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Against the Darkness: 3.1.3

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
IMPORTANT NOTICE: Patch 1.31 has introduced an issue where the game will desync randomly. I am currently researching a fix for this. In the meantime, it appears AtD is not consistently playable.

Against the Darkness 3.0 has been released! This is by far the biggest, baddest, and most exciting version ever released and contains Death Knight AI, multiple new and reworked abilities, and over 30 additional updates. Check out the AtD forums for more information.



Version 3.1.3 (08/28/2016)
1. Fix: "Feast" ability cancellation exploit patched
2. Fix: Item bonuses removed after an Elite item is removed due to item restrictions
3. Fix: Death Knight will show up in all victory cinematics
4. Fix: Orc Death Knight should face correct direction in victory cinematics
5. Balancing: Cost of all Elite items set to 850 gold
6. Balancing: Frost Guard Evasion reduced from 25% to 20%
7. Balancing: Storm Guard Critical Strike bonus reduced from 4x to 3x.
8. General: Elite Items can now be dropped after they are purchased.


Version 3.1.2 (01/09/2016)
1. Fix: Can no longer spam cast Frozen Blast
2. Fix: Village Porter will no longer run through trees, out of bounds, and into water.
3. Fix: Nature's Protection tree orb effect granting true sight has been restored.
4. Fix: Swift Shot will not trigger additional damage when Iced Arrow is cast.
5. Items: Staff of Silence cost increased to 60 gold (from 40)
6. Items: Crumbling Figurine cost reduced to 50 gold (from 85), Agility boost increased by 1, and armor boost increased by 2.

Version 3.1.1 (05/11/2015)
1.Bug fixes for bugs introduced in 3.1.0

Version 3.1.0 (04/27/2015)
1. Code: Replaced all "wait actions" with Vexorians "TimerUtils" handles and structs. This results in exceptionally accurate delays/waits, smoother-looking spells, less lag, and also decreases the chance of desyncs. You will notice the difference.
2. Ability Buff: Warden Sorceress "Incarcerate" duration increased to 10.0 seconds, mana cost reduced to 120, cooldown reduced to 60.0 seconds.
3. Ability Nerf: Nature Mage "Nature's Protection" duration changed to 6.0 seconds at every level, healing percentage now scales to 30/40/50/60% of intelligence every 0.5 seconds.
5. Quests: Lost Beetles Quest: Staff of Location hint changed to be more helpful.
6. Quests: New Quest, Zombie Exorcist. Help the Village Hero save the souls of those who have returned from the dead. Requires 1,000 AtD points.
7. Units: Militiaman lumber cost increased to 25, gold cost to 10
8. Units: Rifleman lumber cost increased to 50, gold cost to 15
9. Units: Catapult Defense lumber cost increased to 10
10. Units: Hover-Gunner Defense lumber cost increased to 25
11. Units: White Magic Defense lumber cost increased to 40
12. Fix: AI Death Knight should no longer randomly attack The Seafarer
13. Fix: AI Death Knight will now seek out Death Hunters when there are no more creeps left on the map
14. Fix: Medicine Doctor: Aura of Regeneration Icon corrected
15. Fix: Medicine Doctor: Lunar Owls tooltip title corrected
16. Fix: AI Death Knight occasionally becoming permanently invisible after casting Ghost Walk has been fixed.
17. Balancing: XP is no longer given for critter kills

Version 3.0.32 (12/30/2014)

1. Removed some AI debug messages that escaped my attention in 3.0.31
2. Fixed bug where a second victory cinematic when the Doom Timer ended and victory had already occurred
3. Minor changes to AI Death Knight flee behavior

Version 3.0.31 (12/21/2014)

