least be more fun as well as give Susie a small buff.
    Multiple nerfs over multiple patches have added up for the Warlock, this should hopefully return him to viable status without making him too powerful.
    Alert Reserves was spared the nerfs to summons that other morphs had, however at high levels it was far too effective a tanking tool. Now players should have to rely more on changing aggro and utilizing Shield Wall to get the same tanking out of them at later levels. At early levels they should remain effective.
    Burrow was not an effective healing abiltiy, or an effective damaging ability. It should be more effective at both now.
    Every summon ability actually showed incorrect values for their scaling.
    Minedub no longer floats midair, so it made much less sense to call it a mine.
    Pugilism required slight uptuning.
    Pyrosmith has been adjusted to be cast more frequently. This allows Susie to take better advantage of mana itemization and Sadism. This also allows her to more effectively play as a spell caster at all levels.
    Rip Rend Riot is a good skill, it could use some more uptime however to allow faster re-engagements and better boss fighting.
    Flagitious Beastie could use a slight uptuning to be more inline with other damage dealers, especially considering how late the morph is obtained.
    To Do:
  • Change Mawguard Faction Item bonus damage to +10 per nearby ally
  • New skills for remaining Pirate & Leviathan units
  • Storage barrels
  • A surprise
  • Change Low Cunning, Virulent Expulsion, and Recycle Beam to damage system abilities


Changed:
  • Fixed Hypercharge reducing strength
  • Fixed Normal Armour description
  • Fixed a number of tooltips
    To Do:
  • Fix all remaining WIP tooltips (All new skills, battervolt, virulent explosion, etc.)
  • Change Mawguard Faction Item bonus damage to +10 per nearby ally
  • New skills for remaining Pirate & Leviathan units
  • Complete tooltips (Currently all new skills always display as level 1)
  • Storage barrels
  • A surprise


Changed:
  • Removed unit flying height debug messages
  • Fixed Trolls Blood to correctly reduce current mana percentage(And subsequently heal off lost mana)
  • Fixed Rocket Boost level skip
  • Fixed Rocket Boost tooltip level
  • Battervolt Shock-Slug now considered an attack
  • Blessing of the Seven Seas coming soon ability removed
  • Blessing of the Seven Seas learn tooltip adjusted
  • Mawguard now shows correct tooltip while equipped
  • Psychic Drape is now listed as part of Poltergeist's Providence while equipped


