Battle of Dominance v2.0: Arcane Showdown
General:
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(NEW) CONQUEST BUILDINGS: New Ruined plots added to the map, allowing the purchase of new buildings to help take control of the Island.
Clash Zones
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Claim Outpost renamed to Claim Plot.
//This is to make things less confusing now that there actually is a building named “Outpost”.
Outpost: Upon being claimed, grants low health and Mana regeneration to nearby allied units and will also summon Outpost Defenders upon being attacked. These defenders last for 60 seconds, deal 50 Damage (100 Damage to Normal units) and have 1300 Health.
Stronghold: Upon being claimed, grants an additional unit each Clash Wave.
Armory: Initially on the map for each team, these buildings buff the damage of passing Clash units by 25% for 60 seconds. Upon being destroyed, it leaves behind a Raided Armory.
Raided Armory: Inspires passing units, granting them 25% bonus damage for 60 seconds. Can not be attacked and will convert back to an armory after 180 seconds.
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Created a Discord Channel to help Matchmaking, community building and bug reporting.
Updated tooltips.
Changed Commander selection screen to be more cinematic and easier to digest.
Pick time reduced from 5 minutes to 3 minutes.
Changed map size to accommodate for various map changes.
Added effect for Last hitting Clash Minions.
Clash Minion Last hit XP reward reward reduced from 40 to 25.
Clash Minions now have Normal damage instead of siege.
Ruined Outpost in Center of clash regions replaced with Stronghold
//Having tower control here was just way too strong considering its use cases in controlling the quadrant and killing mobs. The new stronghold will add pushing power exclusively.
Some changes made to create a better experience on Reforged.
Level cap increased from 13 to 20.
Level Ability Skip Requirement increased from 2 to 3.
Defenders Remuneration: No longer grants its gold & crystal generating effects until after the Gates open.
XP Structure revisions to make leveling more consistent throughout the game.
Ruined Outposts at Mortal Throne Removed.
Claim Plot: Now has a stock Delay of 3 minutes.
//Rushing the tower becomes a burden that falls to defenders. Adding a stock delay so that this will become a responsibility that falls to all roles. This will also cause some downtime between a tower being destroyed and being taken over.
New Commander:
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The Primarch of Magic:
The Primarch of Magic does not level traditionally, instead he gains abilities automatically as he levels.
T: Draw: The Primarch of Magic draws a card and places it in his hand. Each level grants access to new cards. At level 4, The Underwarden can draw up to Tier 2 cards.
Tier 1 & 2 Cards:
TIER 1
Cyan Earth: Creates a slowing zone which deals 25 damage per second to all nearby enemy units.
Scarlet Brand: Turns a targeted enemy unit into a harmless critter for 5 seconds.
Violet Scream: Deals 150 damage at a targeted location in an AoE and reduces the attack speed of units struck by 50%
Storm Blue: Sends out a powerful gust, dealing 145 damage and knocking the unit away from the Underwarden.
Burning Red: Consumes a targeted normal unit, gaining 80% of their Health and Mana. If the target is above level 5 or is a Commander, they take 8% of their current health as damage instead.
Mauling Magenta: Silences all enemy units in an AoE and causes them to take 60 damage upon attacking.
Usurpers Gray: Lowers the attack speed and attack damage of a target enemy unit by 30%
Bellowing Black: Re-animates up to 3 nearby units. These unit’s can not be targeted and last for 20 seconds. If there aren't any units to re-animate, instead summon 3 Lesser Skeletons.
Great Purple: Summons a sludge beast to attack a target enemy unit, dealing 35 Damage and slowing the target struck by 50%. Lasts for 20 seconds.
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TIER 2
Royal Purple: Summons a powerful Royal Knight that will run down a target enemy unit, dealing 45 damage per strike. If the Royal Knight is attacked, it will stun the attacking unit for 2 seconds. Lasts for 10 seconds.
Neverending Black: Causes a targeted unit to gain 100% attack speed but also take 50 Damage every second for 5 seconds.
Spectral Scarlet: Envelops a targeted allied unit in a ghostly shroud. Enemy units that attack the shrouded unit take 40 damage and have 30% movement speed stolen from them.