-New Ability: Architect's Bravery Aura replaced with Leadership
-Units: Wheat Storage is now Wheat Farm with new model. Hitpoints increased from 100 to 125. Collision and pathing size increased.
-Units: House of Knowledge now requires a Trading Outpost instead of a Recruitment Lodge
-Units: Catapult Defense System now only requires a Harvesting Center
-Units: Hover-Gunner Defense System now requires a Harvesting Center, College of Research, and Trading Outpost.
-Units: White Magic Defense System now requires a House of Knowledge instead of a Recruitment Lodge
-Items: All Gold Coins removed from map
-Item Nerf: Staff of Nature's Might damage bonus decreased from 30 to 25.
-Item Nerf: Sacred Force Blade damage bonus decreased from 45 to 40.
-Items: Tiny White Magic Defense System added to creep drop and now purchasable by the Death Knight
-Gameplay: Normal Mode Hero Respawn extended to cover the duration of game time until Doom initiates.
-Gameplay: Hints have been shortened to be less distracting.
-Fix: Infernal Strike tooltip fixed
-Fix: AI Death Knight will use all healing items more intelligently
-Fix: Fixed/Updated Architect's tooltip when clicked for information during Hero Selection
-Code: Minor improvements to conditional logic for several spells (replaced == false with return not)


Version 3.0.2c (09/25/2014)

1. Bug Fix: AI Death Knight should no longer stall for long periods of time. This bug was due to the Hero attempting to attack invisible units under the shadow meld affect.
2. Bug Fix: Great Cleave will no longer trigger for units out of melee range. This prevents the spell proceeding for units that are spirit-linked or hit by Arcane Thunder Clash
3. Bug Fix: DK should now always be visible in his winning cinematic
4. Bug Fix: AI Doom Reinforcements will no longer stall out
5. Balancing: Fisher's Net ability duration reduced from 4.0 to 3.0 seconds.
6. Balancing: Immolation removed from Fyre-Storm's blade.
7. Balancing: Shared Vision no longer given to Death Knight in Doom
8. Terrain: Modified terrain in Forest of Deception
9. Units: Changed model of Deceiver Shop of Goods

Version 3.0.2b

1. Bug Fix: Remedied massive lag spikes when a Hero with the Sacred Force Blade attacks Necrofiends that are under the effect of Spirit Link.
2. Fix: Updated text that is displayed when the incorrect answer is chosen during the Game Keeper's Challenge.

Version 3.0.2

1. Fix: AI Death Knight will now use healing wards more intelligently
2. Fix: AI Death Knight will no longer travel further than 1500.0 to pick up a dropped item
3. Fix: AI Death Knight will now always attempt to shop when in range of a shop
4. Fix: AI Fenris Killgore will once again utilize Selectable Teleport to escape battle
5. Fix: Blue Albatross will no longer drop key after quest is complete.
6. Balancing: AI Fenris Killgore base armor increased to 4 from 2
7. Balancing: Fenris Killgore base armor increased to 2 from 0


Version 3.0.1d

1. Fixed condition that was preventing the AI Death Knight from fleeing effectively.

Version 3.0.1c

1. Fixed a critical bug that caused Player 11 to desync whenever the Drunken Rocket ability was cast.

Version 3.0.1

1. Updated the Death Knight flee system to take into account multiple nearby Heroes, available resources, flee destinations, and many other conditions. Basically, the Death Knight AI works whole lot better now!


