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The Horrid Commune v0.97

A small town is drowning in the undead plague, while a clan of marauders ravage contaminated surroundings full of rabid beasts.

A squad of Heroes find themselves in a dire situation, taking charge of the doomed town's defence.

Another peril, looming in the twilight, are the Bane twins - undead manhunters - fueled by the thrill of bloodshed.

Gameplay


Town: Protect the town against waves of undead, culminating in Boss assaults of different themes.
In the spare time, explore the outside lands for resources, items and possible allies.
Climb up the Town's tech-tree and rebuild its razed structures. When all buildings are destroyed, excepting Tents and Watch Towers, the game will result in Defeat of the Town.

Basic ability kit: Jump (D), Build and Repair Barricades, First Aid (E), Melee (F)
Classes: Soldier, Medic, Builder, Fireworker

Necropolis: Hunt beasts and marauders until you are powerful enough to assault the Town alongside the undead waves.
You can however ambush Heroes who stray from the group.
Wear out the Town and sabotage its economy to make way for the final assault aided by the Monstrosity. When its putrid heart no longer beats, the game will result in Defeat of the Necropolis.

Basic ability kit: Higher Jump (D) and Death from Above (D mid-air), Throw Filth, Cannibalize, Veil, Bleed (passive)
Classes: Maniac, Necromancer​

Custom Mechanics

Classes and Facilities: In order to select a class, research a corresponding upgrade from your Peasant/Acolyte.
Each class has it's own branch of upgrades, however you can also research first-tier upgrades from another classes for the well-rounded composition of your hero.
After selecting a class, the Town's Hero will access his own economic Facility, which - once Repaired - will start to accrue its balance over 4 minutes, until halting.
Repair it again to withdraw the balance as gold and various items for Town's people.
Be aware that Banes can steal from Facilities as well as halt them by using Filth.

Flame and Water: There are various sources of Fire throughout the map. Fire damages ALL units around it and spreads onto them after the ignition period (normal: 3 seconds, Fel Flame: 2 seconds).
This process may continue indefinitely, however each individual unit burns for 5-10 seconds on average. Mechanical units burn longer as well as take double damage from Fire.
Some upgrades provide Fire Resistance.
Water can be used to put out Flames from the target object and the surrounding area. Additionally, Flame duration is halved during rain.

Bleed and Mend: Most enemies have a chance to inflict Bleed when attacking living units.
Bleed lasts indefinitely and deals increasing damage each second. After 10 seconds - when the damage reaches maximum - it provides a speed boost to surrounding enemies.
Some items and upgrades increase Bleed Chance and/or Bleed Power (damage multiplier).
Most healing abilities will remove Bleed from a unit.

Mounts: Yes. Right-click on an available mount when in melee range to.. mount it.
Mounts enable attacks in motion, accelerate until they can knock enemies back and allow to hop over obstacles by right-clicking them.
Some items and upgrades allow to mount more types of units.
Press Hold to dismount.

Talents: Each 5th level unlocks a new tier of Talents for further hero customization.
Talents may grant a passive effect, modify some of the basic abilities or provide a new active ability to your kit.
Talents can be selected by pressing F8.​


Game version 1.31.1 or higher is required.

General:
- Improved the Score board; now also displays difficulty and tempo settings
- Improved Bleed visual effects
- Frenzy now has a sound effect upon activation
- Added a corpse-explosion mechanic to several items and abilities; exploded corpses cannot be raised/canibalized and are removed from the game much quicker

- Renamed Workplaces to Facilities
- Renamed Sawmill to Joinery
- Renamed Titan to Colossus​

Items:
- Items can now be pawned in Town Hall/Keep/Castle and Necropolis
- Butchers now drop 1 - 2 Blades instead of 2 - 4
- Adjusted Hatchet and Shield drop rates of Ghost Clan Axemen/Spearmen
- Townsfolk will now drop Meat upon death when at Hunger stage 5 (now called Famine) instead of stage 1

- Explosives (ex: Grenade) and Jump power-landings (ex: with Power Helmet equipped) now explode killed units

- Changed the sound effect when picking up town-items
- Added little special effects when items are produced at a Facility
- Added a special effect when Banes break town-items produced at Facilities
- Adjusted the item-spawn locations of some Facilites

