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[Techtree Contest #19 : Commander] Black Legion (Ragnaros)

My entry for the Hiveworkshop Techtree contest #19 : Commanders !
Thumbnail by Nocevento.
Custom UI ! Custom sounds for buildings !

How to play
Select any race, a popup will show at start
Load wisps in the main building to trigger gold gathering
AI will never pick the custom faction

The 1.0.6 is the one released for the contest. The other one are from later updates.

No generative AI has been involved in any processes, development nor resources. If you think one of them are indeed genAI related please contact me so I can find a suitable human made replacement.

General

Ember Point

Units

Buildings

Heroes

Items

Aspect of Water

Aspect of Metal

Aspect of Sky

Action Bar

Changelog

Credits

Known Issues


“Our cult largely precedes the destruction brought by our guide, or even the scourge. We still remain low to avoid unnecessary enemies. Get in your way and face our unending wrath. Bow yourself, don’t waste your energy resisting, as this world shall become ours. Why do you keep yapping at us, thinking we are those mindless brutes of the Burning Legion, or the fools who wanted the world to burn ? We do not seek utter chaos, as we want to establish a new order.”

What if a branch human cult emerged beside the main one ? These sly cultists harnessed the power of the planet core to unleash exotic firepower against their enemies. Through meticulous opportunism they successfully implemented influence upon Azeroth. They do not want to destroy everything as they would reign over frigid ruins. While strong, they kept their true power hidden to avoid attention. They can ally with a greater power to avoid the world's end, but soon after return to their turf and seize opportunities to grow. The Alliance, the Horde and the other fragmented factions understood to not take them lightly ; the Dark Legion works as a buffer force between mortal realms and more dire threats. Destroying them will leave a power vacuum which could be overrun by a more uncontrollable adversary.
They temporarily joined the Alliance to avoid one of their stolen artifact wreak havoc and then taking the blame ; before taking advantage of a Forsaken raid to nibble on both assets. The cult gravitates around the concept of Ragnaros, believing he is the initiator of their inner fire. They also believed the Ragnaros attacking the World Tree is a fake corrupted shadow of their Lord, not worthy of following his steps. Fire is one of the consequences of change, not the source. Another side of the coin. Of course Ragnaros was defeated because he overextended himself and fought the whole world head on at the same time. The Dark Legion took that wisdom at heart long before. Like a slow fire consuming a fire pit, their progress is inevitable from one generation to another.

Quirks
Embers of life Units can transfer life and power between each other through ability interactions
Heat remains Killed units retain their heat, and can be inherited by others units if they manage to pick it up
Contradiction Can research mutually exclusive upgrades, unlocking different kind of techs, unique units and heroes
Overdrive Units are somewhat slow firing and slow moving, yet hit hard. They can stack a lot of different speed bonuses to be unstoppable

Initial defense
Black legion Versatile medium ranged unit
Cinderling Melee HP sponge which can transfer HP to allies
Voracious Blaze Tower gaining power and regen when damaging enemies
Will o Wisp Can ignite themselves, sacrificing HP regen to burn nearby enemies

Strengths
Good firepower
Good endurance
Good magic affinity

Weaknesses
Below average range
Dependent on magic and constant healing
Must keep the fight in the same spot
A bit slow on their feet
Wisps are killed when starting construction
Code:
Physical Power              ☼☼☼☼☼☼☼---
Magical Power               ☼☼☼☼☼☼----
Survivability & Defense     ☼☼☼☼☼-----
Flexibility & Mobility      ☼☼☼-------
Gameplay Difficulty         ☼☼☼☼☼-----

Heat Remains
Most units (except Launch Pads and Juggernauts) and all heroes drop a Heat Remain on death
When a unit with the Heat Remain ability picks up a Heat Remain, it regains HP and has increased attack speed for a duration
Higher the level of the dying unit, larger and stronger the Heat Remain : it gives more HP and lasts longer
The duration stacks by picking more Heat Remains
If a unit dies with a Heat Remain active, the dropped Heat Remain inherits from the remaining duration and so on
Picking a Heat Remain also gives Ember Points equivalent to the level of the unit, but a bit less if it was already under its effects
If not picked for a while, the Heat Remain will decay until completely destroyed or picked up again

Ember Point
Special resource for this faction, displayed in a multiboard
Each point increases the attack speed of all faction units by 0.1% (other units unaffected, i.e. mercenaries or possessed units)
At 100, each additional point increases the attack speed by 0.05% and the HP regen by 0.005/s instead ; for example
►► 0 gives nothing
►► 50 gives +5% attack speed
►► 100 gives +10% attack speed
►► 101 gives +10.05% attack speed and 0.005 HP regen
►► 150 gives +12.5% attack speed and 0.25 HP regen
►► 200 gives +15% attack speed and 0.5 HP regen
The points can never be negative, thus there cannot be negative bonuses
The bonuses are updated at each Ember Point gain and loss
They are also generated by Great Hubs, their evolution, Heat Canals and the effects of some abilities including Heat Remains
Can be spend on Action Bar abilities and special techs

Will o Wisp

Black Legion

Cinderling

Crust Grinder

Black Summoner

Awakener

Launch pad

Juggernaut

Salavamander

Fire Giant

Avatar of Ragnaros


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Will o Wisp

Basic worker unit. Must sacrifice to build any structure. Destroys trees while gathering on them.
Even the whole planet could have some kind of will, agitated deep down to its mysterious core. The wisps naturally erupts from the ground, stimulating chronicles and myths. They can be somewhat controlled by sentient beings, as long as it is to extend this very will of the Earth.

"Do not confuse them with their cousins found in northern Kalimdor : their source is different. Night Elves have close ties with nature, moon and the night. Our current theory is they mimic the contraptions and concepts of what they see, like curious spirits. That explains the eagerness of the specimen, but not why they keep coming despite their exploitation."
- Dalaran Student


Basic worker
Loads in main building to gather gold from nearby goldmines
Doesn't need wood deposit, but consumes trees
Dies when starting construction

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Ignite

Grants a fire aura damaging nearby enemies, but consumes a lot of HP regen
Lasts until death

@FlameofChange's hints
Be sure of what building to place where because canceling it does not respawns the Wisp !
Ignite takes a bit of time to kill the Wisp, so even if it does not have the instant of night elf Wisps, it surely add up damage to early raids

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Black Legion

Core fighter at medium range.
Basic core fighter at medium range, cutting through enemies by producing concentrated energy bursts from their blades. Their good equipment and training make them versatile against most adversaries. While not outrageously flashy, they surely do their job as ground holders ; fighting by the book and winning by the book. Most of the cultists have military training to be incorporated and raised during campaigns. We can find some Dwarves mostly from Dark Iron, but the majority are human. The Black Legion is devoted to the cult, but are educated like all brethren to lay low, avoiding excesses and over-worshiping.

"Isolated Legions doesn't fare better than regular troops, but when supported they become a force to be reckoned with. A sensed commander should not throw their troops lightly against them. And yes, each foot soldier is well versed in squad strategies and tactics. Cut one of them down and another takes command. You should have seen how they fight together. Just when you feel like you have the upper hand they just retreat in an orderly fashion, and you have to restart all over from square one."
- Rogue Knight of the Order of the Falcon


Tier 1
Short-medium ranged infantry with good armor
Effective against other ranged unit, but not disarmed against flying targets
Serves as a reliable fighting core, to be supported by other types of units
Weak when isolated, or against heavy melee units

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[Passive] [Locked] Black armor

Reduces non-poison damage by 65% above 80% HP, 5 minimum from attacks
Cannot reduce damage by more than 10% of the unit max HP
Unlocked in a Tier 2 tech at the Ground Maw

@FlameofChange's hints
Focus the early enemy ranged units with your Black Legions
This is a special case of unit, having medium armor and melee damage ; making them effective against ranged units but weaker against melee units. Their good armor offsets that partly
They are still viable in late game if you support them accordingly
Micro them so you won't lose your edge early on. The Cinderling healing comes early and increases a lot their survivability

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Cinderling

Short ranged elemental of cinder with excellent HP and regen, but negative armor.
A byproduct of the numerous industries based around volcanoes. Some says they are failed wisps, used wisps, proto-wisps or just some kind of spontaneous elemental form of life. Either way they are easy to control by any being introduced to magic. Cinderlings don't have much use on a battlefield, as they body doesn't have strong binding nor raw strength. They were used as expandable troops relentlessly throwing themselves against enemies. Breathing ashes is surely not very pleasant and can slow down an enemy offensive, but their true usage was found by their inherent link with earth core energies. They can transfer -with a bit of beforehand conditioning- their force to other living and/or elemental forms. Consequently they alone doubled the staying power of the Legion.

"Yaw lad ! don't get to close o'em. Looks friendly until 'ey don't. Dey'r quite flammable."
- Dark Iron Foredwarf during work


Tier 1
Short ranged support unit with high HP and regen, but negative armor
Weak against ranged and siege
Inexpensive, low DPS but they can efficiently sustain spell damage

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[Auto] [Locked] Fuel Transfer

Can transfer their HP to nearby friendly organic units, temporarily sacrificing some regen (stacks)
The transfer is not instant, and can be wasted if the target moves too far away during it
Also give a bit of mana to mechanical units on heal
Less effective at healing non-Ragnaros units
Unlocked in a Tier 1 tech at the Ground Maw

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[Passive] [Locked] Suffocating Ash

Attacks reduces the target attack speed and movement speed for a short duration
Doesn't stack
Unlocked in a Tier 2 tech at the Ground Maw

@FlameofChange's hints
They are the best bros of Black Legions
Babysit them a lot because they are prone to die very quickly once you no longer look at them
Do not waste your healing abilities on Cinderling as they have an excellent HP regen ; but in battle you may heal them so they can continue to heal your Black Legions
They are not very potent as a combat unit, however they help the army stand longer and catch up enemy retreats

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Crust Grinder

Heavy armored, slow moving, short ranged assault strider ; effective at both siege and defense.
Native to the deep stratum of the planet's crust, they experienced a peaceful life for generations until they got domesticated by the Black Legion. On rare occasion they may get expelled asleep during eruptions. These turtle like creatures can easily navigate through dense and soft rocks, hence their nickname. Grinding hard cold rock is more energy consuming, that is why common folks never see them on the surface. They nourish themselves from minerals and heat, but can digest about anything. Now geared for war, their slow but steady advance gives cover to infantry, and their ability to reduce elements into shrapnel makes them no pushovers. Their most sought properties is their conversion of any shock into heat, which can transfer into their molten projectiles. When they overheat, they can expel the excess into devastating bursts. Alas their rather simple intellect makes them cumbersome to order around ; even if they appreciate servants taking care of its precious carapace.

"[...] their addition is actually quite recent in the history of the cult. It was by chance we figured out how and where they appear. The ones who laughed first on this clumsy attempt of lifeform were also the first to witness the sheer power of the prototypes. Not on themselves of course, as the Grand Mistress made sure to make the least convinced practice with the then called Undertoises."
- Memories of Apprentice Zenovï, volume 2, chapter 4


Tier 3
Slow moving, heavy armored short ranged assault strider
Effective against ranged units, casters and buildings
Weak against magic damage dealers

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[Passive] [Locked] Black armor

See Black Legion

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[Passive] Heart of Magma

Accumulates received damage into Ember Charges
Consumes one Ember Charge to make its next attack AoE
When killed, all the remaining Ember Charges increases the HP and duration of the dropped Heat Remain

@FlameofChange's hints
You have to firsthand decide if you want them to soak damage or not in your army composition
►► In the first case pick all concerned upgrades and make sure you heal them
►► In the second case they just add DPS against buildings, so don't spend too much resources on their upgrades
Their armor is good, but slows your already slow army and don't have an amazing DPS nor HP

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Black Summoner

Primary support spellcaster.
The Black Summoner is first and foremost a clerk managing the numerous administrative & theological aspects of the cult. They are selected from the recruits based on their magic affinity, so they can be better used in the covert operations and skirmishes. Mixing arcanes and powers of the planet core, they can summon entities of their own imagination to fit the needs ; which is often rudimentary elemental. Not because they cannot, but it would be superfluous for the spend energy. They also serve as chaplains teaching and spreading the faith, or just serve as religious support for members. Some of them may rise the ranks and occupy more symbolic roles in processions.

"No, no no no..! First we catch the surrounding energy, then we appropriate it, and ONLY THEN we cast it toward the planet core. [magma explosion] No ! Don't use the planet core as a source for casting to the planet core ! I told you 36 times already ! ... no... no no no ! It doesn't make it more powerful, you're just wasting more energy and it is uncontrollable for your level ! And here we go... you are all completely tired."
- Black Summoner teaching new recruits


Tier 2
Support spellcaster
Primary classic healer
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[Initiate] [Auto] Lesser Reignite

Increases the target HP regen for a duration
While the target has max HP, increases its attack speed instead

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[Adept] Plasma Ring

Summons a magic immune ball of plasma attacking nearby enemies
Continuously lose max HP
Can sacrifice to create a continuously dispelling area for a duration

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[Master] Magma Pillar

Creates a destructible magma pillar increases nearby friendly attack damage
The pillar cools down, reducing the bonus but increasing its armor
The bonus damage can stack up to the base value of the magma pillar
Becomes a passive wall when completely cooled down

@FlameofChange's hints
Be aware of where you place your Magma Pillars since it can block off your rather slow units
Don't hesitate to create multiple Magma Pillars so the bonus damage doesn't get reduced for a while
Cinderling healing is always better, but the Lesser Reignite helps stacking up attack speed for heavy units
Against this faction, use siege units to destroy the Magma Pillars as their armor is quite low when still hot & soft

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Awakener

Offensive aerial spellcaster controling the terrain and volcanoes.
The Awakener is an artificial form of life with very close ties to volcanoes. At first they were created to quickly transfer communications through the complex and changing natural magma ducts. Due to the randomness of these networks, they were given the ability to awaken small volcanoes for more convenient travel ; hence their name. As they matured, they gained increased wisdom and powers to serve the cult. Their bird like appearance is only an artistic choice from their creators, they aren't parented to birds. Awakeners mostly serve as scouts and messengers, avoiding combat when possible. Their low numbers doesn't provide a good aerial threat, but their spell repertory can control the terrain to the advantage of the cult. They speak their own language between themselves to accelerate the communications. By the generations their own culture flourished numerous chants, poems, dances and stories. It is hard even for them to translate into common tongues.

"When the first light of the day rise before dawn, witness the ascent of the free creation of Earth.
A new era of change and war shall cry through the mountains eyes, as Us the Awakeners thrive.
Molten sky will rain upon mortals and immortals.
Even if the dream of our creator fades away with our bodies, our legacy already marks the ones who are yet to tread the world"
- Approximate third translation of the Chants of Awakeners


Tier 2
Flying offensive spellcaster
Controls the terrain and dissuades the enemies
Weak against ranged and air units
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[Young] [Auto] Combustion

Grants to an ally a flame aura damaging units of the same height level for a duration
When the aura expires (and not dispelled), explodes and instantly damages nearby enemies

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[Mature] Lava Plume

Summons a slow moving mass of lava along a straight line for a duration
Constantly damages and slow down hit enemies
Gets destroyed when hitting a building, dealing more damage if enemy
Instantly transforms into a passive destructible path blocker when touching water

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[Elder] Volcanic Storm

Channels a storm in an area, charging damage over time
The first enemy air unit entering it receives all the charge to kill it, and so on for the next ones
Cannot charge damage when there's enemy air units within, dealing small periodic damage instead
Breaks if finished, interrupted or the caster killed, wasting the remaining charge

@FlameofChange's hints
This unit shines when used properly, able to punish slow enemies and forcing an experienced foe to waste its APM into evading the AoE spells
The auto combust may buff the wrong units, so you may use it manually if you have APM to spare
It is not a damage dealer like gryphons or chimeras, so massing them must be compensated by spamming their spells. Remember it will strain your micro resources

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Launch Pad

Long ranged heavy artillery, with some anti-air abilities when upgraded.
The Launch Pad is the emblematic siege engine of the cult, improved after centuries of engineering. Some of the pieces are older than most of the members. The goal is to throw projectiles above the stratosphere so they can land like meteor on the ground, smashing devastating blows on enemy targets. It has its advantages and drawbacks, as the shots takes time to land. This makes it able to hit aerial threats with disputable precision, however the scattering projectiles rains a barrage which may have its chances.