Riot Red: Summons a beast on the opposing side of Vash and a target enemy unit. The beast will rush towards the target, knocking it into Vash and dealing 200 Damage.
Tundra Blue: Creates an Ice Elemental to attack a targeted unit. If the target is a structure, it will be disabled for 5 seconds.
Envy Green: Turns a targeted unit Ethereal, causing it to be unable to attack or be attacked while also taking an additional 40% Magic Damage.
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Q: Use Q card.
W: Use W card.
E: Use E card.
Y: Sleight of Hand: The Underwarden replaces one of his current cards with a Tier 1 or 2 card.
R: Tilt the Odds: The Underwarden combines two cards, granting him a new card of greater value.
Tier 3 & 4 Cards.
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TIER 3
Victorious White: Marks a target area. After a 5 second delay, a star will fall, dealing 700 total damage to enemy units caught in the blast.
Superior Black: Summons an Abyssal Nightmare. The Nightmare sends out pulses, dealing 250 damage and slowing all enemy units struck by 40%.
Ultimate Silver: Sends out a Silver spear in a targeted direction. If the spear strikes an enemy, it will detonate, dealing 350 Damage and stunning all enemy units in an AoE for 4 seconds.
Cascading Green: Blinks to a target location, dealing 450 damage and stunning enemy units caught in the blast for 3 seconds.
Great Indigo: Deals 250 Damage and creates a circle of stone around an area.
Ruthless Red: Causes a target enemy unit to take 45 damage for every 100 units traveled.
TIER 4
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Infinity Rainbow: Instantly activates all Tier 1 Cards, directed towards a single enemy.
Absolute Vanta: Creates a Black Hole at the Primarch of Magics current location, disabling enemy units and dragging them towards the center. Units caught take 10 Chaos Damage if they attempt to struggle against the pull. If a unit manages to leave the pull, they cleanse themselves of the debuff and take 350 Chaos Damage
Relentless White: After a short delay, sends out a wave of destruction in a line, dealing 300 damage to enemy units caught in the wave. This damage can strike the same target multiple times.
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Commanders:
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Arcane Overlord (Mini-Rework):
Q: Shock Break: Deals 50/75/100/125/150 Damage to a single target. Upon reaching level 5, also Deals Damage equal to 10% of Kains Mana. Casting this spell causes Kains Mindset to focus.
Cooldown: 8
W: Overload: Creates two Images of Kain. The Images deal 40/60/80/100/120% of his Attack Damage and take 200% Damage from all sources. At Max level, the Images take 150% Damage instead. Casting this spell causes Kain to equalize his mindset, bringing it closer to an even field.
Cooldown: 60
E: Impulse: Deals 25/50/75/100 Damage to all nearby enemy units every second. At Max level, Impulse strikes every 0.5 seconds. Casting this spell causes Kain to spike, increasing his Mindset.
Cooldown: 20 > 20/14/9
R: Arcanium: Kain taps into his unknown potential, drawing out a powerful spell based on his current Mindset. Casting a spell reduces the cooldown of Arcanium by 5 seconds.
New: Arcane Overlord (Innate Passive):
Upon casting a spell, Kain get’s an idea, deciding the outcome of Arcanium.
Cooldown: 60
1 Tri-Edge: Sends out 3 bolt’s of Arcane energy dealing 750 damage each to a single target.
2 Rip Magic: Steals a target enemy buff and 250 Mana from a target enemy unit.
3 Null Zone: Channels, creating a zone in which enemy units can not attack or cast spells.
4 Arcane Wall: Creates a wall of unstable magic. Enemy units that walk through the wall take 150 damage and are slowed by 40%
5 Layline Hijack: Causes Kain to tap into a layline, teleporting him to a pre-selected location on the map.
//Kain was a bit too one-dimensional. Hoping to bring some additional flavor to his kit with these changes.
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Celestial Mage (Mini-Rework):
Name changed to Celestials Chosen
Updated Icons to better represent spells and not just be a reference to a mediocre anime.
Added "Quick Select" option. If toggled, causes you to instantly select your summons as they are summoned.
(P) Enlightenment:
Upon summoning a Celestial, triggers one of the following effects.
Sigil of the Sea: First 4 attacks deal damage equal to Ashleigh’s attack damage as Bonus Chaos damage.