- Leather Armor no longer gives +15 movement speed
- Leather Armor (Level 2): increases regeneration by 2 hp per second
- Steel Armor now slows movement speed by 15%
- Steel Armor (Level 2): slowing effect removed
- Neutral Hostile use Level 2 version of the Armor by default
- Armor Golems and Colossi use Level 2 version of the Steel Armor by default​

Town:
- Guard health increased from 200 to 240
- Captain health increased from 240 to 280

- Devotion upgrade cost increased from 300 gold + 300 lumber to 450 gold + 450 lumber
- Devotion upgrade now also increases townsfolk defense by 1 and upgrades Leather/Steel Armor to Level 2 (for the townsfolk)

Heroes:

Talents:
- Shockwave (Level 5) now also increases Melee coldown by 2 seconds
- Proper Lashing (Level 5) no longer enables the Class-Facility to make Nets
- Brutalize (Level 15) now explodes killed units​

Soldier:
- Fiery Fire critical damage reduced from 50%/100% to 40%/80% (basic/upgraded)
- Jet Jump cooldown increased from 20 to 24 seconds; now explodes killed units

- Armor Reinforcement upgrade added functionality
- Level 2: enables to make Blades at the Armory
- Level 3: upgrades Leather/Steel Armor to Level 2 (for the Hero)​

Necropolis:
- Destroyer's Hook can no longer latch onto the rider, only the mount
- Destroyer's Bonebreaker slightly increased lifesteal (stricktly depends on the ability damage, not damage dealt); added special effects for lifesteal
- Destroyer's Bonebreaker now explodes killed units; added a sound effect when it kills a unit

Heroes:
- Veil attack no longer pierces evasion

- Filth cast range reduced from 700 to 600
- Filth damage to Facilities reduced from 40% to 20%
- Filth now also steals 20% of the gold stored in a Facility
- Filth also steals lumber (double the amount of gold stolen) from the Facility owner
- Filth also attempts to produce items from the Facilty, when it's damaged to a halt

Talents:
- Added Talent - Reach Out (Level 5): Increases cast range of Filth and Death from Above by 200
- Added Talent - Impale (Level 15): Causes Filth impact to Impale enemies in the area after a 1 second delay; Impale deals 30 damage and stuns for 2 seconds; increases Filth cooldown by 2 seconds
- Indigestion (Level 5): Increased cooldown of Reset Filth from 8 to 12 seconds​

Maniac:
- Rip cooldown increased from 13 to 16 seconds​

Neutrals:
- Armor Golem's Power-build cooldown reduced from 20 to 5 seconds
- Ghost Clan Spearman's Harpoon can no longer latch onto the rider, only the mount
- Ghost Clan Axeman/Spearman health regeneration reduced from 1 to 0.5 per second
- Ghost Clan Elite health regeneration increased from 1.5 to 3 per second
- Ghost Clan Axeman now loses the Hatchet ability if he fails to catch it; hotkey changed from (T) to (Q)
- Ghost Clan Spearman can now use Harpoon when raised; hotkey changed from (T) to (Q)
- Ghost Clan Axeman/Spearman can now use Shields Up! ability when raised; hotkey changed from (G) to (W)
- Lurker's Net hotkey changed from (T) to (Q)​

Bug Fixes:
- Leather/Steel Armor now correctly equips when bought from a shop
- Players' Peasant/Acolyte no longer have an inventory
- Added responses to players' Peasant/Acolyte
- Ruins can no longer pawn items
- Jet Jump now correctly removes special effects of Ghost Suit/Hood glide (since glide is disabled for Jet Jump anyway)
- Facilities can no longer be destroyed
- Undead waves will no longer start without Town Heroes
- Player-owned Butchers and Skeleton Arsonists/Snipers will no longer drop an item upon death
- Fixed a bug causing Net and Bone Zone to have 10 less AoE
- Fixed Warlords' Weaken duration scaling incorrecty with levels
- Updated various tooltips​
General:
- Exp bounty for All Heroes reduced from 30 to 25​

Town:
- Town people are now affected by difficulty settings
- Adjusted Exp/Gold bounty for most of the Town people (mostly increased Gold bounty)
- Worker training time reduced from 30 to 24 seconds
- Guard training time reduced from 45 to 40 seconds

- Keep armor increased from 13 to 15
- Castle armor increased from 15 to 18
- Guard Tower armor increased from 8 to 10
- Watch Tower armor increased from 7 to 8