Changed:
  • Secret added
  • Units now gain slightly extended vision while viewing the Rum Raider and Leviathan to prevent invisible boats
  • All floating units can now fly over water and have had their heights corrected
  • Galaxy Painter now correctly adds sight range
  • The Proprietor now sells Patched Barrels and Glazed Ham
  • Mug can no longer target self
  • Added a bandit to the storage house
  • Bane Spirits no longer give +1 armor to enemies hit
  • Bane Spirits int poison damage from 2% -> 1.5%
  • Haunting Hands hand AOE from 120 -> 180
  • Virulent Explusion bonus intelligence damage from 50% -> 100%
  • Demonic Bloodrage icon position and tooltip corrected
  • Puissant Cleft has never dealt damage in an aoe
  • Puissant Cleft no longer misses
  • Puissant Cleft no longer self stuns
  • Crystal rare spawns now correctly fire ice shards
  • Crystal ice shard damage from unitlevel*3 -> unitlevel*2
  • Frigid Vapour duration from 30 -> 60
  • Mawguard Faction Item Attackspeed from 60->15
  • Mawguard Faction Item now triggers upon hostile unit death, rather than ally death
  • Mawguard Faction Item no longer grants damage when stunned
  • Mawguard Faction Item temporarily grants 20 damage
  • Mortality summons deal less damage and have less health per level
  • Spike Assault no longer deals self damage
  • Spike Assault now heals 9% of killed units maximum health
  • Hungry Pseudopods effect rate corrected to match tooltip
  • Pepper Pop blind chance 60% -> 100%
  • Pepper Pop blind duration from 8 -> 4 (Hero duration unchanged)
  • Angel Powder stun chance from 6% -> 100%
  • Angel Powder stun duration from 2 -> 1
  • Angel Powder no longer stuns allies
  • Angel Powder now stuns enemies in its AOE
  • Minedub Shot explodes on contact
  • Distortion Rift cooldown reduction per level from 5 -> 4
  • Ripple Casting duration per level from 1 -> 0.5
  • Cyclonic Seperation now deals damage to all units
  • Averiositic Warlock/Bloodscald new skill: Transfusion - DOT on target and gain an equal amount of regeneration
  • Combat Crawler/Supreme Warmachine new skill: Rocket Boost - Knock self back and enemies away from cast
  • Rubyflower new skill: Ruby Rose - Summons a ward that attacks periodically
  • Clanktank/Clankbarge new skill: Hypercharge - increases movement speed, resets cooldowns, has a chance to explode dealing damage in an aoe to all units (including self)
  • Scorched Machinist/Steamrunner new skill: Efficient Fuel Lines - passively increase attackspeed by a percentage of agility
  • Hypercoil Mecha new skill:Self Destruct Protocols - Target summoned unit explodes dealing aoe damage
  • Congealed Reflection/Apperception Inhibitor new skill: Soul Shell - Reduce damage taken in exchange for mana
  • Oceanic Lizard/Flounder Beast new skill: Blessing of the Seven Seas - Cause target's attacks to deal spell damage and bounce.
  • Combat Crawler base damage from 8 -> 30
  • Supreme Warmachine base damage from 8 -> 40
  • Battervolt Shock-Slug damage from 65% of strength to 110% of Attack Damage
  • Battervolt Shock-Slug now counts as an attack
    To Do:
  • Change Mawguard Faction Item bonus damage to +10 per nearby ally
  • New skills for remaining Pirate & Leviathan units
  • Complete tooltips (Currently all new skills always display as level 1)
  • Storage barrels
  • A surprise


Changed:
WARNING: Unit aggro ranges have been changed as part of a bug fix, this may change the way some areas play out. Please report difficult areas.
  • Summoned units now correctly drop their items, without respawning
  • Experience Table bug fixed
  • Slimesoothe tooltip updated
  • Wellsprite doodads adjusted
  • Steamrunner Flamebubble aoe from 120->220
  • All floating/flying morphs can now fly over water
  • Imbued Breeze visual update
  • Imbued Breeze aoe from 120->180
  • Selemnia doodads adjusted
  • Marked cooldown from 12->24
  • Marked duration from 15->30
  • Marked gold per level from 10->3
  • More coming soon

Credits:
Special Thanks:
  • KingProoks for writing and editing services
  • Spatulon & SocialSurgery for the Original Map
  • Megapwn, DotsTheHero/moredots. & Fernsauce/Mrzwach/Mez for help updating
  • Kaloth/cmtman & Fenix-25 for help testing versions and ideas
  • Crawler, Witchdoctor, Sylvanas, kaniff, & SomeWhiteGuy for their feedback
  • Jesus4Lyfe of thehelper.net for his many jass systems
  • Cohadar, Vexorian and everyone else involved in JassNewgen of course
  • The Hive Workshop for tons of resources, full credits coming eventually
  • Zwiebelchen for the corrupted tile data fix
  • Ujimasa Hojo for Iron Horde skins
  • Huge thanks to Daehun Kim and gadina_prokleta for fixing the desync

Author's notes:


Discord Server
Contents

Profligacy RPG 0.88 (Map)

Level 26
Joined
Oct 2, 2011
Messages
2,482
Your description doesn't really tell us much about the game itself, just taht you have updated it. This needs to change.
You can try looking at map description templates here: http://www.hiveworkshop.com/threads/map-description-templates.171659/

This map fits better in the map development forum though, as you tell us yourself in the description, that the map is a WIP.
WIP maps are not allowed in the maps section, according to the map submission rules (I'm sure you read those! ;) ), but should instead be posted in map development.

In the meantime, this will be moved to substandard / Too simple.
 