Sigil of the Lands: First attack stuns for 0.5/1/2 seconds.
Sigil of the Mind: Grants Mana equal to 200/400/600% of Ashleigh's Intelligence on summon.
(Q) Sigil of the Sea:
Summons Tobash, Celestial of the Sea to aid Ashleigh in battle. Tobash Deals 25/45/65 + 6% of the targets Max health as Chaos Damage and 200/400/600 Health.
Damage Aura: Increased from 5/10/15 to 15/25/35%
Whiplash: (Removed)
New: Iron Grip: Grabs a target enemy unit, locking it in place and dealing 25/45/65 Damage every second for 5 seconds.
(W) Sigil of the Land:
Calls on Domoratu to protect Ashleigh. Domoratu deals 20/40/60 Damage and 600/900/1200 Health.
Heroic skin: Grants 20/30/40% of bonus armor to nearby allied units.
Level 1:Rampage: Sends out a shockwave, dealing 150/200/250 Damage to each enemy unit hit.
Level 3: Taunt: Forces up to 4 nearby enemy units to attack The Bull for up to 3/4/5 seconds.
(E) Sigil of the Mind:
Summons Henma who takes on Ashleigh's form, gaining her Attack Damage, Armor and health.
New: Mind of Tobash: Causes a targeted allied unit to gain Invisibility for 6 seconds.
New: Mind of Domoratu: Links Henma with a target allied unit, causing them to share 50% of all damage dealt between each other.
New: Mind of Henma: Grants 10/20/30 Mana regeneration to all nearby allied units.
(R) Sigil of the Sky:
Calls down Leos, Celestial of the Sky, dealing 350 Damage in an area and stunning enemy units for 2 seconds.
Leos carries 2400 Health and deals 77 Heroic Damage. Additionally, all nearby enemy units take 80 Damage every second.
//Ashleigh was in a strange spot where her gameplay boiled down to slapping all the buttons, mass select and then just siege. This update will change that and now focuses more on using the appropriate summons at the appropriate times.
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Alchemist:
Barrel of Laughs: Now has a time indicator to better indicate detonation.
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Blackblade Warlord:
(Revert): Outpost no longer needs to be cast on Ruined Outpost Plots and can now again be cast anywhere.
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Black Clown:
Valley of Knives: Damage reduced from 100/250/400 to 100/170/240
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Blazing Wind:
Tremble: Mana cost reduced from 90 to 50
Crumble: Damage increased from 20/40/60 to 25/45/65
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Captain of the Abyss:
The Sunken Dutchman can not gain skill points past level 13
Keelhaul’em: Fixed a bug that would cause it to deal more damage than it was supposed to at level 1.
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Demon Eater:
Demon Finger:
Duration of Tentacles reduced from 180 seconds to 60 seconds.
Damage now scales, going from 40 at all levels to 20/30/40.
Cooldown is now 3 seconds at all levels.
Cast range is increased from 900 at all levels to 900/1200/1500.
Collision size reduced from 16 to 10.
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Flame King:
Heat Wave: Damage reduced from 60/120/180 to 60/100/140
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FlameSickle:
Magical Dissection:
Now does Damage even if there isn’t a spell to steal.
Now Shows a counter upon cast.
Raise Dead: (Removed)
(New): Abyssal visions: Reduces a target's armor by 5 for 10 seconds.
Added Blue Legion’s Sea Elemental ability.
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Forgemaster:
Fixed an issue where “Trick Toss” would sometimes fail to bounce.
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Golden Conqueror: New Model by Villagerino
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Maelstrom:
Holy Light: No longer needs unholy light to be cast on an enemy. Now automatically deals damage or heals depending on the target. Damage to enemy units reduced from 200/400/600 to 120/240/480.
Unholy Light: (Removed)
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Night Hunter: Fixed a bug where Lullaby could not be cast on enemy units.
//I have no idea how this happened.
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Sheriff:
Camp: Load range increased from 300 to 500
Sheriff transport size reduced to 1 from 2.
Weapon specialist: Agility bonus reduced from 10/20/30 to 8/16/24
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Slum Born:
Blast Rune: Now gives the Slum Born a notification when a Blast Rune is triggered.
De-Locate: Fixed a bug where the spell would sometimes fail to cast.