Heroes:

Soldier:
- Jet Jump cooldown increased from 18 to 20 seconds​

Neutrals:
- Ghost Clan Crib armor increased from 3 to 4
- Ghost Clan Cabin armor increased from 7 to 8
- Ghost Clan Watch Tower armor increased from 4 to 6​

Bug Fixes:
- Fixed an AI issue causing Workers to be stuck
- Fixed Warlords' (alternate form) left head being detached from the body
- Fixed Bear Pelt effect not working
- Corrected some tooltip inaccuracies​
Interface:
- Added a Loading Screen picture
- Added Heroes' Responses
- Updated On-Death sounds

- Primary Ability Hotkey changed from (F) / (R) to (Q)
- Secondary Ability Hotkey changed from (G) / (T) to (W)
- Melee Hotkey changed from (Q) to (F)
- Veil Hotkey changed from (V) to (E)

- Changed chat command !c to -color (values: 0 - 23)
- Changed chat command !z to -zoom (values: 0 - 1000)
- Changed chat command !r to -range (values: 0 - 1000)
- Changed chat command !r- to -rangeoff
- Changed chat command !h to -hints​

General:
- All Heroes' Tier 2 Upgrades now cost 200 gold + 200 lumber (Level 1) and 200 gold + 400 lumber (Level 2)
- All Heroes' Tier 3 Upgrades now cost 300 gold + 300 lumber (Level 1) and 600 gold + 600 lumber (Level 2)
Note: Total Upgrade cost for each Class is increased by 200 gold + 50 lumber

- Experience/Gold share AoE reduced from 1200 to 1000
- Slightly reduced the amount of undead spawned at waves 16-25
- Basic versions of Class-upgrades now cannot be researched before getting a Class of one's own
- Players' Peasant/Acolyte now has a 6-slot inventory​

Town:
- Large units are no longer stuck in diagonal Gates
- Increased HP treshold at which Gates are forced to open from 20% to 25%
- Workers Repair rate increased from 10 to 12.5 hp per second

- Farm/Big Pharm food spawn period increased from 60 to 80 seconds; 3 critters will spawn from a full work cycle instead of 4; 6 instead of 8 with the quest completed
- Added an indicator for used/needed Water on the Lumbermill

Heroes:

Talents:
- Proper Lashing (Level 5) Net throw distance reduced from 300 to 250; this is to prevent ocasional overshoots​

Soldier:
- Fiery Fire bonus attack speed reduced from 30% to 15%
- Fiery Fire no longer deals AoE damage on the 4th shot
- Fiery Fire now deals +50% critical damage on the 4th shot

- Advanced Weaponry (Level 1) reduced bonus attack speed from 20% to 15%
- Advanced Weaponry (Level 2) no longer causes Fiery Fire to reduce armor
- Advanced Weaponry (Level 2) now increases Fiery Fire bonus attack speed to 30% and its critical damage to +100%

- Enhanced Mobility Upgrade renamed to Jet Jump
- Jet Jump (Level 2) damage from unused fuel increased from 20 to 25 per charge (100 damage max)​

Medic:
- First Aid targeting effect will no longer appear when First Aid is on cooldown​

Builder:
- Fix-it Hammer damage increased from 20 to 25
- Fix-it Hammer will now attempt to enter Repair-mode when the target point is near a building; this is mostly to prevent accidental hitbox-misses​

Fireworker:
- Flamethrower can now be cancelled by pressing Esc​

Necropolis:
- Monster Tentacles damage increased by 2
- Warlords' Weaken can no longer pull Resistant targets; the same applies to the Dead Head item ability

Heroes:
- Starting lumber increased to 50
- Movement Speed increased from 325 to 330
- Filth bonus damage to mechanical units reduced from 100% to 50%; Corpse Wagon damage is unchanged
- Filth damage to Workplaces reduced from 50% to 40%
- Death from Above target will now be lost when it is out of 1200 range
- Blight Ritual Upgrade cost increased from 200 gold to 350 lumber

Maniac:
- Blood Mark total damage increased from 75 to 100
- Blood Mark slow reduced from 50% to 30%
- Blood Mark cooldown increased from 18 to 20 seconds
- Blood Mark now has a lifespan of 2 minutes
- Blood Mark now has the 5% current health cost by default