"All the nuts ideas we've got... doz guys threw them to the sky, literally ! An absolute marvel our parents have cooked. It is even more amazing to see how they managed to keep it in one piece after every usage. If one of them goes wrong, you get a dozen more problem, and so on..."
- Engineer-operator apprentice of Dark Iron ancestry, mixed human-dwarf


Tier 2
Long ranged siege weapon
Effective against buildings and stacked enemies
Can attack flying units, with reduced damage
Weak against melee and magic damage dealers
More robust than other siege weapons, but more expensive
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[Passive] [Locked] Black armor

See Black Legion

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[Passive/Active]
[Locked] Meteor shower
Each attack also fires secondary projectiles against enemy air units in the area
The active ability can load one non-heroic level 4 unit or less, fired at the next attack
Can load friendly heroes
The loaded unit is dropped if another is picked
Unlocked by a tier 2 tech at the Factory

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[Passive]
[Locked] Molten ground
Spills fire on the ground around the attack area, damaging enemy units in it
Unlocked by a tier 3 tech at the Factory

@FlameofChange's hints
You can use it as a standard siege weapon with no differences, but you should still keep them away from enemy attacks due to its higher XP reward
A mass of them can add serious anti-air support DPS, so they don't make you sacrifice anti-air
If you are confident enough, you can play around with Meteor shower by throwing enemy units everywhere

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Juggernaut

Massively fortified flying contraption for ground bombardment. Extremely durable but needs time between attacking and moving.
Capital airship of the cult, unleashed during grand campaigns. Not very numerous, expensive to run, but their firepower and toughness applies a pure pressure on the battlefield. They also serve as mobile HQ on open fields. The complex technology doesn't allow for a smooth usage, however they surely need immense destructive powers to at least bring it down. Old myths talks about flying fortresses raining down fire upon the mortals realm, and few live long enough to share their witness. On practice these antiquities can miraculously stay afloat, and most of the crew are experienced engineers to constantly repair it in flight. Destroy one of them and it's a big chunk of the strategical output of the Black Legion gone.

"Charles... remember the orc Juggernaut ?
\- Yeah.
\- We got the flying version on us now...
\- Yeah, yeah, and it is manned by hot chicks ? Stop getting drunk.
\- 'can't say for sure about the chicks, but you should watch this."
- Alliance remnants guards on duty, before a large scale assault launched by the Black Legion


Tier 3
Super heavy fortified airship
Very durable, but needs time between moving and attacking
Weak against siege weapons when grounded, or when isolated

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[Passive] [Locked] Black armor

See Black Legion

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[Passive] Heat Distribution
Need 5 seconds between attacking and moving again, during which it gains/loses movement speed and cannot attack

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[Passive] [Locked] Hot coal

Each attack fires secondary projectiles against enemy air units, dealing some damage and reducing their movement speed for a duration
Unlocked by a tier 3 tech at the Factory

@FlameofChange's hints
They are very expensive and don't bring a lot of DPS. Their advantage resides in their absolute staying power
You can keep one or two in the fight without risking to lose them, as they continue to barrage the enemy without much scratch
Anticipate when to engage fights and retreat due to the 5 seconds window. That can be alleviated with the Coal Engine and Steam Engine upgrades
They also cannot directly attack enemy air units, you might need to manually target enemy ground units bellow enemy air to benefit from the Hot coal ability.

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Salavamander

Quirky and magic immune creature of the depths, effective at checking enemy casters. Its attacks adds stacking timed mana burning against targets.
The ecosystems present in the earth crust doesn't stop surprising the mortals and immortals of the surface. The Salavamander species is a perfect example. Puzzling the most well versed scientists and biologists of Azeroth, this enigma is able to convert magic energy into heat - and reverse. Through the process is not instant nor without high strain in the organism, this enables close ties to mana. They can purge at distance magic sources and burn them, which is excellent against tricky enemy mages. The Black Legion domesticated them not without issues, as their playful character made it clear that they don't want to be ordered around. However when thrown against a cohort of wizards, the real fun begins ; which is great against the numerous arcane factions of the world.

"There ? Not There ! There ? Not There ! There ? THERE ??! NOT THERE !!! Again ! Again ! Again ! No die. No die. Continue."
- The one and only time a Black Summoner actually used a "animal translation" spell on a Salavamander, before having her hair burned twice before her notes did.


Tier 2
Quirky creature of the depths, effective at checking enemy casters & heroes
Weak against ranged units and siege
Magic immune, but has inferior mana regen

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[Passive]
Exothermic
Each attack applies a periodic mana burn on the target, converting the burned mana into HP and mana
Also works on summons on their HP

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[Auto] Heat Treatment

Reduces the target armor and increases its received magic & spell damage for a duration

@FlameofChange's hints
They are quite secondary in the overall strategy of the faction. You can do marvel with brute strength, however against a hero & caster focused pro player the salavamander can check them effectively
Since the Heat Treatment is expensive in mana and not guaranteed, use it manually against high priority targets ; to be then blasted by Fire Giants

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Fire Giant

Heavy resistant long ranged magic damage dealer but sensible to dispels.
One of the ultimate elementals of the Black Legion, the Fire Giant powers through anything in its path. And when it does not, it still hurt a lot and apply pressure on the battlefield. They are carefully created by the Elemental Node craftmages, intertwining arcanes and runes to seal their humongous concentrated magic force. Calling them giant is a bit too much, because in reality -while tall- aren't towering the greatest fauna of Azeroth. On the other hand they have the sweet spot in terms of energy efficiency, power and affordability. Remember they are supposed to be produced en masse for military operation, bringing long the precious ranged firepower the Legion lacks. Their simple yet effective intellect can follow orders, take initiative and send feedback on what's happening. However some specimen have a tendency to narrate everything they see and do.

"Soldier... gone. Soldier... gone. Soldier... gone. Soldier... ... gone. Heavy artillery... ... not gone. ... not gone. Incoming fire... ouch."
- Last words of a Fire Giant in a battlefield


Tier 3
Heavy long ranged magic damage dealer
Magic & spell resistance
Sensible to dispel

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[Passive] Flame body

Resistant skin
Halves magic & spell damage
Any dispel deals a bit of damage against it

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[Auto] [Locked] Salvo

Its attack also fire secondary projectiles against the enemy targets in the area
►► Each secondary projectile will target a different enemy, if not enough may stack on the same
Consumes mana at each secondary projectile fired
Unlocked in a tier 3 tech at the Elemental Node

@FlameofChange's hints
This looks like a heavy tank unit, but is actually a magic damage dealer
Its splash damage is actually its Salvo ability, but unlike regular splash damage it is more effective if it concentrates the power on a single target
This makes a powerful doomstack, especially when supported by Cinderlings
It works very well with the Water Aspect for more Fuel Transfer, or Sky aspect for the increased flexibility and mana
It's attack is rather slow and clunky to maneuver, being mediocre at hit and run tactics despite its good range
Beware of dispel abilities as it could make quick work of them

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Avatar of Ragnaros

Living aspect of Ragnaros, descending uppon the mortal realms to conquer all.

The Avatar is an incarnation of the beliefs of a whole cult, materialized in the reality. This is one form of Ragnaros, the one they imagined it to be. May it be the real one or a fake one, its power is incommensurable. Even if the Black Legion is a minor faction, no one would let them accomplish their goal : bring their liege upon the realm of the mortals to rise a new era of domination.

Ultimate unit
Spawned from a finished Reality Rift
Attacks land and air units with AoE attacks
Only one of them can exist at a time per player
Very resistant
Benefits from techs

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[Passive] Fire Aura
Deals periodic damage to nearby enemy units
Its attacks deals flat AoE damage around the impact

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Wrath of Ragnaros

Deals instant damage at close range around the Avatar
Each hit enemy unit increases the attack speed of the Avatar for stacking 3 seconds

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Burst

Shots one mana burning projectile on nearby spellcasters
One projectile per target, each costing mana
Will fire as much projectile as it can afford, up to 10
Has a minimal range

@FlameofChange's hints
As strong as it looks like, it cannot solo entire armies and base. However it doesn't cost food and brings a net positive power to your army.
Its abilities aren't super powerful compared to the unit stats, but it brings more raw damage to your composition
It needs proper support to be effective, but remember it doesn't have a great attack range like for the rest of the faction, so it could be a bit confused during clogged fights
Remember to get techs so it keeps its edge


Great Hub

Heat Canal

Altar of Cinders

Foundry

Voracious Blaze

Inner Vault

Ground Maw

Astral Core

Factory

Elemental Node


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Great Hub / Great Temple / Great Citadel
Main building. Produces Wisp used to build, gather and repair.
Can load wisps to gather nearby goldmines.


The hub is the administrative and executive center of the Black Legion, hidden from curious eyes. They are placed around magmatic chambers to benefit from natural energy production and basic creation. The citadels can become fortified position in case of emergency, as well as important supply nodes. Destroying them is a victory for the Black Legion, because the resources spent at dismantling their organization gives them enough time to recentralize elsewhere...

Main building
Generates 1/2/3 Ember points per minute

"For the A38 passing right you must address to the booth number 23. No you don't, that's a joke. Here it is."
- Bored Black Summoner at the reception


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Trains
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Will o Wisp

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Heat Canal

Increases supply by 10.
Can provide heat remains to nearby friendly units.
Can be upgraded to Voracious Blaze.

From the numerous heat based energy sources of the Legion, the evident need required the construction of Heat Canals. It looks like their objective is to heat up the surface, but it is just a convenient way to redirect deeper geothermic energy to ground facilities.

Supply building
Generates 0.25 Ember point per minute

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[Passive] Heat Source

Adds a level 1 Heat Remain on the nearby friendly target (healing 100HP and increasing attack speed by 25% for 15 seconds)
Reduces the Ember Point generation of the building from 0.25 to 0.1 per minute for 40 seconds
On a unit without the Heat Remain ability, it only heals 50 HP

Upgrades to
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Voracious Blaze

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Altar of Cinders

Summons and resurrects heroes.

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Trains
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Flint Knight
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Titan of Innovation

If and only if the Water Aspect is chosen
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Mantleress
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Metalmorph

If and only if the Metal Aspect is chosen
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Fallen God
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Usurpress

If and only if the Sky Aspect is chosen

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Foundry

Contains generic, weapons and armor upgrades.
Can also serve as a wood deposit.

Basic tech center & wood deposit

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Researches
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Iron Weapons
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Obsidian Weapons
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Magmanite Weapons

Increases the attack damage of
►► Black Legions
►► Launch pad
►► Juggernauts
►► Trapper-Shredders
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Iron Armor
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Obsidian Armor
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Magmanite Armor

Increases the armor of
►► Black Legions
►► Crust Grinders

►► Launch pad
►► Juggernauts
►► Trapper-Shredders
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Improved Elemental Core
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Greater Elemental Core
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Exquisite Elemental Core

Increases the attack damage of
►► Cinderlings
►► Crust Grinders

►► Plasma Rings
►► Awakeners
►► Salavamanders

►► Fire Giants
►► Avatars of Ragnaros
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Improved Runecrafting
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Greater Runecrafting
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Exquisite Runecrafting

Increases the armor of
►► Cinderlings
►► Plasma Rings
►► Awakeners
►► Salavamanders

►► Fire Giants
►► Avatars of Ragnaros
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Regenerative Granite

Increases the HP regen of all buildings
Exclusive with Reinforced Granite
Also costs 5 ember points
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Reinforced Granite

Increases the max HP of all buildings
Exclusive with Regenerative Granite
Also costs 5 ember points
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Cooling Systems

Increases the attack speed of
►► Black Legions
►► Crust Grinders

►► Launch pad
►► Juggernauts
►► Trapper-Shredders
►► Voracious Blazes

Exclusive with Overburst System
Also costs 15 ember points
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Overburst System

Increases the attack range and the projectile speed of
►► Black Legions
►► Crust Grinders

►► Launch pad
►► Juggernauts
►► Voracious Blazes
Exclusive with Cooling Systems
Also costs 15 ember points

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Voracious Blaze

Makes the building able to attack neaby enemies, but loses its Heat source ability and supply.

Heat canals can also serve as defensive structure with the proper adaptations. Concentrating heat can deal severe damage to anything in its path. As the magical nature of the building gives some sentience, it tends to growl in combat. To improve its destructiveness, it can reuse the excess magic expelled by the hurt target to increase the power of the next attack, and so on.

Defensive tower upgraded from Heat Canal
Loses its Ember point generation

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[Passive] Voracious Blaze

Every 100 total damage dealt the next projectile deals double damage and is AoE
This doesn't stack on the same attack, but the bonus damage is taken in account for the charging

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Inner Vault

Buys and sells items.

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Sells
See the Item tab

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Ground Maw

Primary troop production building.

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Trains
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Black Legion
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Cinderling
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Crust Grinder
Researches
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Black Armor

Tier 2
Unlocks this ability for the concerned units
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Fuel Transfer

Unlocks this ability for Cinderlings
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Suffocating Ash

Unlocks this ability for Cinderlings
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Heart of Magma

Tier 3
The first level unlocks this ability for Crust Grinder
The second tier improves this ability
►► Gains 25% attack speed while having half or more Ember Charges
►► When reaching max Ember Charges, consumes all of them and scatters Heat Remains around

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Astral Core

Caster facility.

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Trains
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Black Summoner
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Awakener
Researches
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Black Summoner Adept Training
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Black Summoner Master Training

Increases the HP, mana and mana regen of Black Summoners
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Awakener Mature Growth
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Awakener Elder Growth

Increases the HP, mana and mana regen of Awakeners
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Permanent Glow

Makes Heat Canals and Voracious Blazes able to detect nearby invisible units
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Greater Embers

Tier 3
Picking up Heat Remains heals 10% more
Each HP going overboard is converted into 0.1s duration for the attack speed bonus
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Deeper Canals

Tier 2
Reduces Heat Source reload time from 30 to 20 seconds.
Also costs 20 Ember points
Exclusive with Additional Vents
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Additional Vents

Tier 2
All buildings increases nearby friendly movement speed by 25% within 2000
Reduces the Ember generation penalty duration from 30 to 15 seconds
Also costs 20 Ember points
Exclusive with Deeper Canals

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Factory

Vehicle and siege workshop.
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Trains
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Launch Pad
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Juggernaut
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Trapper-Shredder

If and only if the Metal Aspect is chosen
Researches

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Meteor shower
Tier 2
Unlocks this ability for Launch Pads
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Molten ground
Tier 3
Unlocks this ability for Launch Pads
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Hot coal

Tier 3
Unlocks this ability for Juggernauts

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Coal Engine

Tier 3
Increases the movement speed of Launch Pads, Juggernauts and Trapper-Shredders
Reduces Heat Distribution delay from 5 to 2 seconds
Reduces the cooldown of Trapper-Shredder ability
Also costs 20 Ember points
Exclusive with Heavy Plating
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Heavy Plating

Tier 3
Increases the HP and armor of Crust Grinders, Launch Pads, Juggernauts and Trapper-Shredders
Also costs 20 Ember points
Exclusive with Coal Engine

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Elemental Node

Special troop and tech center, allowing different units and research to be picked through a chosen element.