Version 3.0
1. AI: Added Death Knight AI. Now you can play alone offline or with a small group of friends against an
intelligent, CPU controlled Death Knight!
2. Victory conditions changed slightly. If time expires in Doom, the Death Knight now wins the game.
3. Balancing: Nether Spire hit points reduced from 1000 to 650.
4. Balancing: Nether Portal hit points reduced from 5000 to 4500.
5. Balancing: Taunt removed from Frost Wolf and Forest Wolf, replaced with Frost Claws and Envenomed Claws.
6. New Quest: Game Keeper's Challenge
7. Reworked Quest: Ancient Mariner's Stolen Key
8. Reworked Quest: Farseer's Lost Wolf
9. Reworked Quest: Sickly Pig Farmer's Cure
10. New Ability: Incarcerate, Warden Sorceress. Replaces Justice.
11. New Ability: Infernal Strike, Tauren (Ancestral Call). Replaces Pulverize and Bash.
12. New Ability: Wrath of Midas, Architect. Replaces Archichaos.
13. Ability Rebuild: Elune's Pact, Warden Sorceress. Previously 'Betray'.
14. Ability Rebuild: Nether Prison, Death Knight Level 13 Ultimate.
15. Ability Buff: Assassin's Strike minimum range reduced to 50.0 from 200.0
16. Ability Buff: Leech now damages for 2.5/3/3.5/4 times Intelligence. Self heal reduced from 100% to 75% of total damage.
17. Ability Buff: Lunar Owls now has a 5% chance to heal the damage dealt from an owl back to the Nature Mage.
18. Ability Buff: Storm Ward lightning damage increased to 20/30/40/50 per level.
19. Abiliy Buff: Vampire Bat cooldown reduced to 180 seconds from 220.
20. Ability Buff: Echo Location recoded and text warning to Death Hunters removed
21. Ability Nerf: Iced Arrow freeze duration reduced from 1/2/3/4s to 0.5/1.0/1.5/2.0s and removed temporary invulnerability.
22. Ability Nerf: Nature's Protection duration reduced by 5 seconds at all levels to 5/10/15/20 and cooldown decreased from 120s to 70s.
23. Ability Nerf: Ghost Walk level 4 duruation reduced from 60 to 50 seconds.
24. Item Nerf: Sacred Force Blade "Energy Pulse" chance reduced from 20% to 15%.
25. Item Nerf: Glaive Shard hitpoint regeneration reduced from 6 to 4.
26. Item Nerf: Glaive Shard heal reduced from 50% to 33% of damage dealt.
27. Item Nerf: Sacred Force Blade Energy Pulse range reduced from 850 to 650.
28. Icon Change: Swift Shot
29. Icon Change: Vanish
30. Icon Change: Cursed Tonic
31. Unit Change: Nether Walker changed to Nether Demon to save map kb space
32. Alternate entrance created to the Forest of Deception
33. Fix: Elixer of the Mountain Giant tooltip corrected
34. Fix: Swift Shot tooltip corrected
35. Fix: Ghost Tauren hit point regeneration removed and tooltip corrected
36. Fix: Lunar Owls will no longer trigger unit replacement from forbidden areas


Report any bugs to 1)ark_NiTe@USEast or to the Against the Darkness forums at www.hiveworkshop.com.

Check out the Bug Report Thread for found bugs, or if you have one to report yourself.

Contents:

I.About the Game
II. Doom
III. Influences
IV. Game Systems
V. Heroes
VI. Shops
VII. Quests
VIII. Game Modes
IX. Items

Against the Darkness is a Hunter vs. Hunted Survival game. A Player may choose to be part of a team of Death Hunters or play alone as the Death Knight. The primary goal of the hunters is to defeat the Death Knight before he is able to reign Doom upon Azeroth. This can only be achieved by working together to quest, creep, and limit the knight's opportunities until the team is strong enough to destroy him. The Death Knight need only survive until the Nether Portal is secured and Doom is completed to win the game. However, his survival can only be guaranteed with a swift eradication of those who have been sent to stop him.


Doom will initiate at the end of the 23 minutes standard game time if the Death Knight is still alive and has not yet killed all of the Death Hunters. This phase of the game provides the Death Knight several regiments of Necrofiends led by Nether Demons. Each regiment is strategically spread throughout the map, allowing the Death Knight to cordon off specific areas to trap and finally defeat the Hunters once and for all. Although this will give the Death Knight a heavy advantage, it does not guarantee victory.

Doom is a challenge that can be overcome by a strong group of allied Death Hunters. Hunters that have leveled sufficiently and collected powerful items to aid them in battle will find this to be true. If the Death Knight outlasts the additional 7 minutes of Doom or defeats all of the Death Hunters, that Player wins the game. At any time in the game the Death Knight is killed or if the Nether Portal is destroyed, the entire force of Death Hunters wins the game.


The game is influenced by several styles of maps, one being the RPG. There are a few areas of the map where your Hero must be a certain level to enter. These areas have higher level creeps that drop better treasures and give more expensive bounties but in turn are very powerful. One of these areas is the Forest of Deception which requires your hero to be at least level 4 and another is the Sunchief's Camp which includes the heaviest creep camp in the game. You must be level 7 or higher to enter here, but the reward beyond this Razormane creep camp is far beyond worth the risk of getting there. These level-specific areas are intended to serve as bonus area that still present a challenge to experienced players.

AtD also draws influence from the Hunter vs. Hunted genre, including maps like Vampirism and Island Defense. Whereas the 'Vampire' or the 'Titan' are the ultimate evil force in these two types of maps, the Death Knight is the antagonist that players battle in Against the Darkness. He is very powerful and can withstand prolonged attacks from ill-equipped or low-level Death Hunters. The Death Hunters are a team devoted to stopping this ultimate evil Hero from his destiny. The Hunters have been dispatched to a small village to prevent the Death Knight from opening a demonic portal and will do so at any cost, even if it means sacrificing themselves to ensure their victory.