- Blind Frenzy Upgrade renamed to Lifesteal
- Level 1: Grants 20% lifesteal from damage dealt with attacks, Rip and Blood Mark
- Level 2 (Greater Lifesteal): Increases lifesteal to 30% and transfers the healing to nearby allies when at full life
- Lifesteal amount is affected by the target's current Bleed Power
- Lifesteal effectiveness is reduced to 25% against enemy undead. Lifesteal does not work against mechanical units​

Necromancer:
- Each Locust will now drain 1 HP per second from the Necromancer
- When at 25% HP or less, Locusts will sacrifice themselves to heal the hero for 75 HP each
- A Locust will now spawn instantly upon respawn and when their limit is increased (via upgrade/talent)

- Raise Dead mana cost removed
- Raise Dead can now reanimate neutral units (except large units like Bear)
- Raise Dead Bonus HP increased from 50 to 100; doesn't apply to neutral units
- Neutral units will count as Undead upon reanimation, but have a lifespan of 2 minutes​

Neutrals:
- Added a new type of Boars: 2 less armor, 2 less damage, 300 attack range, 3-target multishot

- Limit of forest animals increased by 1
- Forest animals respawn time reduced from 60 to 50 seconds
- Ghost Clan Thief training time reduced from 45 to 30 seconds

- Scarab renamed to Beetle
- Beetle health reduced by 20
- Beetle damage reduced by 2

- Boars now spawn after 5 minutes from the start
- Dire Wolves now spawn after 10 minutes instead of 5
- Black Wolf now spawns after 15 minutes instead of 10
- Grizzly Bear now spawns after 20 minutes instead of 15​

Items:
- Amount of lumber obtained by hitting Rottenroot with a Hatchet reduced from 25 - 50 to 10 - 20
- Corpse-item spellbook no longer uses shared cooldown for its spells
- Twitching Eye now has a lifespan of 4 minutes; cast range increased from 300 to 400
- Lurker Fin/Flipper cost reduced from 250/500 to 150/300
- Lurker Skin/Scales/Shell proc chance reduced from 40% to 35%
- Maximum number of active Medkits (which are stored in a buff) reduced from 3 to 1; healing increased from 125 to 150
- 'Free Gold' spawn cooldown increased from 120 to 150 seconds​

Bug Fixes:
- Optimized Blade Shield trigger; this will partially reduce lags in the late game
- Removed a noisy effect when a near-empty Well spams mana recharge
- Fixed Blood Mark incorrectly dealing one more damage instance
- Fixed Medic's First Aid healing allies with a level 1 ability
- Fixed a corpse-item dropping on ground when Cannibalize is cancelled via dying
- Advanced Artillery Quest can now be properly finished
- Updated some tooltips and corrected typos​
Released


Author: Kerael aka MadSkills
Discord Community

Enjoy.
Contents

The Horrid Commune 0.97 (Map)

Reviews
eubz
I played the game and all I could say is GREAT. The game lagged at start but that is not too much and that would not affect your gameplay. Choosing waves at the beginning is also a good style as players can choose how much time would he like to play...
Level 16
Joined
Jul 16, 2007
Messages
1,371
This is simply an amazing map. You can truly see how much work has been put into it, simply by reading all the detailed and neatly done text. The gameplay is quite enjoyable, if confusing at first due to its fast paced nature, but once you get the hang of it, it's truly enjoyable.
I've had the chance to play it twice now online, and it's one of those maps that has the potential to become a niche to some players, if not loved by all.

As I'm aware there's a little more optimization to be done to reduce late game lag, and a little more balancing, but the creator is very open to constructive criticism!
As much as it's worth, I vote for approval and a 6/5, Director's Cut.
 
Level 1
Joined
Aug 20, 2014
Messages
7
Only got to play the undead side so far, but the map is a welcome breath of fresh air and I enjoy it quite a bit.
Looking forward to the upcoming updates and such.
 