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Trains
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Salavamander
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Fire Giant
Researches
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Enhanced Exothermic
Tier 3
Improve the Exothermic ability for Salavamanders
►► Each HP or mana points going overboard is converted into a flame aura duration, dealing 10 damage per second to nearby enemies
►► Also increases damage by 10 but consumes 2 seconds of duration at each shot
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Salvo
Tier 3
Unlocks this ability for Fire Giants
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Aspect of Water

Tier 3
See the Aspect of Water tab
Also costs 25 Ember points
Exclusive with the other Aspects
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Aspect of Metal
Tier 3
See the Aspect of Metal tab
Also costs 25 Ember points
Exclusive with the other Aspects
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Aspect of Sky
Tier 3
See the Aspect of Sky tab
Also costs 25 Ember points
Exclusive with the other Aspects


Flint Knight

Mantleress

Fallen God

Titan of Innovation

Metalmorph

Usurpress


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Flint Knight

Lady of Trent
Dame d’Augure
Countess Valeri
Baroness Jiskar
Esteing Des Prin
Marshall Ma’ari
Castellane of Montpetot
General Isola II of Suno

Frontline fighter, supporting allies by bleeding dry attackers.

The Black Legion army is organized by a competent officer staff, including but not limited to Flint Knights. They are a cut above the rest in terms of military prowess, strategy, tactic and commanding troops. They often comes from noble families hence the frequency of titles bore. From simple squad leaders to full fledged generals, their powers can shift any scale of battle. The Flint Knights do not shine through every aspect, but they don't have any weaknesses, making them trustworthy assets in an army composition.
The Flint Knights also compose a loose faction within the Black Legion with different families competing for places of power ; thankfully very rarely solved by blood feud due to their stronger allegiance to the cult.

Strength based
Warrior heroine effective at redirecting damage and saving single targets
More effective in large battles
Helps stacking more attack speed bonuses

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Reignite

Increases the target HP regen for a duration
While it has max HP, also increases attack speed
Also adds Heat Remains to the target without Ember Point generation
Each level increases the healing rate and duration

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[Passive] Flint Aura

When a nearby friendly unit is hit by an attack, stacks on it a bit of attack speed bonus for a duration up to a cap
Each stack have separate expiration times
Each level increases the stack duration

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Shard Moat

Instantly deals damage around the Flint Knight
Places an area at her position giving nearby friendly units melee damage return to attackers
Each level increases the damage and AoE

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[Ultimate] [Passive/Active] Everspark

Passively generate a spark dealing damage to a random enemy unit when a nearby friendly unit benefiting from Flint Aura receives a hit, from the target
Reignite also applies a level 1 Heat remain on the target
When activated, makes the Flint Knight unable to die for 20 seconds and doubles spark damage

@FlameofChange's hints
From all the 3 already balanced base hero picks, she's the most balanced
She requires a bit of micro to be effective
Her attack speed bonuses stacks well with the other attack speed buffs of the faction
Everspark can be used to tank a lot of damage, or save her from trouble ; in both case be sure to extract her safely before the spell ends or she'll be a very easy target
Shard moat is more efficient when used against melee based composition

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Mantleress

Say Nir Verasaya
Hsir Kadejsh
Bahin Chu Sa
High Priestress Sanyuu
Mother Aaj
Monarchess Jùnæ
Ministress Zôvii
Vizir Guakhilaandi

Wise and cunning mage of support, calling powers from the Earth mantle.

The Mantleress are very important parts of the clerical & political organization of the cult. They combine mighty tellurian powers, a highly cultivated being and centuries of experience accumulated from one to another. This important place and tie with the earth mantle gives them high status and privileges, appointing new Black Summoners, teaching the most promising ones and also grooming future Mantleresses into fruition. Being near a Mantleress is one of the safest spot you can find in all Azeroth.

"Behold, the time of reckoning has arrived ! The sky melts under the chaos, and the ground shatters over order ! We are the beacon of hope and balance ! Light and darkness found their place in your heart, do not let them dictate your destiny, as it resides within your actions ! Our Great Consumer shall judge us today !"
- The last speach of High Priestress Sanyuu before an assault of the Burning Legion


Intelligence based
Versatile support hero
Primary healer and damage dealer
Good synergy between her abilities
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Magma Mantle

Splash the area with warm lava, giving HP regen to ground friendly targets but also reduces their movement speed for a duration
Melee attacks against affected units will burn them for a duration
The healing is greatly reduced on mechanical units, and doubled on solidified units
Each level increases the AoE, HP regen and damage per second

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Geyser

Creates a destructable duct firing 3 times, one every 3 seconds, against a random nearby enemy dealing AoE damage
If there's no available target, will fire at a random location
Each level reduces increases damage and AoE

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Solidification

Makes the target immune to damage, but also completely paused for a duration
The shell has limited HP but reduces incoming damage by 20
Each level increases the shell HP and damage reduction

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[Ultimate] Tectonic Rift

Creates a fissure dealing 50 damage per second to all ground targets in a 150 thick, 900 long line
Deals less damage against buildings
Doesn't affect units under Magma Mantle or Solidification
Geyser created on top fire up to 5 times instead of 3

@FlameofChange's hints
This is a good pick if you want more punch or more healing early on
The splash healing is great when you target a lot of units at the same time, but it is expensive in mana
Tectonic rift do not need to be maintained, help yourself by controlling the terrain so the enemy has nowhere to go
She's your most frail hero, as she cannot solidify herself, has normal movement speed and low disability potential from her abilities

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Fallen God

Large behemoth of vengeance against surface dwellers, able to take incredible amounts of punishment.
Goj Dira
Gih Roda
Azsul Nderu
Lord Terazor
Duke Ydr
Banesworn
The First Nightmare
Heart of Madsuria
General Tsyan’Kher

The Fallen god was a immensly powerful primordial entity balancing the world from other super entities ; keeping them from taking power over the universe. It is not a benevolent nor malevolent being, and despises both too much darkness and too much light. When he finished devouring the last prideful pup wanting to dominate existence, he fell into disgrace as it no longer had any worthy opponent. Thanks to him the titans and gods could be birth, free to grow without super entities shattering their hopes. The Great Devourer was then betrayed by these new entities, most of his power stripped and stolen, to fall into a disgraced form burried under the earth crust. It is only recently (compared to its lifespan) it was found and awaken again by the Black Legion, finding in him a powerful ally despite his very weaken state compared to his former glory. While it has some tollerance to the general dogma of the cult, it is only an alliance of circumstances so he can gain vengeance over the other gods, and them getting a powerful entity on their side. The eons made him bitter, warthful, contempt and filled with hatred ; however his fighting experience, even maybe outdated, is a force to be reckoned with, easily facing head-to-head the largest entities of Azeroth. Almost unkillable, it always comes back for a new round. Maybe his powers are fading, and even if he takes his previous place in the cosmos, the mortals already forgot him. If you are wondering why it doesn't wreck havok in the Black Legion if he is that powerful, because he has no quarel against them and no reason to betray them, even so he is delliberatly used by the Black Legion. Maybe to find some past glory ?

"WHO DARES AWAKEN ME ? WHO DARES PROVOKING MY ETERNAL WRATH ?! ... STAY WHERE YOU ARE, CURSED WRENCH ! WHAT IS A MERE QUEEN TO A GOD ?! THE GHOSTS OF YOUR PAST ARE BACK ! YOUR FAKE GOD IS NOTHING BESIDE ME, THE DEVOURER OF WORLDS !"
- Duke Ydr awaken by the Black Legion


Strength based
Super heavy tank
Slower but tougher
Slow attack with high punch
Can absorb huge amount of damage and disrupt battles
Attacks in melee against ground, ranged against air

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Seismic Toss

Immediatly grab and throw the targeted unit in front of the Fallen God
If it's an enemy, deals damage on falling down
Also deals damage on a single enemy unit in the landing location
Each level decreases the mana cost and the cooldown

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Powerup

Creates a shield for the Fallen God absorbing raw damage
The shield starts at half of its maximum and quickly regenerates, can go beyond its max
The shield % also increases the AoE of the Fallen God attacks
Lasts for a duration, or if the shield stays above the max for too long
Each level increases the max shield and shield regeneration rate

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[Passive/Active] Neverending

Reduces a bit raw received damage, counted before the Powerup shield
The active ability taunts nearby enemies
Each level increases the damage reduction, reduces the mana cost and cooldown of the taunt

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[Ultimate] Reign of Terror

Morphs the Fallen God into a powerful flying form for a duration
Gains increased damage, HP and its attacks become chaos and ranged

@FlameofChange's hints
This is a super tank to cover your early units, but can wreck serious havoc in late game
Being very tank doesn't make it impossible to kill, however. Giving it more healing is very worthy !
You may cast a Powerup before a fight so it can fill its shield and bring more bonus AoE, or else it will get melted down too fast
Yeet the high valuable targets out of the fight

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Titan of Innovation

Valer
Temshent
Sei’y the Unbound
Ugasch the Mad
Kalim Kalimn
Arogast son of Grast
Lorady Fmaother
The First Steam
Recent minor deity advancing science for the best and the worse. Ranged warrior of support.

The Titan, or how it calls itself, wants to represents the unstoppable course of innovation and science in a pragmatic way, yet having a pinch of childish enthusiasm due to its recent nature in the history of the world. It experiments, learns, tinkers, advances stuff in the detriment of others. It was born from the Factories and Elemental Nodes of the Black Legion, finding its way to the cult so it can bring its thirst of knowledge. Hesitant at first, the executives welcomed its workforce to help the means, but keeping a close eye to its actions.

Only available if the Aspect of Water is picked
Strength based Hero
Active support on the battlefield
Carry potential in the late game
Synergy with technologies and mechanical units

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Steam Shot

Against a friendly unit, increases its attack speed for a duration
Against an enemy, gives it an aura damaging its allies at close range for a duration
Amplified effects on a targeted mechanical unit
Each level increases the attack speed bonus and the damage per second

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Exoarmor

Increases the damage, armor and HP but makes the titan melee
Lasts until absorbing a certain amount of damage
Each level increases the bonuses and the damage cap

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Pressure force

Compresses and releases all units away from the targeted location, dealing damage to enemies and stunning them
If Exoarmor is active, the Pressure force is cast at its position, has increased damage on release but breaks it
Each level increases the damage reduction, reduces the mana cost and cooldown of the taunt

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[Ultimate] [Passive] Patreon of Industry

You and your allies are refunded by 25% of upgrade, 50% of tech, 10% of building and mechanical cost when finished
Refunded resources also increases the max HP and max mana of the Titan

@FlameofChange's hints
This hero is more interesting if you have a lot of techs, buildings and mechanical units left to make
Even with a lot of HP it's not a super tank like the Fallen God, but the bonus mana helps it spam more abilities

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Metalmorph
Nao Gal’pin
Very resilient melee assassin, morphing its metallic body into deadly weapons.

This was created to be the perfect assassin, yet its heavy nature makes it cumbersome to use. Nonetheless the Metalmorth is a ruthless and adaptative fighter on the battlefield. Receiving too much damage makes it rust, a sign to rest.

Only available if the Aspect of Metal is picked
Agility based
Melee Assassin with high damage and armor potential
Single targeted and short ranged

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Body Slam

Quickly dashes to the targeted area at medium range, dealing damage against each enemy unit in its path
Stops at the first structure, if it's enemy deals double damage on impact against it
Each level increases the damage

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[Auto] Leashing Strike

Increases damage against the main target and deals AoE damage against others in front
Costs mana and HP at each attack
Each level decreases the mana cost (but not the HP cost)

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[Passive] Metalic Body

More the Metalmorph has HP %, more it gains damage, armor and HP regen
Each level increases the bonuses

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[Ultimate] Iron Maiden

After a short casting and invulnerable time, teleports the Metalmorph to the target and deals severe damage

@FlameofChange's hints
It is very effective against single targets, but struggles to pursue something in a messy fight
It hits hard, comparable to a Blade Master with its Metalic Body, but it has an edge due to the increased armor and HP regen

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Usurpress

Eskadi The Daring
Michal Ovre
Çacz of Entrei’ur
Skyspear
Solar heroine challenging the ruling of the skies and unleashing destructive power.

The Black Legion continues to find peculiar allies, and the Usurpress comes from banished nobles, disgracied leaders or fallen demi-gods from their realm. This vengeance shall be unleashed on the battlefield, or behind the neck of someone... Either way they let their hatred gain the upper hand in their designs. They are now back to hunt who took their rightful place in the heavens.

Only available if the Aspect of Sky is picked
Agility based
Ranged assassin with some AoE damage abilities
Effective at checking enemy casters and heroes

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Sun Bite

Links the Usurpress with the target, keeping it from casting spells
Lasts until they get too far away from each other, or when casting on another target
Lasts 5 seconds on a hero
Deals damage and interrupts on impact
Each level decreases the reload time

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Solar Flare

Splashes the area in a moving cone, dealing damage and silencing enemy targets for a duration
Enemy mechanical units are also stunned for a duration
Each level increases damage, AoE, stun duration and silence duration

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[Passive] Empress' Gaze

Increases vision and makes the Usurpress able to see over obstacles and detect invisible units
Targets damaged by the Usurpress receive 10% more damage for a duration
Each level increases the sight range and the duration

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Supernovae

After casting for a while, deals severe damage around her, half against allies
Also breaks her current Sun Bite and makes her unable to cast her spells for a duration

@FlameofChange's hints
She's a more ranged assassin than the Metalmorph, and can deal serious AoE damage if controlled properly
She prefers fight over flight, are her abilities are more disabling than allowing her to move faster


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[Consumable] Entropy Stone

Steals all waiting and current Heat Remains on the ground
Converts the remaining durations into healing
One single charge
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[Consumable] Ground Teardrop

Transform any summoned unit into a Ground Teardrop fighting for you for 60 seconds
It has Resistant Skin, Permanent Immolation and a level 4 Heat Remain
One single charge
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[Artifact] Molten Net

Makes the wielder able to ensnare the targeted unit, dealing periodic spell damage for a duration
Costs mana at each use
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[Consumable] Health Potion

Same as vanilla
Wc3BTNPotionBlueSmall.png
[Consumable] Mana Potion

Same as vanilla
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[Consumable] Scroll of Town Portal

Same as vanilla
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[Artifact] Orb of Magma

Increases damage and allow the wielder to target air units
Marks the target, during which if killed will drop a level 1 heat remain with no Ember Point gain
Makes the wielder also able to pickup Heat Remains
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[Artifact] Obsidian Shard Armor

Increases armor and deals 100% of melee damage back to the attacker
When receiving too much damage, the Obsidian Armor shatters and becomes disabled for a duration, dealing instant AoE damage
Each stacking Obsidian Armor only reduces the reload time

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Aspect of Water

You can ally with Water Elements to unlock bonuses, special techs, units and a unique Hero
Each aspect is exclusive from one to another, researched in the Elemental Node
The special techs costs Ember Points too
Benefits HP regen and economy
Unlocks the Titan of Innovation at the Altar
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329617-3b6be824713f15b8d4af6ccf07720524_tn.jpg
Geothermal station
Replaces for free Heat Canals, increasing their HP
They increase nearby friendly HP regen and periodically dispel nearby negative buffs
Wc3BTNSummonWaterElemental.png
Steamling

Replaces Cinderlings with Steamlings, gaining increased attack range, HP, HP regen and attack speed
Fuel Transfer can give more HP
Steamling attacks also burns the target for a duration
Also costs 15 Ember Points
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Steam Engine

Increases the attack speed and movement speed of Launch Pads and Juggernauts
They also gain an independent auto-attack against organic targets if they stay still
Reduces the transition time of Juggernauts
Also costs 5 Ember Points
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Flow Stabilizer

When starting construction, Wisps only lose 75% of their max HP instead of 100%
Wisps also gains magic & spell immunity
Finishing the construction of a building scatters Heat Remains nearby in amounts proportional to the building cost
Also costs 5 Ember Points

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Aspect of Metal
You can ally with Metal Elements to unlock bonuses, special techs, units and a unique Hero
Each aspect is exclusive from one to another, researched in the Elemental Node
The special techs costs Ember Points too
Benefits heavy units and defense
Black Armor is no longer capped at 10% of the unit max HP
Unlocks the Metalmorph at the Altar
Unlocks the Trapper-Shredder at the Factory

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Trapper-Shredder

Horrific contraption grinding flesh to fuel its machines, but slow and weak to siege weapons.
Can pull enemies to grind them, dealing severe damage.
Stores and consumes corpses to attack and move faster.