Level 6
Joined
Jan 13, 2013
Messages
129
Oh thanks! By the way the text editing GUI text editing options for posts are kind of awful, I had to just use the BBC instead.
Edit: Seriously the post editing/formatting on here is hellish.
 
Last edited:
Level 2
Joined
Apr 14, 2015
Messages
15
Hello, I and my friend play your map today, we like it a lot, thank you!. And I found a bugs that you may wanna know: when I in Faithless form( ghoul form) and have 2 skill, using the item name Cryptic Opal increase my base dame by 4 and decrease my agi by 17 instead of increase amor by 3 and str by 17 like the description. If I only choose the first skill or in another form ( like turtle), this bugs does not happen. That all for now, I will tell you if I find more.
 
Level 6
Joined
Jan 13, 2013
Messages
129
Thats a really weird bug, I'll see what I can do about it. Thanks a ton for the bug report, I'm glad you're enjoying the game so far.

Edit: Actually I know exactly why thats happening. I'll fix it.

Edit2: Also sweet drop with that cryptic opal by the way, I use 2 of those on my main.
 
Last edited:
Level 2
Joined
Apr 14, 2015
Messages
15
After few days play your map, here some of my opinion :
- I like the idea that we can transform to any unit in the map, it's realy fun to me running around, killing everything to see what abilities they have, then after killed alot, some of them turn into a badass form, the black one will blow you up or the red one with falling meteors that make me cry in pain, haha, realy like it.
- Nice equipment system, items with random stats is also fun.
Some suggestion:
- there not so much abilities for each form, some of them just have one( turtle, oceanic lizard), upgrading to Tier 2 give 1 more skill, so I understand that you planing it for tier 3, tier 4, am I right? And when upgrade to Tier 2, skill should be more powerfull, now it just the same Tier 1.
- the chance of having a Morph Stone from killing is kind of low, very low. My suggestion is after killed numbers of one type unit maybe 20 or 30, it will spawn a super form of them, if players can kill it, they get the Morph stone.
- the Quest dialog, you should put what NPC said in "..." ,since Im not good at English, its confused me alot when read it.
 
Level 6
Joined
Jan 13, 2013
Messages
129
Thanks a ton for the input.
-I'm glad you like it, that's most of what drew me to this map in the first place
-I'm sure Spatulon would be grateful for the praise, I haven't touched his equipment system yet
-There may be tier 3 one day but I have no plans for tier 4 and it will take a long time to get to making t3. I am working on adding second tier one abilities to every unit though. I have nearly finished with all the heroes from the sewers. I also have plans for ultimate 4th abilities possibly but its a long way out. As for tier 2s keeping their tier 1 abilities, generally the abilities are designed to scale well enough even though they are the same as they were for the last form and it would take a significant amount of work to add tier 2 versions of all the tier 1 skills.
-I have been thinking about ways to make it easier for new players to get morph stones, however I don't feel that getting a morph stone is too rare for a player that already has one. You can get several per play session, though it may not be specifically of the one you want. As a note though killing enemies provides a chance to spawn those super enemies you were talking about and they have significantly higher drop rates of all items.
-I'll definitely look at changing that, I agree that it should be in there
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
This is defenitely a fun concept, however it is not very well executed.
I really like that you transform into the enemies you slay, however, this is a really rare occurance, and not really rewarding when it happens.
My first transformation was into a ranged troll unit (I don't remember the name), and it was actually a little bit weaker than my original form. This was a big disappointment after hunting those transformation stone for over 30 minutes. Additionally, this was in a game that I used "whos your daddy", so the rate at which I got the stone was about 15 times faster than normal. In my opinion, this is waaay to low drop chance for those stones. It could at least be easier to get them early. This is however up to the creator, I'm jsut leaving my opinion on what I think would be better.

The conversation system is awesome.
I really like how you made the conversation, as it is easy to read, while taking exactly how much time that you want to spend on it. If you are bored, and not wanna read (which you should, since the texts is good) you can skip it. One flaw: the frame that is inside is a little off, but this might differ depening on your resolution settings. I think another frame would be better here, so that it could fit a wider variety of screens.