Level 6
Joined
Aug 6, 2014
Messages
96
Hello everyone! Updates have arrived!
v0.96
Interface:
- Added a Loading Screen picture
- Added Heroes' Responses
- Updated On-Death sounds

- Primary Ability Hotkey changed from (F) / (R) to (Q)
- Secondary Ability Hotkey changed from (G) / (T) to (W)
- Melee Hotkey changed from (Q) to (F)
- Veil Hotkey changed from (V) to (E)

- Changed chat command !c to -color (values: 0 - 23)
- Changed chat command !z to -zoom (values: 0 - 1000)
- Changed chat command !r to -range (values: 0 - 1000)
- Changed chat command !r- to -rangeoff
- Changed chat command !h to -hints​

General:
- All Heroes' Tier 2 Upgrades now cost 200 gold + 200 lumber (Level 1) and 200 gold + 400 lumber (Level 2)
- All Heroes' Tier 3 Upgrades now cost 300 gold + 300 lumber (Level 1) and 600 gold + 600 lumber (Level 2)
Note: Total Upgrade cost for each Class is increased by 200 gold + 50 lumber

- Experience/Gold share AoE reduced from 1200 to 1000
- Slightly reduced the amount of undead spawned at waves 16-25
- Basic versions of Class-upgrades now cannot be researched before getting a Class of one's own
- Players' Peasant/Acolyte now has a 6-slot inventory​

Town:
- Large units are no longer stuck in diagonal Gates
- Increased HP treshold at which Gates are forced to open from 20% to 25%
- Workers Repair rate increased from 10 to 12.5 hp per second

- Farm/Big Pharm food spawn period increased from 60 to 80 seconds; 3 critters will spawn from a full work cycle instead of 4; 6 instead of 8 with the quest completed
- Added an indicator for used/needed Water on the Lumbermill

Heroes:

Talents:
- Proper Lashing (Level 5) Net throw distance reduced from 300 to 250; this is to prevent ocasional overshoots
Soldier:
- Fiery Fire bonus attack speed reduced from 30% to 15%
- Fiery Fire no longer deals AoE damage on the 4th shot
- Fiery Fire now deals +50% critical damage on the 4th shot

- Advanced Weaponry (Level 1) reduced bonus attack speed from 20% to 15%
- Advanced Weaponry (Level 2) no longer causes Fiery Fire to reduce armor
- Advanced Weaponry (Level 2) now increases Fiery Fire bonus attack speed to 30% and its critical damage to +100%

- Enhanced Mobility Upgrade renamed to Jet Jump
- Jet Jump (Level 2) damage from unused fuel increased from 20 to 25 per charge (100 damage max)
Medic:
- First Aid targeting effect will no longer appear when First Aid is on cooldown
Builder:
- Fix-it Hammer damage increased from 20 to 25
- Fix-it Hammer will now attempt to enter Repair-mode when the target point is near a building; this is mostly to prevent accidental hitbox-misses
Fireworker:
- Flamethrower can now be cancelled by pressing Esc​

Necropolis:
- Monster Tentacles damage increased by 2
- Warlords' Weaken can no longer pull Resistant targets; the same applies to the Dead Head item ability

Heroes:
- Starting lumber increased to 50
- Movement Speed increased from 325 to 330
- Filth bonus damage to mechanical units reduced from 100% to 50%; Corpse Wagon damage is unchanged
- Filth damage to Workplaces reduced from 50% to 40%
- Death from Above target will now be lost when it is out of 1200 range
- Blight Ritual Upgrade cost increased from 200 gold to 350 lumber

Maniac:
- Blood Mark total damage increased from 75 to 100
- Blood Mark slow reduced from 50% to 30%
- Blood Mark cooldown increased from 18 to 20 seconds
- Blood Mark now has a lifespan of 2 minutes
- Blood Mark now has the 5% current health cost by default

- Blind Frenzy Upgrade renamed to Lifesteal
- Level 1: Grants 20% lifesteal from damage dealt with attacks, Rip and Blood Mark
- Level 2 (Greater Lifesteal): Increases lifesteal to 30% and transfers the healing to nearby allies when at full life
- Lifesteal amount is affected by the target's current Bleed Power
- Lifesteal effectiveness is reduced to 25% against enemy undead. Lifesteal does not work against mechanical units
Necromancer:
- Each Locust will now drain 1 HP per second from the Necromancer
- When at 25% HP or less, Locusts will sacrifice themselves to heal the hero for 75 HP each
- A Locust will now spawn instantly upon respawn and when their limit is increased (via upgrade/talent)

- Raise Dead mana cost removed
- Raise Dead can now reanimate neutral units (except large units like Bear)
- Raise Dead Bonus HP increased from 50 to 100; doesn't apply to neutral units
- Neutral units will count as Undead upon reanimation, but have a lifespan of 2 minutes​