A recent invention of the Black Legion, meant as a trump card against living and dead. Borderline a warcrime machine, it psychological impact is higher than it looks due to its slow and expensive nature. However even against the undead it continues to powerup at each burned corpse. The spirit of the machine awakens, its engine burns ablaze, and so are the souls of the poor trapped in this shredder.

Tier 3
Heavy melee machine using corpses as fuel
Very resilient and effective at messing fights
Not disarmed against flying units
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[Passive] [Locked] Black armor

See Black Legion

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[Auto] Trap

Passively loads corpses and destroyed mechanical units, using them as fuel to increase its attack speed and movement speed, as well as mana regen for a duration per consumed unit level
Pulls the first target towards the Trapper-Shredder, dealing damage on impact and then continuous damage for a short duration
A low leveled unit will be trapped inside, a higher leveled will be stuck at its mouth
Fails if it hits a building
A hero breaks halfway
Part of the mana is refunded if it misses a unit

@FlameofChange's hints
This unit is daunting, boasting reinforced armor, high DPS on trap, and steamrolling with the corpses eaten on the way ; but it is expensive and has a high weakness to siege units
It can attack and target air units, but its ranged attack is mediocre
Disable Trap to save mana for better occasions
Drops the unconsumed corpses at death, which can be picked up by another Trapper-Shredder
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Fury

Replaces your Juggernauts with Furies, monstrous airships made of liquid metal
Switches their armor to Heavy and gain more HP and HP regen
They passively absorb destroyed mechanical units, healing them, gaining HP, HP regen and armor depending on the target HP
If there's multiple Furies absorbing at the same time, it is split between the eligible ones
Also costs 15 Ember Points
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Impaler Tower

Replaces your Voracious Blazes with Impaler Towers
Increases their damage, projectile speed and replace the AoE by piercing multiple targets
Reduces the damage threshold and makes the power shot pierce much further instead
Also costs 5 Ember Points
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Iron Sap

Increases the HP regen of all units except Wisps and Cinderlings
Also costs 5 Ember Points

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Aspect of Sky

You can ally with Sky Elements to unlock bonuses, special techs, units and a unique Hero
Each aspect is exclusive from one to another, researched in the Elemental Node
The special techs costs Ember Points too
Benefits mana regen, daytime combat and flying units
Redirection and Artifical Sun cost 20% less Ember Point. It also deals 50% less friendly fire.
Unlocks the Usurpress at the Altar

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Harbinger
Replaces your Awakeners with Harbingers, gaining more HP, mana, mana regen and attack damage
They also gain 25% of picked up Heat Remain HP into mana
Also costs 15 Ember Points
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Sky Metal

Increases the magic & spell damage resistance of all units and buildings by 10%
Increases Launch Pad and Meteor Shower damage by 25
Also costs 5 Ember Points
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Solar Winds

Increases the movement speed and mana regen of all units during the day
Double bonus for air units
Also costs 5 Ember Points

Action Bar
Gained Ember Points can be also spend on calling special abilities all over the map.
While it gives a short term edge, it also consumes indirectly the bonus brought by Ember Points themselves.
They are able to turn the tide of the battle if used wisely, although could be very easily wasted.
Each tier unlocks a new layer of abilities, while improving the previous ones.
It is accessible by pressing F4 anytime in game.
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[Tier 1] Flare

Reveals the area and detects invisible units for a duration
Each tier increases the revealed area
Costs 1 Ember Point
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[Tier 1] Artificial Sun

Sets the time to day
During the day, until the start of the next night, increases the attack speed of all Ragnaros faction units
Each tier sets the day to a sooner time
Costs 5 Ember Points
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[Tier 1] Major Reignite

Adds a strong Heat Remain to the friendly targeted unit
Doesn't count for Ember point on attribution
If the target was already under Heat Remain, half of the HP is converted into attack speed duration instead
Each tier increases the level of the added Heat Remain
Costs 10 Ember Points
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[Tier 2] Tunnel

Creates a destructible passive tunnel entrance at the targeted location
The tunnel can load friendly units and drop them to another friendly tunnel entrance one by one in quick succession
The last destroyed tunnel will simply drop all units on place
At tier 3 all tunnels gains more HP, drop speed and are able to load units of level 5 or more
Costs 25 Ember Points, 20 at tier 3
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[Tier 2] Redirection

After few seconds crashes a meteor dealing splash damage with friendly fire
Reduced damage if the target is nearby a friendly main building of his
Increased damage at tier 3
Costs 25 Ember Points
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[Tier 3] Spawn Fire Giant

Creates a permanent Fire Giant at the targeted location
Cannot be summoned if you don't have enough food
Costs 50 Ember Points
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[Tier 3] Reality Rift

Starts the construction of a Reality Rift, spawning a poweful Avatar of Ragnaros if not destroyed before
Only one Avatar of Ragnaros per player can exist, if there's another finished Reality Rift it will wait for the previous Avatar to die before spawning the other
The rift is removed after spawning an Avatar of Ragnaros
All players are warned about the Reality Rift and its location, as well when the Avatar of Ragnaros is spawned
Costs 100 Ember Points, also consumes all the remaining Ember Points, each shortening a tiny bit the construction time

1.0.1

1.0.2

1.0.3

1.0.4

1.0.5

1.0.6 (contest entry)

1.0.7


Fixing some stuff, more is yet to come !
Action Bar
Tier 1 abilities have 3 levels, improved at Tier 2 and 3
Tier 2 abilities have 2 levels, improved at Tier 3
The levels can retrograde if the player loses its last highest main building tier
Flare
AoE changed from 2000 to 500/1000/2000
The effect was too strong and accessible in the early game. The Tier 3 matches the previous power
Artificial Sun
Set hour changed from 12 to 12/9/6
Updated tooltip to reflect the Ember Point reduction cost through Aspect of Sky bonus
Attack speed bonus increased from 5% to 8%
Since it lasted for only 6 hours for 5% attack speed, it was more interesting to increase its duration with levels.
Remember it only affects faction units, heroes and buildings

Greater Reignite
Heal reduced from 1000 to 600/800/1000
If the target is under the effect of a Heat Remain, half of the healing is replaced and converted by attack speed duration
Tunnel
Level 2 tunnel cost reduced from 30 to 20 Ember points
Level 2 tunnel gain +50% HP
Redirection
Base Damage increased from 250 to 250/300
Damage nearby main buildings still 125/125
Updated tooltip to reflect the Ember Point reduction cost through Aspect of Sky bonus

Wisp
Turn rate increased from 0.6 to 1
Training time reduced from 15 to 14 seconds
Matches a bit more NE Wisps, the turn rate has been increased to make it a bit less awkward to use and gather.

Black Legion
Projectile model made smaller
Awakener / Harbinger
Cost increased from 220 70 to 225 75
Armor reduced from 2 to 1
Attack cooldown increased from 2 to 2.4
Projectile arc reduced from 0.15 to 0.05
Caster upgrade cost increased from 100 50 + 100 to 125 75 + 100
Caster upgrade also increases its attack speed by 10% per level
Adjusted shadow position and size

Harbinger
Attack animation is faster (doesn't change DPS nor damage point/backswing)
Tweaked the model to remove the attack sound and particles
Projectile launch Z reduced from 60 to 0
Shadow changed from unit to flying
Like @GhostThruster said, it was a bit too threatening to have a magic damage at T2. Its attack speed have been reduced and compensated through upgrade to match the previous T3.
Juggernaut
Adjusted shadow position and size

Fury
Adjusted shadow position and size
Shadow changed from unit to flying

Hub
Can now drop wisp one by one
Goldmine can also make the hub drop wisps

Fallen God
Attack cooldown increased from 3 to 3.25
HP reduced from 200 to 100

Heat Canal / Geothermal Station
Cost increased from 145 45 to 150 50
Repair cost increased from 170 45 to 180 60
HP reduced from 650 to 625
Ember point generation increased from 0.1 to 0.5 per minute
Ember point generation reduced from 0.5 to 0.1 for 30 seconds when using Heat Source, reset at each new occurrence

Geothermal station
HP reduced from 800 to 775
The healing was a bit too strong for this cost, and the player was incited to bonk their units to automatically generate Ember Points. The Deeper Canals upgrade would have a bit less impact
Bug fixes
Adding a 6th or more wisp in a hub pauses the gathering Fixed
Geothermal station doesn't reduce Ember Point generation when destroyed Fixed
Impaler Tower doesn't reduce Ember Point generation when destroyed Fixed
Reign of Terror form gain +2 armor Fixed, wasn't intended

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You don't see how many wisps are working on the mine
You can target enemies with Reignite
Reign of terror does not reset correctly the height of the Fallen God the first time when finished
The attack button of the Fallen God disappears when its Reign of Terror starts/finishes
You can farm ember points by damaging a unit in your base manually and letting heat canals cast their heat remains
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 25 while the orb add 25 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
The Multiboard may not show for other than Player 1
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP

Planned next
Within my abilities and remaining time
Add the 3 secondary elements with their respective content
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier
Make heat remain pickup more precise
Custom sounds for building
Custom voicelines for events
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra)
Add hero glow to heroes Added through ability

More fixes and balance
General
Artificially added team glow is now colored more reliably
Adjusted buildings shadow textures
Better placeholder icon for the Greater Embers Upgrade
Goldmine has some sight range

Additional Vent
Made more reliable on building application
Movement speed bonus AoE increased from 900 to 2000
No longer add Heat Source to all buildings
Now reduces the Ember Generation penalty from 40 to 15 seconds
This rework should make the application less chaotic and more synergized with ember generation, as other buildings would tend to be busy doing stuff instead of healing.

Action Bar
Flare
Detection range changed from 1000 to 500/1000/2000 to match the vision
Tunnel
Level 1 no longer able to load units level 5 or more
Drop period changed from 0.125 to 0.15/0.1
The drop period is now dynamic depending on if the tunnel owner is tier 3 or not
Avatar of Ragnaros
Melee range reduced from 250 to 225
Base damage reduced from 63 to 58
Bonus damage reduced from 25 to 20
HP reduced from 4000 to 3000
Ragnaros Wrath
New ability
Slow nearby enemies for 4 seconds and deals them 150 damage
For each hit enemy, increases the attack speed of the Avatar by 25% for stacking 3 seconds.
Burst
New ability
Fires one projectile per enemy within between 250 and 700 range, dealing 100 mana burn, in quick succession
Can only target enemies with at least 100 mana
Each projectile costs mana
Max 10 projectile, or until mana depletion

Awakener/Harbinger
Armor type changed from Unarmored to Small
Heat Canal / Geothermal Station
Base Ember Generation reduced from 0.5 to 0.25 per minute
Ember Generation reduction duration increased from 30 to 40 seconds
It was too strong, the player could just print abilities.

Mantleress
Slightly edited the model to tweak the green glow into red
Magma Mantle
HP per second reduced from 25/33/40 to 25/30/35
Damage per second increased from 10/12/15 to 10/13/16
Mana cost increased from 100 to 105
Cooldown increased from 10 to 12 seconds
This ability was too strong on light units at level 3, and a bit too spamable from a high intelligence hero. The role of the ability stays the same, but to compensate its damage was increased slightly.
Solidification
Attacks against the targets now sound like stone

Fallen God
New icon (might evolve again)

Bug Fixes
Meteor damage not upgraded at Tier 3 Fixed
Artificial sun hour doesn't upgrade with level Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You don't see how many wisps are working on the mine
You can target enemies with Reignite
Reign of terror does not reset correctly the height of the Fallen God the first time when finished
The attack button of the Fallen God disappears when its Reign of Terror starts/finishes
You can farm ember points by damaging a unit in your base manually and letting heat canals cast their heat remains
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 25 while the orb add 25 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
The Multiboard may not show for other than Player 1
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP

Planned next
Within my abilities and remaining time
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier
Make heat remain pickup more precise
Custom sounds for building
Custom voicelines for events
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra) New icon but needs rework
Add hero glow to heroes Added through ability

Even more fixes and balance
General
Fury upgrade now requires Tier 3 and Factory
Impaler tower upgrade now requires Foundry
Steam Engine upgrade now requires Factory
Tier 2 and 3 specify it improves the action bar abilities
Tier 2 cost increased from 240 210 to 320 210
Tier 3 cost increased from 210 210 to 360 210
This would make things a tad more logical

Action Bar
Spawn Fire Giant

Cannot longer spawn a Fire Giant if there's not enough supply

Launch Pad
Attack damage against air reduced by a third
Removed the impact VFX against air
Build time increased from 35 to 40 seconds
Level increased from 3 to 4
With its access to numerous upgrades compared to other siege weapons, as well as its high AA punch made it too rewarding when massed. Hence the risk was increased without changing much its role.

Mantleress
Hero Glow now directly on the edited model rather through an ability (thanks @General Frank for the tutorial !)

Fallen God
Hero Glow now directly on the edited model rather through an ability (thanks @General Frank for the tutorial !)

Metalmorph
Attack cooldown increased from 2 to 2.1
Metallic Flesh
Fixed typo
Bonus damage reduced from 10/15/20 to 8/12/16
Bonus armor reduced from 3/5/7 to 3/4/5
The Metalmorph was hitting a bit too hard for a mana-free passive ability. This also nerfs Lashing Strike indirectly a bit.
Bug Fixes
Trapper Shredder may get paused indefinitely after finishing shredding Fixed
Tunnel level 2 tooltip not updated Fixed
Heat Source tooltip not updated Fixed
Cooling Systems tooltip doesn't mention Trapper-Shredder Fixed
Additional Vent movement speed bonus ability required Deeper Canals Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You don't see how many wisps are working on the mine
You can target enemies with Reignite
Reign of terror may not reset correctly the height of the Fallen God the first time when finished May have disappeared somewhat
The attack button of the Fallen God may disappear when its Reign of Terror starts/finishes May have disappeared somewhat
You can farm ember points by damaging a unit in your base manually and letting heat canals cast their heat remains Is now less of a problem
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 25 while the orb add 25 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
The Multiboard may not show for other than Player 1
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP

Planned next
Within my abilities and remaining time
Add the 3 secondary elements with their respective content
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier
Make heat remain pickup more precise
Custom sounds for building
Custom voicelines for events
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra)
Add hero glow to heroes Added through ability

Even more fixes and balance (even though deepy don't like the version spam).
Ember points was significantly nerfed, and made the tech printer going less brrrrrrr
General
Added the cheatcode -fireitup XXX to add XXX ember points, only enabled if there's only one user in the game (don't put aberrant values as it would hurt Warcraft 3 itself)
Made Ember point generation timer events a bit more secured to avoid division by 0
All exclusive & aspect techs now also cost Ember points (in red in logs)
Reinforced/Regenerative Granite costs changed from 100 100 45 to 50 75 35 5
Cooling/Overburst Systems now costs an additional 15
Additional Vents/Deeper Canals now costs an additional 20
Heavy Plating/Coal engine now costs an additional 20
Each aspect now costs an additional 25, their secondary techs 5 by default
Steamling tech, Harbinger tech, Fury tech costs 15 instead
Base generation reduced from 1 to 0 per minute
After 100, half of the surplus is converted into 0.01 HP regen instead ; for example
0 to 100 : +0 to +10% attack speed (like before)
101 : +10.05% attack speed, +0.005 HP regen
150 : +12.5% attack speed, +0.25 HP regen
200 : +15% attack speed, +0.5 HP regen
This makes Ember Points more like a 3rd resource which will nerf its usage without having to compensate the power creep of techs by making them more expensive in gold and lumber. The overstacking attack speed is also another concern. Thus its bonus was converted into a bit of HP regen. Early to mid game should not be changed.