The "heroes" are all very underwhelming.
Thanks to their low amount of skills, the combat bcomes really straightforward. The only skill you need is to determine wheter or not an enemy is stronger than you, and then if you should attack or not.

The items are interesting, and there are plenty of them too.
They have special modifiers, and you always have to think wether or not you should give up an old item in order to make place for the new one. However, since the game progress is extremely slow, this does not happen very often.

The terrain is really poor.
The terrain is not very interesting at all, since it mostly consists of blizzard cliffs and small amounts of scattered doodads and tiles. There is a lot of improvements taht could be done here.

Despite its many flaws, it is working as intended and therefore, I'm going to approve this.
 
Level 6
Joined
Jan 13, 2013
Messages
129
I still don't know how it took you over half an hour to find the stone especially if you were using cheats. You had an aoe ability that would have instantly killed swathes of enemies, and there were plenty of groups of enemies. Stone drops are 1-3% in that area and you would have been able to at least 15-20 enemies a minute.
I'd say the troll is significantly better than the slime, his armor and attack typing aren't quite as good but his abilities are better, he scales better with items, he has better stat scaling and his second form is leagues better.
I agree that the conversation system's window could be better implemented.
The heroes are intended to be relatively simple compared to your average naruto map, by focusing on a few interesting abilities it shifts the game back towards Warcraft's core combat mechanics which actually have surprising depth. Managing Warcraft's aggro, attack canceling, positioning, attack and armor typing, when to use abilities, etc. all have more meaning. If only having a few skills or relatively simple skills make a poor hero then the majority of Dota heroes are boring.
Items are probably one of the biggest parts of the game's progression so I'm glad you liked them. Again the speed of progression is intentional so nothing to say there really.
As for terrain I'd love to see some examples of better terraining. I'm working on enhancing the terrain and building new areas so some inspiration would be great. In particular I'm scratching my head on terraining the interior of buildings.
 
Level 3
Joined
Apr 2, 2015
Messages
36
First off, I'd just like to say that this is a really interesting concept. What you currently have is already a ton of content, and it's not even close to done! Definitely looking forward to more updates.

But now I need to address some bugs I found:
  • You left a hole in the trees of the dream area (that dark forest with the web mansion). It's south of the lamppost where the bandits are. I walked through and went on a journey through the open plains of Things To Come.
  • This one's a doozy; after playing for several hours, every unit (or what seemed like every unit) in the game became stuck. I couldn't walk, and if I tried rapidly clicking or using the Patrol command, I would be sporadically teleporting across the floor. Enemies couldn't walk either and would also teleport when they tried to go over to attack me. Trying to quit the map or the game after this happens causes Warcraft 3 to stop responding. Maybe there's a problem in your code somewhere?
  • You can lead a bunch of Contorted Fleshstrikes through the portal into the Leviathan, whereby they will path through the whole ship and wind up getting into a fight with the entire crew. This gives easy exp and gold. I know you've expressed that the speed of progression in the game is intentionally slow, so I think this is a problem.
  • When there are two connected rooms with their teleporters near each other, you can bypass any reputation requirement for entering by just clicking on the room. Example: the shop in Dissentia with the reputation shop right beside it.
  • The ultimate bobble key doesn't open any of the Factory's doors.
An additional note: after I revealed that tank-driving boss (I didn't survive long enough to remember his name) in the factory, my game started lagging to unplayable levels and never stopped. In fact it kept getting worse as time passed...

This is what I've found for now. It's a slow slog, but I'm not done with it yet!
 
Last edited:
Level 6
Joined
Jan 13, 2013
Messages
129
•Good catch, I'll have that fixed for the next version!
•Very strange, I've never heard of a bug like that. I'll take a look at the code for the movement system
•Ha, I figured some issues like that may arise. I'll fix that, thanks for the heads up!
•It does not, the mastermind bobblekey does however. Its on the list to be fixed.
•I may have fixed this one in 0.21c but I'm not sure, I ran into it in testing for 21a but I thought I had fixed it for the release version.
 