Neutrals:
- Added a new type of Boars: 2 less armor, 2 less damage, 300 attack range, 3-target multishot

- Limit of forest animals increased by 1
- Forest animals respawn time reduced from 60 to 50 seconds
- Ghost Clan Thief training time reduced from 45 to 30 seconds

- Scarab renamed to Beetle
- Beetle health reduced by 20
- Beetle damage reduced by 2

- Boars now spawn after 5 minutes from the start
- Dire Wolves now spawn after 10 minutes instead of 5
- Black Wolf now spawns after 15 minutes instead of 10
- Grizzly Bear now spawns after 20 minutes instead of 15​

Items:
- Amount of lumber obtained by hitting Rottenroot with a Hatchet reduced from 25 - 50 to 10 - 20
- Corpse-item spellbook no longer uses shared cooldown for its spells
- Twitching Eye now has a lifespan of 4 minutes; cast range increased from 300 to 400
- Lurker Fin/Flipper cost reduced from 250/500 to 150/300
- Lurker Skin/Scales/Shell proc chance reduced from 40% to 35%
- Maximum number of active Medkits (which are stored in a buff) reduced from 3 to 1; healing increased from 125 to 150
- 'Free Gold' spawn cooldown increased from 120 to 150 seconds​

Bug Fixes:
- Optimized Blade Shield trigger; this will partially reduce lags in the late game
- Removed a noisy effect when a near-empty Well spams mana recharge
- Fixed Blood Mark incorrectly dealing one more damage instance
- Fixed Medic's First Aid healing allies with a level 1 ability
- Fixed a corpse-item dropping on ground when Cannibalize is cancelled via dying
- Advanced Artillery Quest can now be properly finished
- Updated some tooltips and corrected typos​

As a note, some inaccuracies and inconsistencies may still remain and further optimization is still required. However I didn't want to delay some of the bigger changes much longer.

Enjoy.

@eubz Thanks! My first assumption was that either the colors were an overkill, or the description critically lacked Comic Sans. :D By the way, do you know any means of containing the text between vertical boundaries? Something like a right-side indent. The tables didn't help much.
 
Last edited:
Level 6
Joined
Aug 6, 2014
Messages
96
And a small patch, attempting to address a common sentiment about the game difficulty from the Town's perspective.

Fixed some AI and visual quirks as well.

v0.96a
General:
- Exp bounty for All Heroes reduced from 30 to 25
Town:
- Town people are now affected by difficulty settings
- Adjusted Exp/Gold bounty for most of the Town people (mostly increased Gold bounty)
- Worker training time reduced from 30 to 24 seconds
- Guard training time reduced from 45 to 40 seconds

- Keep armor increased from 13 to 15
- Castle armor increased from 15 to 18
- Guard Tower armor increased from 8 to 10
- Watch Tower armor increased from 7 to 8

Heroes:
Soldier:
- Jet Jump cooldown increased from 18 to 20 seconds
Neutrals:
- Ghost Clan Crib armor increased from 3 to 4
- Ghost Clan Cabin armor increased from 7 to 8
- Ghost Clan Watch Tower armor increased from 4 to 6
Bug Fixes:
- Fixed an AI issue causing Workers to be stuck
- Fixed Warlords' (alternate form) left head being detached from the body
- Fixed Bear Pelt effect not working
- Corrected some tooltip inaccuracies​
 
I played the game and all I could say is GREAT.
The game lagged at start but that is not too much and that would not affect your gameplay.
Choosing waves at the beginning is also a good style as players can choose how much time would he like to play the game and how manu waves will he play until he is bored.
Difficulty choice, this is cool. As I am new, I chose not the most difficult one.

I like the style of this game. Most of what to do are well explained. The terrain tells the story of the game and it is horrid.

APPROVED
 
Level 6
Joined
Aug 6, 2014
Messages
96
Thanks for reviewing!

The shorter game modes are also meant for introductory purposes as they limit the wave list to just the first segments.
As for the lag, does it happen at the mode selection? It might be the systems initializing, I think I could spread them out over the first few seconds of the start.
Actually, you are one of the few people who see the map as well explained. :) Most people find it confusing, probably due to its fast pace, so I'm still working on the readability.
 