Cinderling/Steamling
Added team color through model

Crust Grinder
HP reduced from 875 to 825
HP bonus from Heavy Plating reduced from 100 to 50 (other units unchanged)
With Metal Aspect they were still too cost effective. This will make them weaker against AoE spells without increasing their cost. Having +2 armor and +11% hp was quite daunting for 150 150 ; now the bonus HP is only 6.5%.

Trapper-Shredder
Now affected by Coal Engine
Coal engine also reduces the cooldown of its ability by 10%

Great Hub
Expanded tooltip
No longer deposit gold (can still deposit lumber)
No longer restricted by goldmine distance for placement
Spawns a bit closer to the goldmine
Ember generation increased from 0 to 1/2/3
This makes expanding a little more rewarding, while being whipped out makes the global generation more logical.

Bug fixes
Heavy Plating mentions not Trapper-Shredder Fixed
Impaler tower attack is disabled when fully charged Fixed
Mantleress cannot attack air Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You don't see how many wisps are working on the mine
You can target enemies with Reignite
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 20 while the orb add 20 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
The Multiboard may not show for other than Player 1
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP
[New] Cinderling glow sometimes blinks a bit
[New] No UI feedback when not having enough ember points for techs and abilities
[New] Redirection may not deal damage when nearby main buildings

Planned next
Within my abilities and remaining time
Add the 3 secondary elements with their respective content
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier
Make heat remain pickup more precise
Custom sounds for building
Custom voicelines for events
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra)
Add hero glow to heroes Added through ability, but some are direct model edits.

More polishing in the juice and UX. It got closer to the shape I have envisioned.
General
Permanent Glow cost reduced from 100 100 45 to 50 50 30 to match the equivalent Magic Sentry upgrade
New UI for the faction (worker idle button still vanilla)
Made Gold gathering fancier with wisp VFX moving back & forth (just cosmetic)
Dropping wisps will move them according to the position of their VFX instead at the hub
Added Remove one Wisp to main building and gathered goldmine
Added Remove all Wisps to gathered goldmine
Now the player can unload wisps more precisely and even when the main building is upgrading

Added custom UI sounds and messages for the following events
Reality rift started
Reality rift destroyed
Avatar Finished
Avatar destroyed
Avatar resummoned
No direct vision for Action Bar spell
Target point not walkable for Action Bar Spell
Not enough Ember Point
Not enough food for summon
Not enough food cap for summon
Goldmine low/collapsed
Reality Rift available (if was bellow 100 ember points)
Flow Stabilizer damage to the wisp reduced from 100% to 75% of its max HP when starting construction

Action Bar
Reality Rift

Avatar of Ragnaros now counted as Giant
Avatar of Ragnaros has now Hard Skin
Avatar of Ragnaros Transported Size increased from 1 to 8

Heat remains
Pickup range reduced from 50 per level (intended) / 50 + 50 per level (actual) to 50 + 25 per additional level
Pickup range detection margin increased to be a bit more precise
VFX on the ground size increases slightly less per level
When a building is finished, it will push away the heat remains outside so units can pick it up
If the picker was already under the effect of the heat remain, it gives one (1) less ember points (minimum 0)
Heal and time appears as floating texts when picked up
Changed the VFX when spawning a Heat remain
VFX are more transparent and darker if they are enemy
Starts to decay after 5 minutes, losing 1% of its values per second ; its VFX and area also get smaller as it decays.
Farming ember points was too strong with magma orb + flow stabilizer.
On the other hand the QoL improvements should soften UX when there's too many scattered heat remains everywhere, friend and foe.


Cinderling/Steamling
Changed attack and death sounds
Removed heavy step sounds
Turn rate increased from 0.6 to 1
Orientation interpolation reduced from 3 to 0
Fuel Transfer
Cannot longer target buildings, except for mana if they can
Prioritizes units over buildings
Is no longer instant, instead it will launch projectiles which heals the target on impact
The projectiles have a timeout of 3 seconds, after which it is wasted
Heal impact VFX is more transparent to reduce visual overloading

Cinderling
Fixed the blinking team color glow by removing the shadow aura VFX

Steamling
Rescaled the model

Crust Grinder
Heart of Magma
Max charges increased from 20 to 40
Attack speed bonus threshold increased from 10 to 20 charges
Charge VFX made closer
There were an issue where the conversion was either unpractical or too strong. The compromise was to increase the max to make the overcharge less frequent ; it also increases the number of charged projectiles ammo.

Trapper-Shredder
Transported size increased from 1 to 4

Fire Giant
Transported size increased from 1 to 2

Mantleress
New icon and scorescreen icon

Fallen God
New scorescreen icon
Added heavy footstep sounds to the base form
Slightly sped up the walk animation speed of the base form
Slowed the walk animation speed of the Reign of Terror form
Reign of Terror form now has hero glow
Transported size increased from 1 to 2

Metalmorph
New scorescreen icon
Selection size reduced from 1.5 to 1.35
Slightly moved the model downwards
Added attack sound
Added hero glow

Usurpress
New scorescreen icon

Heat canal
Slightly edited the model to remove the spikes

Bug fixes
Meteor dealt ridiculously low damage Fixed
Metalmorph keep finishing its previous order before starting the new one when selected in a group Fixed
Multiboard is only displayed for the first player Fixed
Orb of Magma can spawn heat remains on structures, summons and illusions Fixed
Astral core model details were bouncing Fixed
Wrath of Ragnaros dealt no damage Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You can target enemies with Reignite
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 20 while the orb add 20 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP
[New] Heat canals upgraded Geothermal Station may not be able to use Heat Source

Planned next
Within my abilities and remaining time
Add the 3 secondary elements with their respective content
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier Gold now fancier, lumber remaining
Make heat remain pickup more precise Better now
Custom sounds for building
Custom voicelines for events Cannot replace most of vanilla ones, but it's there
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra) Custom icon added, could be better
Add hero glow to heroes Now done

This is the official contest entry !
We have here a lot of visual polishing, removing the details which bothered me the most.
Still, some work is left if I want to fully release it, but for the contest I guess it's enough.
General
Added custom sounds for all buildings
Adjusted death time for all units and buildings
Added extra sync safety when playing local sounds
Standardized birth animation for all buildings, based on the Black Dragon building pack (Thank you @General Frank for your tutorial and help !)
Additional Vents new icon
Starting Great Hub has now the finished building eyecandy

Cinderling
Fuel Transfer

HP reduction changed from ability to directly the unit stats
Tooltip updated with bonuses of the Cinderling Upgrade

Crust Grinder
Changed Gutz texture

Black Summoner
New icon

Usurpress
Slightly edited the model to show more TC
Projectile launch Y increased from 64 to 96

Bug Fix
Fuel transfer never reduces HP regen of the caster Fixed, could be from 2.0.2 bug
Fuel transfer researched by default Fixed, forgot to remove it after test
Upgraded Fuel transfer also increases the mana by 25% Fixed, it should only increase HP as intended ; steamling HP cost is also taken in account, so it costs 22.5 HP to give 12.5 HP and 10 mana.
Wisp have magic immunity even without Flow Stabilizer Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You can target enemies with Reignite
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 20 while the orb add 20 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP
Heat canals upgraded Geothermal Station may not be able to use Heat Source
[New] Usurpress ribbons still have white remains

Planned next
Within my abilities and remaining time
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons Done
Make lumber gathering fancier
Custom sounds for building Done
Custom voicelines for events Cannot replace most of vanilla ones, but it's there
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra) Custom icon added, could be better

General
If a non-ragnaros player picks up a heat remain, gains access to the multiboard
If a non-ragnaros player successfully build or gain a main building, gain access to the multiboard and the action bar
Switching the owner of main building now correctly updates for both the available action bar abilities
Switching the owner of a building with ember generation now correctly updates for both
The cases would be very rare, but not impossible.
Removed the -unstuck function (it wasn't even working anyway)

Black Armor
HP threshold increased from 80 to 85%
Damage is reduced to a minimum of 5 from attacks (lower damage unaffected)
No longer reduces poison type damage
This ability effectively added 57% more HP (20% of the HP with damage multiplied by 0.35) to affected units. Furthermore if constantly healed it caused the unit to be too tanky than intended. These small changes would nerf a bit the Black Armor in the early game where non-upgraded & unbuffed enemies don't have much punch.

Heat remains
Displayed HP on pickup shows the actual amount and not the total input
When spawning it immediately checks for pickup instead of waiting for a first period
The disc special effect is now much faster on fade in-out
The blast VFX on spawn gets proportionally slower with the level (speed from 2 to 2 - (level-1)*0.1)

Wisp
Ignite
New icon

Black Summoner
Plasma Ring
New model
Can now be selected

Awakener
Maximum roll angle reduced from 25 to 0
Lava plume
Now deals damage and affects ground units as intended
New buff icon as intended

Launch pad
Cost increased from 250 50 40 to 260 55 42
Turn rate reduced from 0.6 to 0.4
Maximum roll/pitch angle increased from 10 to 45
Orientation interpolation increased from 0 to 1
Elevation sample point/radius increased from 0/20 to 4/50
Propulsion window reduced from 60 to 30

Juggernaut
Maximum roll angle reduced from 5 to 0
Elevation sample point/radius increased from 0/20 to 2/100
Propulsion window increased from 60 to 120

Trapper-shredder
New icon
Maximum roll/pitch angle increased from 10 to 45
Orientation interpolation increased from 0 to 1
Projectile launch Y increased from 0 to 32
Elevation sample point/radius increased from 0/20 to 4/50
Button position set from 0-0 to 2-0
Mana increased from 0 to 300
Starting mana increased from 0 to 75
Mana regen increased from 0 to 0.72
Trap
The chain and head are now darker
The chain and head gets more transparent when returning
New icon for its burning buff
Mana cost increased from 0 to 50 mana
Missing refunds 40 mana
Burning stuff increases its mana regen by 0.5/s
Caught hero is freed midway without being chewed, refunding half of the ability cost
Damage increased against units from 50+100 to 50+120
Hitting a building deals 50 damage and refunds half of the mana cost instead

Fire Giant
Updated the model so the attack animation speed is no longer tied to an artificial attack speed modifier

Flint Knight
Base strength reduced from 22 to 21
Strength per level increased from 2.4 to 2.67 (total from +21.6 to +24.03)
Base agility reduced from 17 to 16
Stats standardized to 50 base + 54 at level 10
Reignite
No longer gives ember points
Gets canceled if cast on an enemy to avoid accidentally targeting them

Mantleress
Base strength reduced from 17 to 15
Intelligence per level increased from 2 to 2.23 (total from +18 to +20)
Stats standardized to 50 base + 54 at level 10
Magma Mantle
Healing divided by 4 on mechanical units
Healing doubled on unit under solidification
Heal reduced from 25/30/35 to 25/27/29 per second
Damage increased from 10/13/16 to 12/15/18
AoE reduced from 150/200/250 to 150/190/230
No longer targets the caster as intended
Tectonic rift
No longer damages the caster

Fallen God
Base strength reduced from 25 to 23
Strength per level increased from 2.7 to 3 (total from +24.3 to +27 at level 10)
Stats standardized to 50 base + 54 at level 10
Seismic toss
Half cooldown and mana cost if cast on an ally
Mana cost reduced from 90/80/70 to 90/75/60
Due to the low damage of the ability and the low mana potential of the fallen god, its use has been made easier.
Power Up
Mana cost reduced from 110 to 100
The shield can regenerate above 100%
The shield breaks if it stays over 100% for 5 seconds instead of instantly (the period resets if bellow)
The bonuses granted by the shield are capped at 100%
Cooldown reduced from 20 to 15 seconds
As a reminder, if cast while still active will just reset to default
The shield had a tendency to expire too quickly. This coupled with the low mana potential of the Fallen God made this ability too expensive.
Neverending
Mana cost increased from 25/10/5 to 50/40/30
Cooldown increased from 10/10/10 to 20/20/20
AoE reduced from 600/600/600 to 300/450/600
This ability was too spammable for a too strong disruption effect. It also had too much range in the early game.

Titan of Innovation
Base intelligence increased from 16 to 17
Stats standardized to 50 base + 54 at level 10

Metalmorph
Base strength reduced from 19 to 17
Base agility reduced from 21 to 18
Agility per level increased from 2.4 to 2.45 (total from +21.6 to +22.05)
Base intelligence reduced from 16 to 15
Stats standardized to 50 base + 54 at level 10

Usurpress
Base strength reduced from 16 to 14
Agility per level increased from 1.5 to 1.56 (total from +13.5 to 14.04)
Stats standardized to 50 base + 54 at level 10

Heat Canal
New icon

Bug fixes
Fire giant attack speed gets much faster than intended when under the effect of Reignite Fixed
Trapper-Shredder may launch a new hook during an active grind Fixed
Trapper-Shredder gets paused after finishing its first trap Fixed
Greater Embers bonus was enabled by default without needing the tech for Heat Source and Reignite Fixed


I will make a more complete list later...