Level 1
Joined
Oct 16, 2015
Messages
283
This is defenitely a fun concept, however it is not very well executed.
I really like that you transform into the enemies you slay, however, this is a really rare occurance, and not really rewarding when it happens.
My first transformation was into a ranged troll unit (I don't remember the name), and it was actually a little bit weaker than my original form. This was a big disappointment after hunting those transformation stone for over 30 minutes. Additionally, this was in a game that I used "whos your daddy", so the rate at which I got the stone was about 15 times faster than normal. In my opinion, this is waaay to low drop chance for those stones. It could at least be easier to get them early. This is however up to the creator, I'm jsut leaving my opinion on what I think would be better.

I agree with all that you said beside one thing and that is the way you find Morphs. Finding moprhs should never be from weaker to stronger, it should stay like this, meaning u can find strong and weak morphs in every area of the map.
This is one the features that makes Profligacy what it is compare to all the other RPGs out there.
 
Level 1
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Oct 16, 2015
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283
Looking for feedback on an Armour/Attack typing overhaul. Any suggestions or opinions are appreciated.

I wanted to suggest a general overhaul but i stumble on things such as: why monsters use items when obviously some of them (based on their appearance) cant carry a weapon, an armor etc. I know this sounds kind of stupid since this isnt the first rpg which functions this way, but well...
Maybe we could get rid of the idea of Weapon slot, armor slot, helmet slot etc and instead call them Magical Artifact slots or something like that. Sets could still be a thing, so no worries. And to make it more diverse and balanced i guess? we could have 3 slots for Magical Artifacts lvl 1, 3 slots for lvl 2 and 3 slots for lvl 3 (dont remember exactly how many items slots there are right now but you get the idea).
/discuss please
 
Level 6
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Jan 13, 2013
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Versions 0.21c and 0.21c2 are both on ENT currently. They were rushed versions in attempt to fix a memory leak and a desync. I'm not going to fully release another version until I have time to polish it a little more. 0.22a is coming though.
As for changing the weapons, I'm probably not going to do anything significant like that and changing any equipment items will happen very far down the road.
 
Level 1
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Oct 16, 2015
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283
First of all i think you need remove the word Normal and only let the word Slashing to represent this attack type so that its not becoming confusing.

My idea of overhaul includes more than the attack and armor types and its based on realism mostly. So i suggest get rid of all the attack and armor types that make no sense. Like the ones below.

  1. What is Astral and what is Celestial? or, how do they even differ? i suggest to remove it.
  2. Demonic and Darkness? i think they are the same thing. And how do they differ from magic? I suggest to remove this types.
  3. Divine damage doesnt fit in this game plus it shouldnt do extra damage to Darkness or Demonic because this concept is religious (christianity) and this game has nothing to do with that concept. I suggest to remove this type.
  4. Immense, Structure and Impact are all basically the same. Its crushing type damage, the kind of the damage hammers deal.
  5. Elemental also doesnt make sense because different elements need different type of resists. So remove this one as well.

This is what i suggest for Attack and Armor types:

  • Slash ((this type can have chance (based on your AGI vs your target’s AGI) to cause bleeding))
  • Crush ((this type can have very low chance (based on your AGI vs your target’s AGI) to deal damage x4 or x5))
  • Pierce (this type can have very low chance to drop the target’s HP by 15-30% (based on your AGI vs your target’s AGI))
  • Magic (this type’s damage can scale from very low to very high. Monsters that auto attack with Magic damage will not have any effects, the effects from Magic will be only through skills. NOTE that magic has nothing to do with emelents).
  • Heat (this type will deal damage from very low to very high, don’t know about effects that can make sense).
  • Cold (this type will deal the lowest damage compare to other types but will slow the attack/movement speed of its target. Will even reduce chance to hit, chance to evade, critcal chane if you want).
  • Lightning (this type of attack will deal from average to very high damages and will have a chance to stun).
So auto attacks will no longer be just one type, it will be possible that monsters have many attack types on their auto attacks and not just one.

