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Flat piston shrimp

ISL

ISL

Level 13
Joined
Nov 7, 2014
Messages
238
I can't believe it's been two years already. Decided to give this project a little patch before I start working on the campaign.


BALANCE

-Reduced Shaji'Ra's healthpool from 2200 to 1600.
(Dark Priestess's healing scales with Max Health, which made him especially unkillable)
-Gave Shaji'Ra Doomguard's resistant skin.
(This prevents him from being affected by certain spells, which should only affect units that are summoned but not resistant.)
-Reduced the cost and research time for the 'Martial Prowess' upgrade, which increases the regular melee unit's health and attack damage.
(The main reason for this change is that Shadow Guard can be upgraded into an advanced melee unit, making this upgrade completely obsolete in the event that you decide to switch to the upgraded Abyss Guard)
-Reduced the cost and research time for the 'Blade Dance' upgrade, which increases the attack speed for all Shadow units.
(At some point, this upgrade only had 2 levels (15%, 30%), but it has since been changed to 3 levels (10%, 20%, 30%), which are standard for other attack upgrades. However, the costs remained the same because it provided a percentage bonus to effective DPS instead of being a regular "bonus attack dice" upgrade. After some testing, I concluded that the summarized upgrade cost was a bit too much for the insignificant increase in DPS provided by the final upgrade.)
-Reduced the cost and research time for the 'Shadow Mastery' upgrade, which unlocks specific abilities for most Shadow units.
(Cult of Shadows has three upgrades, each of which has three levels. Two of them act as Armor and Damage upgrades, while the third one, Shadow Mastery, unlocks new abilities for the units it affects. I realized that the combined costs of all three upgrades is a bit too brutal.)
-Minor buffs to the Gargoyle Spire and the Sentinels it spawns. You can now research an upgrade which increases their Healthpool.
(Felt like they were a bit lackluster)
-Overall buffs to Goliath unit. Its production cost remained the same.
(Goliath is an awesome unit, but it felt a bit lackluster I wanted to make them more powerful.)
-Reduced Queen Spider production price, supply cost and training time; In exchange, reduced their Healthpool from 520 to 400.
(Made them more spammable)
-Significantly reduced Mana cost and Cooldown of Witch's 'Summon Queen Spider' ability.
(From 32 second cooldown to 8; From 250 mana cost to 100.)
-Queen Spider's 'Infestaion' ability no longer affects summoned units. Egg Sacks created by this ability are now classified as 'Summoned'.
(Not only were you able to create Egg Sacks by killing Egg Sacks (thanks, Wazz), you were also able to create them by killing Swarmers that hatched from these eggs, allowing you to create an infinite number of spiders)
-Egg Sacks created by 'Infestation' now take 30 seconds to hatch instead of 40. The spiders spawned by this ability now have 120 second lifespan instead of 90
(I believe that having less time before the units spawn and making them last longer puts less stress on the player and makes it easier to manage the summoned units)
-Reduced Stalker's 'Shadow Step' cooldown from 12 to 8.
(Reducing ability cooldown makes it more available, and the unit becomes more responsive)
-Reduced Harpy Hag's 'Damnation' mana cost from 120 to 75.
(Reducing ability mana cost makes it more available, and the unit becomes more responsive)
-Harpy Hag's 'Banishment' ability no longer destroyes allied summoned units.
(Dark elves have a variety of summoned units, so it made no sense for one of your spellcasters to be able to one-shot most of your own army)
-Significantly incresed Witch's 'Touch of Entropy' radius, which causes your summoned units to explode on death. Additionally, it now applies a buff similar to 'Unholy Frenzy' to all affected summoned units - they gain increased attack and movement speed but lose Health over time.
(Previously, the spell put an invisible 25-second timer on affected units. Now the timer is gone, and because the units lose health over time, their health bars serve as a new observable timer. Attack and movement speed buffs are intended to compensate for slowly killing your own summons)