Resources

Code

Sound

Music

Special Thanks


Corrupted Wisp by jj84
Magnooka by The_Spellweaver
Overburn by Wildfire
BTNStoneofSeas by 8512590215848
Aegis UI [Reforged] SD by keepitmovin
Phoenix Claw (item) by Darkfang
Heat by bigapple90
Chain Head by Infrisios
Black Legion Mages (Pack) by johnwar
BTNMechanicalDragonClaw by Marcus Lecter
BTNMagmaSkin by Chucky
Ziggurat (Ancient, Nerubian) and Derivatives by Blizzard Entertainment, Ujimasa Hojo
Valiant Charge by Vinz
MorningStar Slam by MangakaDark
BTNHeatRupture by Panda
Dwarven Buildings (Dark Iron) by bakr
Ephemeral Slash by Vinz
BTNGiant02 by 8512590215848
BTNGiant03 by 8512590215848
Ice Shard by Vinz
BTNPhoenixFlame by Maxwell
BTNTrueFlame by Milan The Ripper
FireElementalByMc by Mc !
Black Dragon Buildings by bakr
Fire Arrows by Vinz
Rain of Fire Vol. II by Vinz
Steam by takakenji
BluefireBolt by UgoUgo
BTNWeaver03 by 8512590215848
Orb of the Sun by Darkfang
BTNSteampunkAmulet by JollyD
BTNEarthShatter by Milan The Ripper
Ground Cave Entrance by ILH
BTNRainOfFire by Blizzard Entertainment, Darkfang
BTNFieryWave by Eldin HawkWing
BTNSplitEarth by Palaslayer
Bronze Dragon by Pinachet
Phoenix by Aldeia
BTNColdSnap by Legal_Ease
BTNEmberShard by Raging Ent
Shots Vol. II by Vinz
BlackSmokeMissile by Iyzz_Fryzz
LavaBridge.v075 by kellym0
Elemental Lords Pack by Explobomb
BTNWash by Blizzard Entertainment, Darkfang
BTNAdept002 by 8512590215848
Prism Ray (3-Tiered) by Cherrymage
BTNDarkFireMultiCast by Dristitia
BTNFlint by inhuman89
UndeadMineCircle by Darkfang
BTNWaterOrb by Darkfang
Black Legion Soldiers, Infantry and Cavalry by r.ace613
Chain Element by Infrisios
Fragmentation shard07 by EdwardSwolenToe
Ice Slime and Lava Slime by TinkerLord
BTNAdept003 by 8512590215848
BTNMagmaElemental by SuPa-
Blue Immolation by Zephyrius2412
Fire Missiles by Vinz
BTNBESanctum by Darkfang
Illidari SacrificialPit by komarovba
BTNHolySphere by Darkfang
BTNAdept01 by 8512590215848
Black Legion Catapult by johnwar
Empty Orb (Onyx Orb) by Darkfang
BTNFireDestruction by Ginufe
Hellstone Golem by Villagerino
Universal Local Fog/Glow/Shadow as a Prop by Sapprine, Archaos
Void Rifts by Vinz
BTNWeaver by 8512590215848
Nature Heal / Regeneration, Swirling Fire Buff, Shadow Buff, Sun Buff by doom_sheep
Fire Low and Medium by Pyritie
BTNImmolationpeasant3 by kola
Ember Ring Aura by stan0033, biridius
Zap Missile Red by Thrikodius
BTNFlamePillar by Milan The Ripper
BTNGiant01 by 8512590215848
Infernal Bulwark by Yours Truly
BTNBubbles by Golden-Drake
CloudOfFog by JetFangInferno
BTNDualOrb by venger07
Heal by Vinz
Firebolt by Vinz
BTNShadowInfernal by UgoUgo
MechanicalElemental by ChirusHighwind
Psionic Shots by Vinz
Holy_Fire_Slam by ratamahatta
Rogue Knightess Vampire Lady by MangakaDark
Shrapnel Sphere by WILL THE ALMIGHTY
BTNCosmicOrb by PrinceYaser
RuneBoltMissile by RED BARON
BTNSunBlast by Milan The Ripper
BTNCleavingStrike by PrinceYaser
Ember by Vinz
BlightwalkerAura by Mainy, War_Golum
Either or all of the following:
Demon Armor Upgrade by Don Valentino
BTNStormField by 8512590215848
Ice Incenerate Buff by s4nji
Elemental Lord by frostwhisper
OrbOfFire by UgoUgo
Ephemeral Cut by Vinz
Voidspawn Building Pack by Retera
MeteorStrike by UgoUgo
HeroGlow by assasin_lord
Blue Fire by Rozll0rt
Magma/Lava Aura by BrightDark
Annihilation [2 parts] - SFX Contest 5 Submission by JetFangInferno
Either or all of the following:

Damage Engine by @Bribe
Rise&Fall by @Spellbound
GroupUtils by @magtheidon96 and @Rising_Dusk

Voice acting by me
Sound effects of buildings made with downloaded sounds from Pixabay, then edited with Audacity and FL Studio

Battaillon War 2 OST - Purge
Battaillon War 2 OST - Incursion
Battaillon War 2 OST - March of the Legion
Battaillon War 2 OST - Apocalypse

@General Frank for his in depth modeling tutorial on hero glow, tweaks and build animations
FRC for the early testing


Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You can target enemies with Reignite
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 20 while the orb add 20 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP
Heat canals upgraded Geothermal Station may not be able to use Heat Source
Usurpress ribbons still have white remains


Previous version pastebin
Contents

Tanaris - Ragnaros 1.0.6 (Map)

Tanaris - Ragnaros 1.0.7 (Map)

Reviews
deepstrasz
Approved based on Techtree Contest #19 - Results The gameplay does not need to be fast but not a drag either. Complexity is fine if properly executed but when thrown all at once on you (as opposed to for instance per tier level or something) it can...
Found some time to do another playthrough and list out my thoughts. I'm aware this is still WIP and you know a lot of the issues especially as it pertains to QoL

Good

  • Unit abilities, while a bit more complex than I'd prefer in a Wc3 faction, are fun to play with and generally well thought-out. Some highlights:
    • Basically all of Mantleress's abilities are awesome. Solidification is visually and functionally very unique.
    • Fuel Transfer on a high HP unit with negative armor is an interesting idea
    • Once I figured out what Heat Remains were, they were pretty neat as an idea.
  • Unit and building assets were great. Special effects ranged from decent to great.
  • Wisp wood-harvesting is not revolutionary, but novel. It's a good counterbalance to the fact that Wisps die on constructing anything. I only wish there was some special effect, and if you could do away with the chopping sound / anim.
  • Complexity aside (I'll touch on that later), the global menu's abilities were cool and reasonably well-balanced. The [E] is a standout that I used often; it's simultaneously powerful, but also has drawbacks (lots of Ember Points, and is kinda wasted being used on weaker units). It's like a more clutch Holy Light.

Lacking

  • Important QoL missing
    • I eventually figured out a decent build (3 wisps in gold, 1 on lumber for 5 seconds, 1 building altar), but the lumber cost of Heat Canals and Black Legions makes getting a smooth build order up a bit trickier than the other 4 races'. I think both could be 5 / 10 lumber cheaper respectively.
    • Wisps not being able to be loaded / unloaded individually, and entirely while you're teching up, is an issue. They also don't come back if you cancel construction, which seems unfair.
    • When the Gold Mine collapses, all Wisps inside of it dies.
  • I don't believe your race has any detection aside from the global [Q].
  • It's clear you're not aiming for a "5th race"-style faction. This techtree is one which you love the more you play… but on the flipside, it's really overwhelming early on - and I've done 3 playthroughs already. Contributing factors:
    • The balance of active and passives is good, but the sheer abundance is a lot to track. Many abilities also have long descriptions and multi-layered effects. The global menu + Ember points was the cherry on top in terms of complexity, but each ability on it is at least a bit easier to understand.
    • The number of upgrades is overwhelming. I thought this was just my vibe and unfamiliarity at first, but then I went into the World Editor and saw you have 37 upgrades! That's more than double Undead's! This is not just a design preference, but actually will impact late-game balance. A faction with many upgrades will mean that in the ultra-late game when they're all researched, they'll be OP.
    • I understand that some upgrades are mutually exclusive, e.g. the Aspects, Deepr Canals vs Additional Vents … this is just another layer of complexity.
  • The faction feels like a vague industrial fire cult, but does not feel tied to Ragnaros.


Nitpicks

  • Salavamander starts at 0 mana. Not sure if it's intended
  • "Heat Remain" sounds wrong; remain is typically not a noun. Something like "Leftover Heat" or "Residual Heat" makes more sense.
 
Oh yes, that's the stuff I was waiting for. Walls of text for the waller of texts !
More seriously.
I eventually figured out a decent build (3 wisps in gold, 1 on lumber for 5 seconds, 1 building altar), but the lumber cost of Heat Canals and Black Legions makes getting a smooth build order up a bit trickier than the other 4 races'. I think both could be 5 / 10 lumber cheaper respectively.
My build order is the following, if that can help you :
All 5 on gold
6th altar
7th heat canal
8th gather 5 lumber then build a Ground Maw
Next wisps on lumber
Fallen God + 4-5 black legions
Foundry
2-3 cinderlings + fuel transfer
Get a shredder ASAP
Expand
Etc
Wisps not being able to be loaded / unloaded individually, and entirely while you're teching up, is an issue.
That's one of my main concern about this faction, as I would need to code by hand a whole workaround... However I may trivialy add a single drop button (that's on my TODO list). I also started some fancy visual animation but kept for later due to lack of time.
They also don't come back if you cancel construction, which seems unfair.
It is a strategical drawback I wanted to assume, making errors and denies more hurtful in the short term as it is a long term faction.
Even if they die at building finishing, that would be too close to Night Elves. The Water Aspect can alleviate that if you seek flexibility.
When the Gold Mine collapses, all Wisps inside of it dies.
That is very strange and unintended. All wisps are dropped and they smart the rally point of the main building. Maybe you were rallied on trees and your wisps just took a breather in the Barren Forests. Unless it is a wild bug who sneaked in just before uploading this version !
I don't believe your race has any detection aside from the global [Q]
Permanent Glow upgrade in the Astral core giving supply and tower detection
Usurpress [E] passive
Unit wise I don't think I'll add detection, since the Q does the heavy lifting by itself. Maybe I'll nerf the flare a bit since it's too effective at its role.
I only wish there was some special effect, and if you could do away with the chopping sound / anim.
This is a bit outside my capabilities, because detecting harvesting is quite tricky. Also I don't know how to approach a custom based lumber harvesting, which would be sensibly time consuming regarding my schedule and the remaining time. I do however sought to imitate NE Wisp animations but threw in the towel quickly. Who knows I'll gain a breakthrough and implement it in a fancy way ?
The faction feels like a vague industrial fire cult, but does not feel tied to Ragnaros.
That is mostly because I haven't finished the resource description I wanted to circumvent the obvious choice and directly flip the table. Ragnaros here is more a horizon than a core, which avoids redundancy. Gods and cults are numerous in the world of Warcraft, so it could be perfectly witness the birth of heresies amid different sentient species. Here is a faction centered around humans harnessing creatures from the earth crust ; believing in the representation they make of Ragnaros. In the perspective of coop-commanders it makes more sense to put humans at the center of the design so it have better relationship with the other humanoids. Furthermore it removes the omnipresent fire/magical aspect by mixing it with neighboring concepts (flint, lava, meteor, sun, plasma, ash, steam, etc) and does not overlap with the existing Fire Lord. They can coexist with a true faith Ragnaros faction and brawl each others. Religion wars aren't quite exploited in the game.
So yes, I put a heavily industrial fluff on top of it to glue all of this together ; yet more you advance in the tiers, more you bump into fire centered units. Finally you can summon a Ragnaros Avatar at tier 3.
Complexity aside (I'll touch on that later), the global menu's abilities were cool and reasonably well-balanced. The [E] is a standout that I used often; it's simultaneously powerful, but also has drawbacks (lots of Ember Points, and is kinda wasted being used on weaker units). It's like a more clutch Holy Light.
While the Ember cost won't be spend for other stronger abilities, I'm considering nerfing it a bit. This is sacrificing 1% global attack speed bonus for 1000 HP healing tho, so in late game it can make some difference. Maybe reducing the healing to 600-800 HP.
Salavamander starts at 0 mana. Not sure if it's intended
There's two (three) main reasons
Heat treatment is very strong so I don't wanted to make it able to cast it once or twice when freshly trained
Its passive can suck mana on enemies when attacking them, this pushes the Salavamander to actively seek juicy heroes/casters instead of waiting for the mana to come
The upgraded passive grants it a flame aura and increased damage while being over the max of mana ; so it makes this power spike a bit later
Yet setting its starting mana is a balance leverage. I'm also considering a rework of its upgraded passive.
"Heat Remain" sounds wrong; remain is typically not a noun. Something like "Leftover Heat" or "Residual Heat" makes more sense.
That is a good point nonetheless. It is tricky for me to find both coherent and exclusive names for my heat based stuff.
It is clear you're not aiming for a "5th race"-style faction. This techtree is one which you love the more you play… but on the flipside, it's really overwhelming early on - and I've done 3 playthroughs already.
On the other hand I cannot remove elements since they are needed, nor fusing them at the risk of cranking the complexity even higher.
I made this faction to let players compose their army with different combos. The bread and butter is Black legions, Cinderlings, Crust grinders, supported by Black Summoners. You can even go wild by going full Steamlings, or full Fire Giant, or Full Juggernaut/Fury, or full Harbinger, or Full Crust Grinder, etc.
Furthermore a lot of the abilities are passive/auto to concentrate the micro on the heroes and main casters ; else it would be indeed much worse than my previous contest entry (ADHD).
The number of upgrades is overwhelming. I thought this was just my vibe and unfamiliarity at first, but then I went into the World Editor and saw you have 37 upgrades! That's more than double Undead's! This is not just a design preference, but actually will impact late-game balance. A faction with many upgrades will mean that in the ultra-late game when they're all researched, they'll be OP.
Like you said later, even taking in account the exclusive upgrades this is on the upper limit of Warcraft 3 scope (to the point of hindering clarity, I concur). I also wanted to experiment a Age of Mythology minor god system on Warcraft 3. Maybe I'll add the 4th Aspect of Fire and regrouping existing secondary upgrades in it ; which will both nerf the overall faction and synthesize it further. Late game OP is another concern of mine. I'm still testing doomstacks but even Insane AI can be exploited... I am interested however on how you would simplify things.

While I was expecting this kind of feedback, mostly because I also bumped into the same problems, it is always a pleasure to get my blind spots covered by good insight. Let's see what a half dozen updates would do. Don't hesitate to send replays by the way.
 
This is a bit outside my capabilities, because detecting harvesting is quite tricky. Also I don't know how to approach a custom based lumber harvesting, which would be sensibly time consuming regarding my schedule and the remaining time. I do however sought to imitate NE Wisp animations but threw in the towel quickly. Who knows I'll gain a breakthrough and implement it in a fancy way ?
Riki's faction does it so you can reference it. To my mind, it's not too difficult to do if you can use a custom Gather ability based off Channel that only targets trees. Then you'll need to trigger the fire FX, green floating +1, removal of HP from the tree, and auto-recast after the tree dies.

While the Ember cost won't be spend for other stronger abilities, I'm considering nerfing it a bit. This is sacrificing 1% global attack speed bonus for 1000 HP healing tho, so in late game it can make some difference. Maybe reducing the healing to 600-800 HP.
I just played another game, and do agree it needs to be nerfed. The synergy with Fallen God is a bit much. I previously suggested making the benefit and cost more dynamic, e.g. heals up to 1000HP, and costs 2 ember points per 100HP.

On the other hand I cannot remove elements since they are needed, nor fusing them at the risk of cranking the complexity even higher.
I made this faction to let players compose their army with different combos. The bread and butter is Black legions, Cinderlings, Crust grinders, supported by Black Summoners. You can even go wild by going full Steamlings, or full Fire Giant, or Full Juggernaut/Fury, or full Harbinger, or Full Crust Grinder, etc.
Furthermore a lot of the abilities are passive/auto to concentrate the micro on the heroes and main casters ; else it would be indeed much worse than my previous contest entry (ADHD).
I think you probably shouldn't remove any units and their abilities, but upgrades have a lot of room to streamline. For example, does your faction really need upgrades for building HP and regen? You could probably also remove a bunch of the global abilities.
As I predicted though, this faction definitely grew on me as I played it more. The units are somewhat esoteric in design, and the techtree vast and complicated - it makes it difficult to understand what everything is, but the more you do the more you appreciate the quirks in each unit.

Attached is a game vs Insane AI I played. The main new things I found from it:
  • Think in general the faction is a bit overtuned. The global heal as mentioned, but also think Awakeners are a bit too strong early on. A flying caster with good DPS straight out of T2 is asking for a bit of trouble. I lost both heroes this game in dumb ways, but ended up rolling over the AI.
  • I tried using the main caster, but their abilities feel quite low impact. Magma Pillar feels very weak for a T3 spell.
  • There's a bug sometimes when the gold generation just stops. Not sure what causes it but I had to unload and reload wisps at one point.
  • Heat Canal heal might be a bit too strong.
  • It seems very hard to accumulate enough points to summon Ragnaros. It's also a huge opportunity cost, given you need to not use other global abilities instead to save up 100 Ember points.
  • Some floating text n/5 for n-number of wisps in the gold mine would be handy, if not borderline necessary.
 