Level 23
Joined
Jul 26, 2008
Messages
1,305
The colour coding for the map description of this map is 10/10. More people should learn from how you use colours to convey the different teams / mechanics. It is very pleasing visually.

As for the map itself, I tried it out in a 2v1 setting in the short version (15 waves). It is very well made. I am guessing more quests are unlocked on longer game modes? We only had the lumber mill quest on the 15 wave mode.
 
Level 6
Joined
Aug 6, 2014
Messages
96
The quests are discovered on the map itself without wave-limits. For example, you break a cage near marauder camp to discover Rescue Mission quest or mount a horse at the south-east to discover another quest.
I plan to introduce more quests later on, but for now there are just 4 functioning quests.

Big thanks for the kind words and rating! <3
 
Level 6
Joined
Aug 6, 2014
Messages
96
Hello everyone! New update is ready, furthering the Repair/Filth interaction and equipped Armor mechanics as well as bringing a fresh and juicy corpse-explosion mechanic!
v0.97
General:
- Improved the Score board; now also displays difficulty and tempo settings
- Improved Bleed visual effects
- Frenzy now has a sound effect upon activation
- Added a corpse-explosion mechanic to several items and abilities; exploded corpses cannot be raised/canibalized and are removed from the game much quicker

- Renamed Workplaces to Facilities
- Renamed Sawmill to Joinery
- Renamed Titan to Colossus​

Items:
- Items can now be pawned in Town Hall/Keep/Castle and Necropolis
- Butchers now drop 1 - 2 Blades instead of 2 - 4
- Adjusted Hatchet and Shield drop rates of Ghost Clan Axemen/Spearmen
- Townsfolk will now drop Meat upon death when at Hunger stage 5 (now called Famine) instead of stage 1

- Explosives (ex: Grenade) and Jump power-landings (ex: with Power Helmet equipped) now explode killed units

- Changed the sound effect when picking up town-items
- Added little special effects when items are produced at a Facility
- Added a special effect when Banes break town-items produced at Facilities
- Adjusted the item-spawn locations of some Facilites

- Leather Armor no longer gives +15 movement speed
- Leather Armor (Level 2): increases regeneration by 2 hp per second
- Steel Armor now slows movement speed by 15%
- Steel Armor (Level 2): slowing effect removed
- Neutral Hostile use Level 2 version of the Armor by default
- Armor Golems and Colossi use Level 2 version of the Steel Armor by default​

Town:
- Guard health increased from 200 to 240
- Captain health increased from 240 to 280

- Devotion upgrade cost increased from 300 gold + 300 lumber to 450 gold + 450 lumber
- Devotion upgrade now also increases townsfolk defense by 1 and upgrades Leather/Steel Armor to Level 2 (for the townsfolk)

Heroes:

Talents:
- Shockwave (Level 5) now also increases Melee coldown by 2 seconds
- Proper Lashing (Level 5) no longer enables the Class-Facility to make Nets
- Brutalize (Level 15) now explodes killed units​

Soldier:
- Fiery Fire critical damage reduced from 50%/100% to 40%/80% (basic/upgraded)
- Jet Jump cooldown increased from 20 to 24 seconds; now explodes killed units

- Armor Reinforcement upgrade added functionality
- Level 2: enables to make Blades at the Armory
- Level 3: upgrades Leather/Steel Armor to Level 2 (for the Hero)​

Necropolis:
- Destroyer's Hook can no longer latch onto the rider, only the mount
- Destroyer's Bonebreaker slightly increased lifesteal (stricktly depends on the ability damage, not damage dealt); added special effects for lifesteal
- Destroyer's Bonebreaker now explodes killed units; added a sound effect when it kills a unit

Heroes:
- Veil attack no longer pierces evasion

- Filth cast range reduced from 700 to 600
- Filth damage to Facilities reduced from 40% to 20%
- Filth now also steals 20% of the gold stored in a Facility
- Filth also steals lumber (double the amount of gold stolen) from the Facility owner
- Filth also attempts to produce items from the Facilty, when it's damaged to a halt

Talents:
- Added Talent - Reach Out (Level 5): Increases cast range of Filth and Death from Above by 200
- Added Talent - Impale (Level 15): Causes Filth impact to Impale enemies in the area after a 1 second delay; Impale deals 30 damage and stuns for 2 seconds; increases Filth cooldown by 2 seconds
- Indigestion (Level 5): Increased cooldown of Reset Filth from 8 to 12 seconds​