OTHER

-Fixed Shadewing production price.
(Silly me forgot to give them a proper price tag)
-Replaced Witches' Deathbolt ability with Decay.
(Does the same thing, except it's not as fancy and can be autocasted)
-GLOBAL collision rework.
(In preparation for the Dark elf campaign, all unit collision sizes have been reduced)
-Casting range for most abilities has been significantly increased.
(I consider it a quality of life change)
-Spider Pits now have spider eggs inside them.
(Purely visual)
-Added more coloured text to unit and building tooltips.
(Mainly to highlight their role)
-Overall minor changes to unit and ability tooltips.
(Too many to list)
-Ran most units' lore descriptions through Quilbot's grammar checker.
(Why not?)
-Changed Dark Priestess's class to "Oracle".
(better fits the lore)
-Sentinels spawned by the Gargoyle Spire now have their very own texture. They have also been renamed to "Stone Sentinels".
(This makes them look different from the already existing Imps, and there will be more units called "Sentinels" for other factions that will be present in the campaign)
-Changed the color of Daemon's flames from default Doomguard yellow+green to dark elven purple+violet. Also changed the color of particle emitters for Oracle and Hierarch.
(Being able to make these changes by myself is awesome. Thanks, Galadgod)
-Skeletal Minions spawned by Witches now have a different model.
(Skeleton Squire by Villagerino - https://www.hiveworkshop.com/threads/skeleton-warriors-pack-i.336636/)
-Staff of Nexus can no longer open portals to unfinished Nexuses.
(I have no idea how I even thought about this bug being possible. How could anyone even encounter it in a natural playthrough?)

NEW HERO

(Dark elf) Dread Lord
Kel Venir.png

A Warrior hero who specializes in self-sustain, sustained damage and crowd control.
Abilities:
-Q: Hand of Terror - Terrorizes all non-mechanical enemy units in the targeted area, causing them to flee in terror for a brief amount of time.
-W: Dark Harvest - Surrounds the hero with a defensive barrier that blocks all incoming physical damage. While the barrier is active, it will drain health from all surrounding enemies. The barrier can sustain a limited amount of damage before disappearing and has a limited duration.
-E: Blade of Xalanar - Passively charges the Dread Lord's blade with energy. When fully charged, the hero's next attack will release a wave of dark energy that drains the lifeforce of all enemies caught in its path.
-R: Legions of Doom - Lord Kel'Venir summons a squadron of soldiers from his personal Undead legion, the remnants of the first Dark Elf invasion on the surface world.

NEW FEATURE

Command Summons
Command Summons.png

Every Dark Elf hero now shares a common ability that gives ALL Summoned units in your army an attack-move command targeting a point.

The faction has a myriad of ways to summon units into battle. Swarms of spiders, flocks of imps, and hordes of skeletons all come in large numbers, and most of them can be spawned in the middle of an ongoing battle.
Managing all of your summons is nigh impossible, as the units are constantly dying, spawning, and replacing each other. Hence why I have decided to add that one button from Starcraft that gives every unit an attack-move order, except it only affects the summons.
As of right now, it affects ALL units that are classified as Summoned. There are no exceptions or filtering conditions.

NEW CULT

Cult of Serpent
Cult of Serpent.png

Cult of Serpent is a cross between Dark Elves and Naga.
This Cult provides access to vicious serpentine beasts and half-elf, half-serpent creatures that hail from the Undersea, a massive body of water located deep under the surface of the world.

This cult worships Shiva'Raji, the Serpent God.
He is also referred to as the Silver Dragon, the Destroyer, or the Allseer.

Tech-tree changes:
-Shadewing is now a Tier-1 Serpent unit. Previously it was a Dread + Shadow hybrid.
-Manticore Ballista is the new Dread + Shadow hybrid unit, which serves as a mechanical siege unit with long-range attack that pierces through enemies.

Core units:
-Cult of Serpent I: Shadewing - A fast melee unit which can learn to take flight.
-Cult of Serpent II: Cave Hydra - A large melee unit with excellent survivability and the ability to breath fire.
-Cult of Serpent III: Black Dragon - A flying unit that unleashes torrents of magical flames upon land units and structures.

Hybrid units:
-Serpent + Dread: Undersea Warrior - Ferocious melee unit that has a Cleaving attack; Can learn Critical Strike and Roar of the Beast, which buffs nearby allies.
-Serpent + Darkness: Umbral Witch - Versatile spellcaster who can infect enemies with parasites, create damaging zones almost anywhere on the map, teleport allies and place wards that reveal nearby enemies.
-Serpent + Shadow: Serpentine Huntress - Slithering ranged unit which can attack while moving.
-Serpent + Spider: Silver Queen - Life-bending spellcaster whose spells manipulate health in different ways to curse enemies, buff allies, and summon Silver Fiends.

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