Introduced in Version 2.67 is a Spectator System that allows for players who's Hero has been defeated in Death Match mode to continue to watch the rest of the game. The system does not allow the Observer to type, but does allow them to scroll through living Heroes by pressing the right arrow key. This system was designed to provide a way for defeated Players to be able to view the game without cheating through whispers or chat messages while waiting for a remake.

Respawn System: If you are killed by Neutral Hostile creeps any time before Doom arrives, you will respawn at 3/4 health after a 30 second wait. This applies for both the Death Knight and Death Hunters. If you die to your opposing team, however, you are dead for the entire game.

Creep Respawning: An older system that has been around for a while in Against the Darkness is a creep respawn system, which respawns creeps across the map at pre-determined time intervals. This system is 100% leakless and lagless, efficiently redistributing creeps into the game without causing any disruptions to the gameplay.


At the beginning of the game, the Death Hunters are able to choose from 8 Heroes, while the Death Knight is, by default, given to the Death Knight. The Death Hunter Heroes include an Architect, Nature Mage, Frozen Archer, Scientist, Medicine Doctor, Battle Mage, Hunter, and Warden Sorceress, each having their own set of specific abilities and traits. The maximum level for Heroes in the game is level 13, and only the Death Knight has 2 Ultimate Abilities. Each Player controls one (1) Hero for the entire game, but is also able to buy mercenaries and Architects can even train units to fight for them. If the Player's Hero is killed outside of the 8 minute respawn time window, or by the opposing team, the game is over for them and they are only able to stay and watch the rest of the game. Death Hunter Heroes and Death Knight Heroes


There are various shops for the Death Hunters in different locations around the map, one being the Dragon Merchant in the swamps, and another is the Totem of Riches which also regenerates mana. A Mercenary Chapel can be found in the middle of the town center which can be used by both sides, and also gives off a healing aura. The Death Knight's shop is the Obelisk of the Damned at the top left of the town center, and is invisible to all but the Death Knight. There are also two other shops located in other positions in the map that can be used by both sides as well--the Deceiver Shop of Goods and the Merchant Ship of Treasures (Ultimate and Elite items only.)


There are several quests to be explored in Against the Darkness. Each is unique and challenging in its own way, requiring a different set of skills to complete. Quests can be discovered by walking up to NPC units with exclamation units over their head. Upon completion, each Quest will reward the Player with experience and gold. These rewards may often by very advantageous to the Player, particularly in tightly contested games when little creeps remain available. Go talk to the Elder Farseer or Ancient Mariner to get started!


In Version 2.5, Against the Darkness branched out and implemented two new types of game modes, All Random (AR) and Death Match (DM), on top of the already popular Players Choose Heroes (PCH) mode. In All Random mode, the gameplay is exactly the same as in PCH spare the fact that Death Hunters will not get to choose their Heroes but instead will be randomly assigned them.

In DM mode, the Death Hunters have been lured to the village under false pretenses. Rather than a Death Knight, they soon find that the other Hunters are the true enemy. No one can be trusted. Death Hunters have to fight in a Free For All battle against one another for 27 minutes of game play, being able to choose to have either a Half-Game or Full-Game respawn time for dying to another Death Hunter. At the end of the 27 minutes game time, the Death Hunters are all transported into a Battle Arena where they must fight each other to the death. There can be only one victor.


IX. Items Click the Items link to be redirected to the Complete Against the Darkness Item List.

More video previews:

[This Map is Optimized (Protected)]

Keywords:
Against the Darkness, AtD, Against, Darkness, Hunter vs. Hunted, Evil, Death Match, Death Knight, DM, All Random, Points, Hero Survival
Contents

Against the Darkness: 3.1.3 (Map)

Reviews
21:45, 4th May 2008 Dr Super Good: One of our very good hosted projects. This map is sure to keep you entertained for atleast a few games if not more.
Level 18
Joined
Nov 1, 2006
Messages
1,612
Does that mean you're going to stop continuing on the map and make a SC2 version? Or you got something else on your mind?