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Shepherd of the Lost:
Model changed from Vampire Tracker to Dark Ranger
//This is a QOL change for Reforged.
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Hallucinationist:
Fallen Down: Damage to neutral camps capped to 500/750/1000.
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Hexrelic:
The Swarm:
Hexrelic Spawns now have Resistant Skin
Reclaim Land: (Removed)
New Ultimate: Evolutionary Edge(R):
Every 4th unit hit grants 1 permanent Agility. If the Hexrelic kills a Commander, the Hexrelic gains an attribute based on the dying Commanders Primary Attribute.
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Patchwork Golem:
Stitches and Britches: No longer grants 5 Strength on Commander kill.
Fixed an issue that caused the Patchwork Golem to in certain cases not be able to gain the full effect of Stitches and Britches
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Vengeance Incarnate (Mini-Rework):
Missile impact delay reduced from 0.7 to 0.35
Shadows Gathering(Q): No longer reduces attack speed. Now reduces range from 600 to 300
Damage gain increased from 25/50/75 to 25/60/105
The Hit: Now heals Andersmith over time instead of a flat heal. From 10/15/20 Health to 30/60/90 over 3 seconds.
Point Blank (E): (Removed)
(New) Gunpowder Slide (E): Andersmith blasts a target enemy unit, dealing damage equal to 15/20/25% of their max health as Physical damage, mini-stunning the target and dashing 500 units away from the target. If Andersmith kills a target, the cooldown of this ability is reduced by 7 seconds.
Blanket Fire: Fixed a bug that would cause the ability to sometimes not bring the Shades to Andersmiths location.
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Items:
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Lord Metal Sales demand: Traveling Merchants now pay an additional 600 gold for Lord Metals.
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Eye of Insight: (Removed)
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Ür's Spoils of War
(New) Wayhome Stone:
Cost: 500
Teleports to a targeted allied structure. Cooldown 60 seconds.
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(New): Tome of hidden magic
Cost: 200
+2 Intelligence
Call of the Panda: Summons a panda to assist you in battle. The panda deals 25(Increased to 50 against normal units) damage and carries 500 Health.
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Queens Rod
Is now a Tier 2 item and does not require a recipe.
(Tome of hidden magic + Keslars Wedding Ring + The Aldor
Dominate: Causes a target normal level 5 or below unit to be converted to your side.
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(New): Tome of the Pyromancer
Recipe Cost: 1000
(Tome of hidden magic + Empty child + Aldor + Recipe)
Total Cost: 1800
+15 Intelligence
+200 Mana
+2 Mp/5
Pyrestorm: Channels for 2 seconds, creating a pillar of fire dealing 250 damage. Enemy units that stay in the area take an additional 10 damage every second for 10 seconds.
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Slippers of the Knecht: Now requires Wayward Stone to be built.
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Witched Circlet: Damage reduced from 20/40 over 2/4 seconds to 20/30 over 2/3 seconds.
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Island items no longer use unique models
//This was neat and all, but it got in the way of game clarity. All Island items now have the default item model, albeit slightly smaller.
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Added a bit more flavor text to certain items.
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Island:
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Added shores to the island.
Added a mana pool to most neutral camps to cater to certain characters who use Mana damaging abilities or silences.
Added highground to certain Native camps around the Island.
The Black Hand Clan have been replaced with Water Raised Marauders (Visual only) and have switched spawns with the Storm Cultists.
The Husks of Hate have switched spawns with The Black Hand Raiders.
Spirit of Prime:
Health increased from 1100 to 25000
Health Reg Reduced from 75 to 0
Damage reduced from 75 to 50
Now deals 200% damage to normal units
//Before, the Spirit of Prime was just kind of this weird objective that would block Clash minions from becoming Ascended early. With these changes, the idea will now be around it being an active objective with a very clear “timer” to draw people to it.
Ascended units:
Health reduced from 1600 to 1000.
Now Scales with Strength of the Ages.
Great Old Lord's:
Movement speed reduced from 320 to 120. Also added an aggro reset range. Upon hitting the aggro border, the Great Old Lord’s reset back to their spawn point and regain 1000 health.
Blade Clan Sirens now loosen their grasp on the Shackled Ancient after death rather than after the player steps on the Ancient plate.