Attachments

I just played another game, and do agree it needs to be nerfed. The synergy with Fallen God is a bit much. I previously suggested making the benefit and cost more dynamic, e.g. heals up to 1000HP, and costs 2 ember points per 100HP.
I'm gonna cook something to circumvent that.
Awakeners are a bit too strong early on. A flying caster with good DPS straight out of T2 is asking for a bit of trouble.
For a 4 food unit they have 19+1D3 every 2 seconds, which is comparable to a bit more than two standard casters. On the other hand they don't have the raw punch of a T3 heavy magic air.
They benefit from attack and armor upgrades, although I'm gonna throw in some tweaks.
Cost increased from 220 70 to 225 75
Armor reduced from 2 to 1
Attack cooldown increased from 2 to 2.4
Caster upgrade cost increased from 100 50 + 100 to 125 75 + 100
Caster upgrade also increases its attack speed by 10% per level
I tried using the main caster, but their abilities feel quite low impact. Magma Pillar feels very weak for a T3 spell.
Its spells are there to stack with other bonuses, but I'd say the Plasma ring is the least elegant aspect of my faction by my standards.
The Magma Pillar can block the path of enemies and getting several of them assures you get the full +30% bonus damage. The enemy might also waste micro and DPS destroying these. Black Summoners are spammable so you can fill the map with Magma Pillars lol.
+25% attack speed from Lesser Reignite, +25% for picked up Heat Remains, up to +60% with Flint Aura, +150% from Steam Shot, +10% from Cooling Systems, ~+5% from Ember points, +10% from Artificial Sun, all of that could shred a lot of things.
It seems very hard to accumulate enough points to summon Ragnaros. It's also a huge opportunity cost, given you need to not use other global abilities instead to save up 100 Ember points.
There's two (three) tricks
Bonk your units in your base so heat canals can use their passive ; Deeper canals increases this generation by 50%
Upgraded Heart of Magma can scatter a lot of small heat remains if you use Crust Grinders in the front
Picking Flow Stabilizer early can scatter more heat remains to pick up
I'm gonna also add a cheatcode to give Ember points if you want to test.
Heat Canal heal might be a bit too strong.
I'm gonna cook something too.
Some floating text n/5 for n-number of wisps in the gold mine would be handy, if not borderline necessary.
That could work indeed, but depending on the other custom factions around there's a hardcoded limit for floating texts. I'm gonna make it in the meantime.
 
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1.0.1 uploaded
Fixing some stuff, more is yet to come !
Action Bar
Tier 1 abilities have 3 levels, improved at Tier 2 and 3
Tier 2 abilities have 2 levels, improved at Tier 3
The levels can retrograde if the player loses its last highest main building tier
Flare
AoE changed from 2000 to 500/1000/2000
The effect was too strong and accessible in the early game. The Tier 3 matches the previous power
Artificial Sun
Set hour changed from 12 to 12/9/6
Updated tooltip to reflect the Ember Point reduction cost through Aspect of Sky bonus
Attack speed bonus increased from 5% to 8%
Since it lasted for only 6 hours for 5% attack speed, it was more interesting to increase its duration with levels.
Remember it only affects faction units, heroes and buildings

Greater Reignite
Heal reduced from 1000 to 600/800/1000
If the target is under the effect of a Heat Remain, half of the healing is replaced and converted by attack speed duration
Tunnel
Level 2 tunnel cost reduced from 30 to 20 Ember points
Level 2 tunnel gain +50% HP
Redirection
Base Damage increased from 250 to 250/300
Damage nearby main buildings still 125/125
Updated tooltip to reflect the Ember Point reduction cost through Aspect of Sky bonus

Wisp
Turn rate increased from 0.6 to 1
Training time reduced from 15 to 14 seconds
Matches a bit more NE Wisps, the turn rate has been increased to make it a bit less awkward to use and gather.

Black Legion
Projectile model made smaller
Awakener / Harbinger
Cost increased from 220 70 to 225 75
Armor reduced from 2 to 1
Attack cooldown increased from 2 to 2.4
Projectile arc reduced from 0.15 to 0.05
Caster upgrade cost increased from 100 50 + 100 to 125 75 + 100
Caster upgrade also increases its attack speed by 10% per level
Adjusted shadow position and size

Harbinger
Attack animation is faster (doesn't change DPS nor damage point/backswing)
Tweaked the model to remove the attack sound and particles
Projectile launch Z reduced from 60 to 0
Shadow changed from unit to flying
Like @GhostThruster said, it was a bit too threatening to have a magic damage at T2. Its attack speed have been reduced and compensated through upgrade to match the previous T3.
Juggernaut
Adjusted shadow position and size

Fury
Adjusted shadow position and size
Shadow changed from unit to flying

Hub
Can now drop wisp one by one
Goldmine can also make the hub drop wisps

Fallen God
Attack cooldown increased from 3 to 3.25
HP reduced from 200 to 100

Heat Canal / Geothermal Station
Cost increased from 145 45 to 150 50
Repair cost increased from 170 45 to 180 60
HP reduced from 650 to 625
Ember point generation increased from 0.1 to 0.5 per minute
Ember point generation reduced from 0.5 to 0.1 for 30 seconds when using Heat Source, reset at each new occurrence

Geothermal station
HP reduced from 800 to 775
The healing was a bit too strong for this cost, and the player was incited to bonk their units to automatically generate Ember Points. The Deeper Canals upgrade would have a bit less impact
Bug fixes
Adding a 6th or more wisp in a hub pauses the gathering Fixed
Geothermal station doesn't reduce Ember Point generation when destroyed Fixed
Impaler Tower doesn't reduce Ember Point generation when destroyed Fixed
Reign of Terror form gain +2 armor Fixed, wasn't intended

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You don't see how many wisps are working on the mine
You can target enemies with Reignite
Reign of terror does not reset correctly the height of the Fallen God the first time when finished
The attack button of the Fallen God disappears when its Reign of Terror starts/finishes
You can farm ember points by damaging a unit in your base manually and letting heat canals cast their heat remains
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 25 while the orb add 25 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
The Multiboard may not show for other than Player 1
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP

Planned next
Within my abilities and remaining time
Add the 3 secondary elements with their respective content
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier
Make heat remain pickup more precise
Custom sounds for building
Custom voicelines for events
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra)
Add hero glow to heroes Added through ability
 
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1.0.2 uploaded
More fixes and balance
General
Artificially added team glow is now colored more reliably
Adjusted buildings shadow textures
Better placeholder icon for the Greater Embers Upgrade
Goldmine has some sight range

Additional Vent
Made more reliable on building application
Movement speed bonus AoE increased from 900 to 2000
No longer add Heat Source to all buildings
Now reduces the Ember Generation penalty from 40 to 15 seconds
This rework should make the application less chaotic and more synergized with ember generation, as other buildings would tend to be busy doing stuff instead of healing.

Action Bar
Flare
Detection range changed from 1000 to 500/1000/2000 to match the vision
Tunnel
Level 1 no longer able to load units level 5 or more
Drop period changed from 0.125 to 0.15/0.1
The drop period is now dynamic depending on if the tunnel owner is tier 3 or not
Avatar of Ragnaros
Melee range reduced from 250 to 225
Base damage reduced from 63 to 58
Bonus damage reduced from 25 to 20
HP reduced from 4000 to 3000
Ragnaros Wrath
New ability
Slow nearby enemies for 4 seconds and deals them 150 damage
For each hit enemy, increases the attack speed of the Avatar by 25% for stacking 3 seconds.
Burst
New ability
Fires one projectile per enemy within between 250 and 700 range, dealing 100 mana burn, in quick succession
Can only target enemies with at least 100 mana
Each projectile costs mana
Max 10 projectile, or until mana depletion

Awakener/Harbinger
Armor type changed from Unarmored to Small
Heat Canal / Geothermal Station
Base Ember Generation reduced from 0.5 to 0.25 per minute
Ember Generation reduction duration increased from 30 to 40 seconds
It was too strong, the player could just print abilities.

Mantleress
Slightly edited the model to tweak the green glow into red
Magma Mantle
HP per second reduced from 25/33/40 to 25/30/35
Damage per second increased from 10/12/15 to 10/13/16
Mana cost increased from 100 to 105
Cooldown increased from 10 to 12 seconds
This ability was too strong on light units at level 3, and a bit too spamable from a high intelligence hero. The role of the ability stays the same, but to compensate its damage was increased slightly.
Solidification
Attacks against the targets now sound like stone

Fallen God
New icon (might evolve again)

Bug Fixes
Meteor damage not upgraded at Tier 3 Fixed
Artificial sun hour doesn't upgrade with level Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You don't see how many wisps are working on the mine
You can target enemies with Reignite
Reign of terror does not reset correctly the height of the Fallen God the first time when finished
The attack button of the Fallen God disappears when its Reign of Terror starts/finishes
You can farm ember points by damaging a unit in your base manually and letting heat canals cast their heat remains
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 25 while the orb add 25 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
The Multiboard may not show for other than Player 1
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP

Planned next
Within my abilities and remaining time
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier
Make heat remain pickup more precise
Custom sounds for building
Custom voicelines for events
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra) New icon but needs rework
Add hero glow to heroes Added through ability
 
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1.0.3 uploaded
Even more fixes and balance
General
Fury upgrade now requires Tier 3 and Factory
Impaler tower upgrade now requires Foundry
Steam Engine upgrade now requires Factory
Tier 2 and 3 specify it improves the action bar abilities
Tier 2 cost increased from 240 210 to 320 210
Tier 3 cost increased from 210 210 to 360 210
This would make things a tad more logical

Action Bar
Spawn Fire Giant

Cannot longer spawn a Fire Giant if there's not enough supply

Launch Pad
Attack damage against air reduced by a third
Removed the impact VFX against air
Build time increased from 35 to 40 seconds
Level increased from 3 to 4
With its access to numerous upgrades compared to other siege weapons, as well as its high AA punch made it too rewarding when massed. Hence the risk was increased without changing much its role.

Mantleress
Hero Glow now directly on the edited model rather through an ability (thanks @General Frank for the tutorial !)

Fallen God
Hero Glow now directly on the edited model rather through an ability (thanks @General Frank for the tutorial !)

Metalmorph
Attack cooldown increased from 2 to 2.1
Metallic Flesh
Fixed typo
Bonus damage reduced from 10/15/20 to 8/12/16
Bonus armor reduced from 3/5/7 to 3/4/5
The Metalmorph was hitting a bit too hard for a mana-free passive ability. This also nerfs Lashing Strike indirectly a bit.
Bug Fixes
Trapper Shredder may get paused indefinitely after finishing shredding Fixed
Tunnel level 2 tooltip not updated Fixed
Heat Source tooltip not updated Fixed
Cooling Systems tooltip doesn't mention Trapper-Shredder Fixed
Additional Vent movement speed bonus ability required Deeper Canals Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You don't see how many wisps are working on the mine
You can target enemies with Reignite
Reign of terror may not reset correctly the height of the Fallen God the first time when finished May have disappeared somewhat
The attack button of the Fallen God may disappear when its Reign of Terror starts/finishes May have disappeared somewhat
You can farm ember points by damaging a unit in your base manually and letting heat canals cast their heat remains Is now less of a problem
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 25 while the orb add 25 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
The Multiboard may not show for other than Player 1
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP

Planned next
Within my abilities and remaining time
Add the 3 secondary elements with their respective content
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier
Make heat remain pickup more precise
Custom sounds for building
Custom voicelines for events
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra)
Add hero glow to heroes Added through ability
 
Last edited:

Note: I had played the race just on the very first version, so probably my impression will be somewhat outdated.

OVERALL, I liked this custom race. At first, I thought that you would create something like we see in Firelands or one of the latest WoW raids - Amidrassil, all that army with flame worms, dragons, and dozens of unusual fire elementals. Then I read that you created a "cult of mortals", so I immediately thought about Twilight Hammer, but styled in red.

Your idea surprised me, at least. I especially loved that "building finished" animation - how nearby land burns down to ashes, cool!

In terms of BALANCE, I thought that Ember grew very slowly, even when I started to build more farms to accelerate its grow tick. I hardly imagine that you could have 100 Ember at some point of the game on this map, especially in a 1 vs 1 battle.
Am I right that the Teleporter idea was inspired by the Age of Mythology Hades teleporter building?

Heroes are strong enough, especially that flame knightess. Overall Ember mechanic allowed me to quickly regenerate the desired weakened unit back to normal in a short time, its so bizzare and cool.

In the end, I want to say that this Ragnaros interpretation have its right now exist - mysterious, everburning, and with cool ember mechanic.
Like!
 
Thank you for your feedback.
In terms of BALANCE, I thought that Ember grew very slowly, even when I started to build more farms to accelerate its grow tick. I hardly imagine that you could have 100 Ember at some point of the game on this map, especially in a 1 vs 1 battle.
In all versions each picked up level of heat remains also give 1 ember point.
For example if your level 10 hero dies, it drops a level 10 heat remain which gives 10 points when picked up. Units are however constant.
Heat canals can also give level 1 heat remains.
In later version I increased the Heat Canal generation but nerfed the ember point farm through Heat Canal.
1v1 or not it should have roughly the same generation since it is tied to your base and how your units are bruised. This faction doesn't encourage to sacrifice units at all (because XP feed to enemy heroes...) but makes setbacks and coming back a bit smoother. You may just also keep stacking ember points to be overwhelming. On a side note I'm planning on tempering somewhat excessive stacking ; maybe after 100-150.
[EDIT] I forgot to mention Orb of Magma and upgraded Heart of Magma (Crust Grinder).
Your idea surprised me, at least. I especially loved that "building finished" animation - how nearby land burns down to ashes, cool!
Well long story short I just wanted to change the tiles direcly in a random yet cosmetical effect. However thank you Blizzard any direct changes in the terrain is reflected on the minimap, which will spoil building location in the fog of war ! So I had to be creative. Spawn blight then remove the blight generation. Tadah ! The rest is just some free to grab eyecandy.
Heroes are strong enough, especially that flame knightess.
After numerous tests I tuned them down a bit. The Fallen God tanked way too well and the mantleress healing was too interesting at level 3.
The Flint Knight role is to support the frontline and apply the logic of "hit on me and find out". The Flint aura can stack really well with heroes and tanking units constantly being healed, but that implies being actively involved in combat. While being a warrior heroine she's not a super tank like the Paladin, Fallen God or Tauren Chieftain.
Overall Ember mechanic allowed me to quickly regenerate the desired weakened unit back to normal in a short time, its so bizzare and cool.
Remember it sacrifices attack speed to heal a bit. I recently nerfed it a bit too, since it was intended to be an emergency trick.
Note: I had played the race just on the very first version, so probably my impression will be somewhat outdated.
Yep it is a bit. I'm surprised you haven't bumped on the old softlocks. Well the new version I'm flooding doesn't bring groundbreaking changes however it makes less and less rough around the edges.
OVERALL, I liked this custom race. At first, I thought that you would create something like we see in Firelands or one of the latest WoW raids - Amidrassil, all that army with flame worms, dragons, and dozens of unusual fire elementals. Then I read that you created a "cult of mortals", so I immediately thought about Twilight Hammer, but styled in red.
I'm am not fond at all of the WoW extended lore, even less knowledgeable about it.
I wanted to make a twist, starting by "what if humans worshiped Ragnaros in their own way, would that be heresy ?" and then continued into this fluff. By no means my stuff is cannon but it could be. I find the "roar grr I am the big bad evil fire lord of the flame" trope completely stupid. So I used my actual grown up world builder skills to cook something really good. Well it is a one shot due to the contest context.
Am I right that the Teleporter idea was inspired by the Age of Mythology Hades teleporter building?
Yes and no. I can't remember if I got inspired by it consciously or not. However there's multiple aspects inspired from Age of Mythologies : spawning a titan, fire giants, global abilities, units having passive/automatic abilities to mess up the fight, and most importantly selecting a secondary element (minor god) which gives exclusive upgrades/unique units/buildings.
 