Lets take exampe the Battlebrunt. He is carrying an Axe, this means that his auto attacks will deal Slash, Crush and Piece damages but not at the same amounts. He will deal:


Slash damage: 10

Crush damage: 7

Pierce damage: 5

(Note that the numbers are pure examples…)


Another example:

Oceanic Lizard will deal Magic damage with auto attacks.

---

I also suggest overhaul of Attributes.

STR
Increases Crush and little Slash and even less Pierce damage (by increasing STR you will barely see your Pierce damage increase)
Increases HP and HP regen

AGI
Increases critical chance
Chance to hit and chance to avoid

INT
Increases Magic/Heat/Cold/Lightning damage
Increases MP and MP regen

Generally it would be good if monsters stats would make sense and fit them. For example lets compare the stats of the Oceanic Lizard with the Battlebrunt at max lvl based on their looks. Note that numbers are pure examples and are here show you the statistical differences I talk about.

Oceanic Lizard

HP: 1000
MP: 1300
Movement Speed: 180

STR: 50
AGI: 180
INT: 140


Damage types
Slash: 0
Pierce: 0
Crush: 0
Heat: 0
Cold: 0
Magic: 100
Lightning: 0


Armor types
Slash: 70
Pierce: 30
Crush: 70
Heat: 50
Cold: 80
Magic: 100
Lightning: 30

and

Battlebrunt

HP: 2300
MP: 300
Movement Speed: 140

STR: 170
AGI: 120
INT: 20

Damage types
Slash: 200
Pierce: 70
Crush: 120
Heat: 0
Cold: 0
Magic: 0
Lightning: 0

Armor types (armor types would be easier with % instead of pure numbers, those are numbers..)
Slash: 60
Pierce: 20
Crush: 100
Heat: 60
Cold: 60
Magic: 10
Lightning: 30

I tried to give them stats as quickly as possible, I mean they might not fit exactly with the background/story type of the monster.
 
Level 1
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Oct 16, 2015
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283
what about attributes? dont u think they are kind of... lets say abandoned? for example AGI gives armor while armor isnt THAT imortant since it needs big amounts to scale in AR%.
 
Level 1
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Oct 16, 2015
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283
good job bro!!
please if possible add store room (i believe 12 would be enough)! this is very needed since different monsters play with different stats hence different items needed.
 
Level 1
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May 17, 2017
Messages
3
got outside from the sewers, people talking to a sludge like it's a common event, kinda funny.

Great map tho, is it possible to have an option to turn back to other creatures without farming its stone again?
 
Level 3
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May 26, 2017
Messages
79
"-save" doesn't work for me...

Is it because of the location of my WC3 ?


Edit: it was because I was playing in single player mode...not online mode...
 
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Level 6
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Jan 13, 2013
Messages
129
Doesn't work in that it is not providing a .txt file or not showing the code at all?
If its not providing a .txt file check in your warcraft 3 directory in My Documents/Warcraft III/Custom Map Data/Profligacy. If you have an older version it should be in your main Warcraft III directory either in Profligacy or Custom Map Data/Profligacy.
 
Level 3
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May 26, 2017
Messages
79
Doesn't work in that it is not providing a .txt file or not showing the code at all?
If its not providing a .txt file check in your warcraft 3 directory in My Documents/Warcraft III/Custom Map Data/Profligacy. If you have an older version it should be in your main Warcraft III directory either in Profligacy or Custom Map Data/Profligacy.

It didn't show the code at all. I was playing in the single player mode and I think it is the reason. I later played online (although by myself), "-save" worked well.
 
Level 3
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May 26, 2017
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There is no T3 yet, only T2. T2 is achieved by purchasing Evolution from one of the faction upgraders.

I evolved my turtle to T2. I just realized that the fastest way to get gold and Exp is by finishing Mordin's quest chain and then exit game; remake the game and repeat.
 
Level 6
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Jan 13, 2013
Messages
129
If you're playing with others you can go into the tavern and do Nolutap's + Raulf's quests. Otherwise you can start trying to get through the factory and do the relevant quests in the Mechanic's Quarter.
 