Maniac:
- Rip cooldown increased from 13 to 16 seconds​

Neutrals:
- Armor Golem's Power-build cooldown reduced from 20 to 5 seconds
- Ghost Clan Spearman's Harpoon can no longer latch onto the rider, only the mount
- Ghost Clan Axeman/Spearman health regeneration reduced from 1 to 0.5 per second
- Ghost Clan Elite health regeneration increased from 1.5 to 3 per second
- Ghost Clan Axeman now loses the Hatchet ability if he fails to catch it; hotkey changed from (T) to (Q)
- Ghost Clan Spearman can now use Harpoon when raised; hotkey changed from (T) to (Q)
- Ghost Clan Axeman/Spearman can now use Shields Up! ability when raised; hotkey changed from (G) to (W)
- Lurker's Net hotkey changed from (T) to (Q)​

Bug Fixes:
- Leather/Steel Armor now correctly equips when bought from a shop
- Players' Peasant/Acolyte no longer have an inventory
- Added responses to players' Peasant/Acolyte
- Ruins can no longer pawn items
- Jet Jump now correctly removes special effects of Ghost Suit/Hood glide (since glide is disabled for Jet Jump anyway)
- Facilities can no longer be destroyed
- Undead waves will no longer start without Town Heroes
- Player-owned Butchers and Skeleton Arsonists/Snipers will no longer drop an item upon death
- Fixed a bug causing Net and Bone Zone to have 10 less AoE
- Fixed Warlords' Weaken duration scaling incorrecty with levels
- Updated various tooltips​

Enjoy.

@Krotos Hi! Do you mean Hero AI? It is not planned currently, but I entertain the idea, now that I think about it. However that would be quite difficult, compared to the general units AI, the map could really benefit from this feature. That won't be anytime soon, but once I've dealt with the urgent tasks, I'll start elaborating some defend/follow behaviors.
Thank you! :) Feedback well received!
 
Level 6
Joined
Aug 6, 2014
Messages
96
There are three main problems with Hero AI as I see it:

1. Unlike general units, Heroes' behavior is largely unregulated and takes much more inputs in comparison, although some patters may surely be derived. It would at least take a while to formulate sufficient algorithms.

2. By default, the number of attacking sides per wave scales with number of Town's Heroes. Therefore, the AI should be decent enough to take on these waves pretty much independently. Also, it should take into account enemy Heroes and react accordingly, so it wouldn't end up as a free feeding option for the other team. And for the Bane AI, well.. it's a whole other topic. :)
2.1 This would imply at least some 'micro' capacity, which is directly proportionate to the frequency of the AI trigger, which in turn brings about new lag sources.

3. There are some technical difficulties in ability-use by the computer players, for example they would jump whenever they want to. Understandable, but can be lethal for Town Heroes especially. I'll do a research on this question before starting and if the answer won't be plausible, that will hinder this feature by quite a bit.

However it's still possible, in due timeframe. Not in the near time though. For now, I have too much tasks at hand.
 
Level 3
Joined
Mar 1, 2009
Messages
14
I've played solo and with two players on the Town side. The map is challenging but incredibly fun.

One thing's getting me, though. For the final boss (the sludge model, not the abomination before it), I can't seem to work out any counterplay against the rifts. For the Destroyers, you need to watch for telegraphs before he does an ability to avoid getting dragged or hit at a range, and the counterplay for the tentacles spawned by the final boss is either shoot them down with autoattacks or use an item like Hatchets or the axe dropped by Destroyers to get rid of them. But what do I do to avoid getting dragged into rifts and shot upwards?

This is a 10/10 map, even despite the final boss's rifts being frustrating. You've done amazing with this map.
 
Level 6
Joined
Aug 6, 2014
Messages
96
@Me_lo_dy Hi! Thank you for the feedback!

The final boss is meant to be more of a counterplay to you. :)
The rifts indeed might feel quite annoying, especially solo. I'll tune their aoe/duration in the next version.
Getting another unit sucked in is usually the counterplay. Rifts' gravity field is weaker on units with high max hp, such as Golems. Health Manuals might also help reduce the force a little, but those need time to amount to something.

By the way, tentacles can also be hit with Melee (F) or basically any ability/item.
 
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