//QoL change, now you just get access to the ancient after killing the last Siren.
Inclines to the Legendary Four changed to give more fighting space.
Guarding Warden:
Movement speed reduced from 170 to 130
Size reduced.
Lost Ancient: Health reduced from 1500 to 1250
Ancient Golems & Feral Furbogs: Increased aggro-reset range
Legendary Units: Increased Aggro reset point to upper platform.
Igmar & Nog’Dog: Initial Spell Immunity removed
//This caused Commanders with magic based autos to be unable to fight these guys whatsoever so I am reverting it.
West vs South Clash point: Changed terrain around the area to better mirror the opposing clash point.
Mortal Throne ramp recessed to open up Clash point more.
Entry point at Mad Elf’s village & Ice Troll camp moved to better mirror other quadrants.
Entry point at Storm Cultists camp moved to better mirror other quadrants.
Entry point at Rambling Ghosts point opened up to better mirror other quadrants.
Center Lane Inclines removed.
//The original idea behind the inclines was to add a sense of claustrophobia when fighting clash units in lane but with time, I feel that this is just kind of annoying. So I am removing the inclines to make the center lanes more open.
Temples Redesigned: Completely changed Lezmaraks Temple and the opposing Spider Temple to make them more interesting and also make it so that they mirror each other in terms of pathing. This has also been done for Legionfalls Landing and the opposing Razorback camp.
Abyss Acolytes:
Raise Dead: (Removed)
(New): Abyssal visions: Reduces a target's armor by 5 for 10 seconds.
Remains of an Old One:
Now leaves a corpse behind on death.
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Headquarters:
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Cleaned up some button placements for consistency.
Added Order buttons to Pack horses.
(Q)Run: Grants 50% bonus movement speed.
(W)Deliver: Orders the Pack Horse to deliver all items to its owner.
(E)Go Home: Orders the Pack Horse to return to the HQ.
(R)Give Items: Hands over all items to a targeted Commander.
New: Base Auras gained from Defender HQ’s now extend to towers.
Towers no longer have levels.
Towers:
Plated Tower:
Health increased from 500 to 1000
Hp/s reduced from 30 to 15
Tesla Tower:
Health increased from 300 to 500
Hp/s reduced from 30 to 15
Cannon Tower:
Health increased from 400 to 800
Hp/s reduced from 45 to 15
Void Whisperers:
Ivory Tower:
Health increased from 400 to 800
Hell Gazer:
Health increased from 200 to 450
Hp/s increased from 5 to 10
Shard of the Spire:
Health increased from 500 to 1000
Hp/s reduced from 45 to 10
Inferno Crusade:
Black Forge:
Health increased from 400 to 600
Hp/s increased from 15 to 20
Blasting Elemental:
Health increased from 400 to 750
Hp/s reduced from 30 to 20
Phoenix Clutch:
Health increased from 200 to 550
Hp/s increased from 15 to 20
Gai’as Guard:
Growth: Summoned Ancient health reduced from 1100 to 700.
Twisted Vine:
Health increased from 300 to 450
Nature’s Royalty:
Health increased from 300 to 600
Loyal Ancient:
Health increased from 500 to 700
Hp/s increased from 15 to 30
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Bug fixes:
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Massive optimization effort to reduce the amount of active triggers at any given moment in the game to reduce the chance of lag.
Fixed a large overarching issue where some spells could be leveled twice in succession at early levels.
IIXV: Fixed a bug that caused IIXV to cast Starfall on repeat upon dropping below 50% health.
Fixed an issue where the initial Hydra spawns were a higher level then intended
Fixed a bug that caused the mana regen of Nomads W to not trigger
Fixed additional bugs that would cause Ruined Outposts to spawn where they weren’t supposed to.
//For real this time, it’s fixed, once and for all, never again will this stupid bug come back.
Fixed a number of bugs that caused neutral camps to get blocked.
Fixed a number of spawn bugs in the Blue Legion camp
//I don’t know what happened here but all these spawns were broken.
Fixed a bug that caused Michaels Sleeping aid to not display it’s cooldown
Fixed a bug that would cause the Ancient Lords to be stackable.
Fixed some issues with the multikill system
Fixed an issue with the Legendary’s aggro reset points.
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