Last edited:
1.0.4 uploaded
Even more fixes and balance (even though deepy don't like the version spam).
Ember points was significantly nerfed, and made the tech printer going less brrrrrrr
General
Added the cheatcode -fireitup XXX to add XXX ember points, only enabled if there's only one user in the game (don't put aberrant values as it would hurt Warcraft 3 itself)
Made Ember point generation timer events a bit more secured to avoid division by 0
All exclusive & aspect techs now also cost Ember points (in red in logs)
Reinforced/Regenerative Granite costs changed from 100 100 45 to 50 75 35 5
Cooling/Overburst Systems now costs an additional 15
Additional Vents/Deeper Canals now costs an additional 20
Heavy Plating/Coal engine now costs an additional 20
Each aspect now costs an additional 25, their secondary techs 5 by default
Steamling tech, Harbinger tech, Fury tech costs 15 instead
Base generation reduced from 1 to 0 per minute
After 100, half of the surplus is converted into 0.01 HP regen instead ; for example
0 to 100 : +0 to +10% attack speed (like before)
101 : +10.05% attack speed, +0.005 HP regen
150 : +12.5% attack speed, +0.25 HP regen
200 : +15% attack speed, +0.5 HP regen
This makes Ember Points more like a 3rd resource which will nerf its usage without having to compensate the power creep of techs by making them more expensive in gold and lumber. The overstacking attack speed is also another concern. Thus its bonus was converted into a bit of HP regen. Early to mid game should not be changed.

Cinderling/Steamling
Added team color through model

Crust Grinder
HP reduced from 875 to 825
HP bonus from Heavy Plating reduced from 100 to 50 (other units unchanged)
With Metal Aspect they were still too cost effective. This will make them weaker against AoE spells without increasing their cost. Having +2 armor and +11% hp was quite daunting for 150 150 ; now the bonus HP is only 6.5%.

Trapper-Shredder
Now affected by Coal Engine
Coal engine also reduces the cooldown of its ability by 10%

Great Hub
Expanded tooltip
No longer deposit gold (can still deposit lumber)
No longer restricted by goldmine distance for placement
Spawns a bit closer to the goldmine
Ember generation increased from 0 to 1/2/3
This makes expanding a little more rewarding, while being whipped out makes the global generation more logical.

Bug fixes
Heavy Plating mentions not Trapper-Shredder Fixed
Impaler tower attack is disabled when fully charged Fixed
Mantleress cannot attack air Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You don't see how many wisps are working on the mine
You can target enemies with Reignite
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 20 while the orb add 20 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
The Multiboard may not show for other than Player 1
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP
[New] Cinderling glow sometimes blinks a bit
[New] No UI feedback when not having enough ember points for techs and abilities
[New] Redirection may not deal damage when nearby main buildings

Planned next
Within my abilities and remaining time
Add the 3 secondary elements with their respective content
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier
Make heat remain pickup more precise
Custom sounds for building
Custom voicelines for events
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra)
Add hero glow to heroes Added through ability, but some are direct model edits.
 
Last edited:
1.0.5 uploaded
More polishing in the juice and UX. It got closer to the shape I have envisioned.
General
Permanent Glow cost reduced from 100 100 45 to 50 50 30 to match the equivalent Magic Sentry upgrade
New UI for the faction (worker idle button still vanilla)
Made Gold gathering fancier with wisp VFX moving back & forth (just cosmetic)
Dropping wisps will move them according to the position of their VFX instead at the hub
Added Remove one Wisp to main building and gathered goldmine
Added Remove all Wisps to gathered goldmine
Now the player can unload wisps more precisely and even when the main building is upgrading

Added custom UI sounds and messages for the following events
Reality rift started
Reality rift destroyed
Avatar Finished
Avatar destroyed
Avatar resummoned
No direct vision for Action Bar spell
Target point not walkable for Action Bar Spell
Not enough Ember Point
Not enough food for summon
Not enough food cap for summon
Goldmine low/collapsed
Reality Rift available (if was bellow 100 ember points)
Flow Stabilizer damage to the wisp reduced from 100% to 75% of its max HP when starting construction

Action Bar
Reality Rift

Avatar of Ragnaros now counted as Giant
Avatar of Ragnaros has now Hard Skin
Avatar of Ragnaros Transported Size increased from 1 to 8

Heat remains
Pickup range reduced from 50 per level (intended) / 50 + 50 per level (actual) to 50 + 25 per additional level
Pickup range detection margin increased to be a bit more precise
VFX on the ground size increases slightly less per level
When a building is finished, it will push away the heat remains outside so units can pick it up
If the picker was already under the effect of the heat remain, it gives one (1) less ember points (minimum 0)
Heal and time appears as floating texts when picked up
Changed the VFX when spawning a Heat remain
VFX are more transparent and darker if they are enemy
Starts to decay after 5 minutes, losing 1% of its values per second ; its VFX and area also get smaller as it decays.
Farming ember points was too strong with magma orb + flow stabilizer.
On the other hand the QoL improvements should soften UX when there's too many scattered heat remains everywhere, friend and foe.


Cinderling/Steamling
Changed attack and death sounds
Removed heavy step sounds
Turn rate increased from 0.6 to 1
Orientation interpolation reduced from 3 to 0
Fuel Transfer
Cannot longer target buildings, except for mana if they can
Prioritizes units over buildings
Is no longer instant, instead it will launch projectiles which heals the target on impact
The projectiles have a timeout of 3 seconds, after which it is wasted
Heal impact VFX is more transparent to reduce visual overloading

Cinderling
Fixed the blinking team color glow by removing the shadow aura VFX

Steamling
Rescaled the model

Crust Grinder
Heart of Magma
Max charges increased from 20 to 40
Attack speed bonus threshold increased from 10 to 20 charges
Charge VFX made closer
There were an issue where the conversion was either unpractical or too strong. The compromise was to increase the max to make the overcharge less frequent ; it also increases the number of charged projectiles ammo.

Trapper-Shredder
Transported size increased from 1 to 4

Fire Giant
Transported size increased from 1 to 2

Mantleress
New icon and scorescreen icon

Fallen God
New scorescreen icon
Added heavy footstep sounds to the base form
Slightly sped up the walk animation speed of the base form
Slowed the walk animation speed of the Reign of Terror form
Reign of Terror form now has hero glow
Transported size increased from 1 to 2

Metalmorph
New scorescreen icon
Selection size reduced from 1.5 to 1.35
Slightly moved the model downwards
Added attack sound
Added hero glow

Usurpress
New scorescreen icon

Heat canal
Slightly edited the model to remove the spikes

Bug fixes
Meteor dealt ridiculously low damage Fixed
Metalmorph keep finishing its previous order before starting the new one when selected in a group Fixed
Multiboard is only displayed for the first player Fixed
Orb of Magma can spawn heat remains on structures, summons and illusions Fixed
Astral core model details were bouncing Fixed
Wrath of Ragnaros dealt no damage Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You can target enemies with Reignite
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 20 while the orb add 20 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP
[New] Heat canals upgraded Geothermal Station may not be able to use Heat Source

Planned next
Within my abilities and remaining time
Add the 3 secondary elements with their respective content
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier Gold now fancier, lumber remaining
Make heat remain pickup more precise Better now
Custom sounds for building
Custom voicelines for events Cannot replace most of vanilla ones, but it's there
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra) Custom icon added, could be better
Add hero glow to heroes Now done
 
Last edited:
1.0.6 uploaded
This is the official contest entry !
We have here a lot of visual polishing, removing the details which bothered me the most.
Still, some work is left if I want to fully release it, but for the contest I guess it's enough.
General
Added custom sounds for all buildings
Adjusted death time for all units and buildings
Added extra sync safety when playing local sounds
Standardized birth animation for all buildings, based on the Black Dragon building pack (Thank you @General Frank for your tutorial and help !)
Additional Vents new icon
Starting Great Hub has now the finished building eyecandy

Cinderling
Fuel Transfer

HP reduction changed from ability to directly the unit stats
Tooltip updated with bonuses of the Cinderling Upgrade

Crust Grinder
Changed Gutz texture

Black Summoner
New icon

Usurpress
Slightly edited the model to show more TC
Projectile launch Y increased from 64 to 96

Bug Fix
Fuel transfer never reduces HP regen of the caster Fixed, could be from 2.0.2 bug
Fuel transfer researched by default Fixed, forgot to remove it after test
Upgraded Fuel transfer also increases the mana by 25% Fixed, it should only increase HP as intended ; steamling HP cost is also taken in account, so it costs 22.5 HP to give 12.5 HP and 10 mana.
Wisp have magic immunity even without Flow Stabilizer Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You can target enemies with Reignite
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 20 while the orb add 20 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP
Heat canals upgraded Geothermal Station may not be able to use Heat Source
[New] Usurpress ribbons still have white remains

Planned next
Within my abilities and remaining time
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons Done
Make lumber gathering fancier
Custom sounds for building Done
Custom voicelines for events Cannot replace most of vanilla ones, but it's there
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra) Custom icon added, could be better
 
Approved based on Techtree Contest #19 - Results The gameplay does not need to be fast but not a drag either. Complexity is fine if properly executed but when thrown all at once on you (as opposed to for instance per tier level or something) it can frustrate. I feel some thinking for making the thing funner rather than overly diverse would do well.
 
I completely forgot to post the changelog of the 1.0.7.
I also had the motivation to revamp the faction description, and it is now complete !
The map has been updated to reflect some changes mentionned in the log I forgot to put in the build.
Another good news is I just started to optimize the map from JASS into LUA. The long term plan is to make the faction more easy to export before doing that for all my faction, and finally fusing them smoothly together in an ultimate bundle within two years !
General
If a non-ragnaros player picks up a heat remain, gains access to the multiboard
If a non-ragnaros player successfully build or gain a main building, gain access to the multiboard and the action bar
Switching the owner of main building now correctly updates for both the available action bar abilities
Switching the owner of a building with ember generation now correctly updates for both
The cases would be very rare, but not impossible.
Removed the -unstuck function (it wasn't even working anyway)

Black Armor
HP threshold increased from 80 to 85%
Damage is reduced to a minimum of 5 from attacks (lower damage unaffected)
No longer reduces poison type damage
This ability effectively added 57% more HP (20% of the HP with damage multiplied by 0.35) to affected units. Furthermore if constantly healed it caused the unit to be too tanky than intended. These small changes would nerf a bit the Black Armor in the early game where non-upgraded & unbuffed enemies don't have much punch.

Heat remains
Displayed HP on pickup shows the actual amount and not the total input
When spawning it immediately checks for pickup instead of waiting for a first period
The disc special effect is now much faster on fade in-out
The blast VFX on spawn gets proportionally slower with the level (speed from 2 to 2 - (level-1)*0.1)

Wisp
Ignite
New icon

Black Summoner
Plasma Ring
New model
Can now be selected

Awakener
Maximum roll angle reduced from 25 to 0
Lava plume
Now deals damage and affects ground units as intended
New buff icon as intended

Launch pad
Cost increased from 250 50 40 to 260 55 42
Turn rate reduced from 0.6 to 0.4
Maximum roll/pitch angle increased from 10 to 45
Orientation interpolation increased from 0 to 1
Elevation sample point/radius increased from 0/20 to 4/50
Propulsion window reduced from 60 to 30

Juggernaut
Maximum roll angle reduced from 5 to 0
Elevation sample point/radius increased from 0/20 to 2/100
Propulsion window increased from 60 to 120

Trapper-shredder
New icon
Maximum roll/pitch angle increased from 10 to 45
Orientation interpolation increased from 0 to 1
Projectile launch Y increased from 0 to 32
Elevation sample point/radius increased from 0/20 to 4/50
Button position set from 0-0 to 2-0
Mana increased from 0 to 300
Starting mana increased from 0 to 75
Mana regen increased from 0 to 0.72
Trap
The chain and head are now darker
The chain and head gets more transparent when returning
New icon for its burning buff
Mana cost increased from 0 to 50 mana
Missing refunds 40 mana
Burning stuff increases its mana regen by 0.5/s
Caught hero is freed midway without being chewed, refunding half of the ability cost
Damage increased against units from 50+100 to 50+120
Hitting a building deals 50 damage and refunds half of the mana cost instead

Fire Giant
Updated the model so the attack animation speed is no longer tied to an artificial attack speed modifier

Flint Knight
Base strength reduced from 22 to 21
Strength per level increased from 2.4 to 2.67 (total from +21.6 to +24.03)
Base agility reduced from 17 to 16
Stats standardized to 50 base + 54 at level 10
Reignite
No longer gives ember points
Gets canceled if cast on an enemy to avoid accidentally targeting them

Mantleress
Base strength reduced from 17 to 15
Intelligence per level increased from 2 to 2.23 (total from +18 to +20)
Stats standardized to 50 base + 54 at level 10
Magma Mantle
Healing divided by 4 on mechanical units
Healing doubled on unit under solidification
Heal reduced from 25/30/35 to 25/27/29 per second
Damage increased from 10/13/16 to 12/15/18
AoE reduced from 150/200/250 to 150/190/230
No longer targets the caster as intended
Tectonic rift
No longer damages the caster

Fallen God
Base strength reduced from 25 to 23
Strength per level increased from 2.7 to 3 (total from +24.3 to +27 at level 10)
Stats standardized to 50 base + 54 at level 10
Seismic toss
Half cooldown and mana cost if cast on an ally
Mana cost reduced from 90/80/70 to 90/75/60
Due to the low damage of the ability and the low mana potential of the fallen god, its use has been made easier.
Power Up
Mana cost reduced from 110 to 100
The shield can regenerate above 100%
The shield breaks if it stays over 100% for 5 seconds instead of instantly (the period resets if bellow)
The bonuses granted by the shield are capped at 100%
Cooldown reduced from 20 to 15 seconds
As a reminder, if cast while still active will just reset to default
The shield had a tendency to expire too quickly. This coupled with the low mana potential of the Fallen God made this ability too expensive.
Neverending
Mana cost increased from 25/10/5 to 50/40/30
Cooldown increased from 10/10/10 to 20/20/20
AoE reduced from 600/600/600 to 300/450/600
This ability was too spammable for a too strong disruption effect. It also had too much range in the early game.

Titan of Innovation
Base intelligence increased from 16 to 17
Stats standardized to 50 base + 54 at level 10

Metalmorph
Base strength reduced from 19 to 17
Base agility reduced from 21 to 18
Agility per level increased from 2.4 to 2.45 (total from +21.6 to +22.05)
Base intelligence reduced from 16 to 15
Stats standardized to 50 base + 54 at level 10

Usurpress
Base strength reduced from 16 to 14
Agility per level increased from 1.5 to 1.56 (total from +13.5 to 14.04)
Stats standardized to 50 base + 54 at level 10

Heat Canal
New icon

Bug fixes
Fire giant attack speed gets much faster than intended when under the effect of Reignite Fixed
Trapper-Shredder may launch a new hook during an active grind Fixed
Trapper-Shredder gets paused after finishing its first trap Fixed
Greater Embers bonus was enabled by default without needing the tech for Heat Source and Reignite Fixed
 
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