Level 3
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May 26, 2017
Messages
79
Thats one way to make gold, a more efficient way would probably just be to run areas, especially with a group.

I am not sure which is more efficient; I don't have a group of players to play with. I make 2k gold per hour doing the Canal Warden quest chain and remaking the game. Also lots of reputations.
I just started playing this game so my gears are not good; yet I still make a decent amount of gold per hour.
 
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Level 3
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May 26, 2017
Messages
79
Some more general feedback and suggestions:

First of all, this map is very amazing! Still, there are some things that need to be improved. I will point out the problems that I have found so far.( I will add more when I think of more)

1.The random stats on items is a very good design. However, I have found a way to abuse and exploit this with the save/load. Some items that can be purchased have random stats. For example, the Silver Saint set items. The exploit works like this: first, I need enough gold to buy this item; then, I type "-save"; next, I go to buy it, equip it, and check the random stats: if the stats is not the max, I remake the game and load what I have saved. Because I saved before i buy the item, the gold would be fully returned to me. And I can repeat the process until the purchased item has my desired stats. It took me much less time than it was supposed to be to have the maxed rolled Silver Saint set items.
Suggestion: shop items should have fixed stats, instead of randomly rolled stats.

2.Some abilities are better when I don't level them up. I am using the turtle. Turtle's Q deals some decent damage when I am poorly equipped and unevolved. However, after I evolved, my main damage output is from my W. Leveling up Q will increases its mana cost and the increase of its damage is minimal. Also, if I am not mistakened, W has the same problem. Its base damage is 18 at first level, and the damage bonus is 300% of my Strength. I have about 100 Strength so my W deals about 300 damage. Leveling it up will increase its base damage from 18 to a mere 36 while the mana cost will also increase.
Suggestion: abilities should have better scalings at higher ability levels.

3.Patrol. In WC3, this is a standard command on the command panel with default hotkey P. It serves no purpose in an RPG when the player is actively controlling a single hero. The problem is that it can be abused and exploited when the player is afk. I can press Shift+P and click various points on the map where the low level minions spawn and I go afk, for example, I can go to sleep. When I wake up and check it, my hero has made some amount of gold and exp while I was afk. This is a general problem for almost all ORPG. But it can be easily fixed.
Suggestion: remove the Patrol command from the panel.
 
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Level 6
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Jan 13, 2013
Messages
129
1. If people want to go through the effort of restarting it repeatedly for the good stat drops, that is their prerogative. I don't see this as an issue, and for players on battle.net it encourages rehosting which helps spread the map.

2. This is the case, and is not always unintentional. You can choose to not level up skills in order to have a lower mana cost, it is another choice to make. I don't want every skill level up to be a hard decision, and I especially don't want there to be skills that should not be leveled up in most builds. I'll add those abilities to my list for rebalancing.

3.This is known as well, due to the way item drops work this is only really useful for experience and gold. Gold itself has limited use as most of the best items are drops only , so I'm not too concerned with the ability to make gold fairly easily. Lastly due to the nature of rare spawns it is actually unlikely for a patrol route to work for several hours as rare spawns such as doom or lifeline+gladiator will eventually kill the hero. I will look into afk detectors though.

Thank you very much for your feedback.
 
Level 3
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May 26, 2017
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1. If people want to go through the effort of restarting it repeatedly for the good stat drops, that is their prerogative. I don't see this as an issue, and for players on battle.net it encourages rehosting which helps spread the map.

.

I restart the game about once per minute and I am the only player in the game. I am abusing this mechanics to get a nearly maxed rolled item. For an item that costs 3k, what I have been doing is almost equivalent to spending (or making) 3k gold per minute. The following item that I already have is an example of a nearly maxed rolled shop item. The chance, assuming each of the numbers is equally likely to be rolled, of getting an identical stat or better one is (2/11)*(6/21)*(1/21)=1/404.25, or about 0.25%. To be 95% confident about getting at least one of such a roll, I need to repeat this process for log(1-95%) / log(1-1/404.25) = 1210 times, which would take 3.6 million gold. But I only had 3k gold and yet I achieved this through this repeated process.

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