Well when there's no market for something then what's the point in making it, right?! I wont be releasing any AtD updates in the foreseeable future. I have yet to buy Starcraft 2 and don't think I will any time soon since my current computer can't handle the specs.
 

Gwy

Gwy

Level 4
Joined
Oct 10, 2008
Messages
134
That is really GRANDE!

I just tried it firs 2 times (alone), lose and had great fun!
Exceptional your improvements and the AI
 
Level 3
Joined
Jun 13, 2011
Messages
29
One suggestion,should we set the map zoom as default as Dota? player's modle seems too small when the game started,this is the only thing i dislike.
 
Level 18
Joined
Nov 1, 2006
Messages
1,612
One suggestion,should we set the map zoom as default as Dota? player's modle seems too small when the game started,this is the only thing i dislike.

Are you saying that the default view is too far away? Currently the only camera control is "-cam" which will reset the camera to the AtD default. However, it wouldn't be difficult to allow custom camera commands such as "-cam 800" or "-cam 1200" that would allow you to zoom to a height that you prefer. Is this something you would be interested in?
 

Gwy

Gwy

Level 4
Joined
Oct 10, 2008
Messages
134
It is MUCH better with the new AI flee system.
Now i loose again :)
pure fun
 
Level 9
Joined
Nov 24, 2013
Messages
521
I capture the blue albatross with the net and it gives me 2 bonus points. Is that some kind of bonus, because I usually kill it to take the key.
 
Level 18
Joined
Nov 1, 2006
Messages
1,612
I capture the blue albatross with the net and it gives me 2 bonus points. Is that some kind of bonus, because I usually kill it to take the key.

Nice, you're the first I've heard of that figured that out! I plan on adding other nifty secrets/tricks like that in the next release of AtD. I also am trying to think of additional ways that AtD points can be used.
 
Level 18
Joined
Nov 1, 2006
Messages
1,612
It's easy to defeat the AI Dark Guys... You just need net, then lure some neuts with the Dark Guy. When the neuts start attacking the Villain, use net. Now free hit! Repeat as necessary.
I hate that ranged Dark Guy. I mean he deals the same damage, but he's ranged.

Interesting strategy. I'll look into what the Hero duration is on the Net ability. Also, yes. Fenris (ranged DK) does have a high-powered attack. However, he also has lower hit-points and armor than his melee counterpart and cannot sustain as much damage.

Anyway, I plan to revisit the Death Knight AI soon. Hopefully I can make him react a little bit better when being attacked by both neutral's and Death Hunters. Thanks!

Edit: A new version of AtD will be out in early October 2014. It will contain a huge AI improvement over the current version as well as other balancing updates. Keep an eye out!
 
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Level 9
Joined
Nov 24, 2013
Messages
521
Whoop, you should make more ways to spent AtD points, though, cosmetics aren't the best way.
And the warden sorceress is kinda weak (melee Int? really?)
you should make more versitlile ones, free or AtD-points, or bonus contents.
 
Level 18
Joined
Nov 1, 2006
Messages
1,612
Whoop, you should make more ways to spent AtD points, though, cosmetics aren't the best way.
And the warden sorceress is kinda weak (melee Int? really?)
you should make more versitlile ones, free or AtD-points, or bonus contents.

This is something I've been thinking about recently. I don't want AtD points to imbalance the game but I would like them to be useful for other cool perks. If you have any ideas, please create a post in the AtD forums and I'll follow up on it. Also, just a small correction but the Warden Sorceress is Agility-based, not Intelligence. I've recently been thinking of modifying her ultimate ability because it is definitely a little under-powered.
 
Level 2
Joined
May 11, 2015
Messages
17
Nice map 1)ark!
I love the gameplay, it's challenging.
I'm trying to pack up my AtD points, for the cosmetics.
Good map, good balance, keep up the good work!
 
Level 18
Joined
Nov 1, 2006
Messages
1,612
Holy crap I stopped watching the trailer after I saw the custom items... totally hooked.

Gonna try it immediately !

Gj m8

EDIT:
I'm going to have to find out how to beat this solo.

Good luck! Wish you had a team of people to play with but there's still a nice time to be had against the AI. If you have any suggestions or other feedback I would be interested to hear it. Thanks.
 
Level 4
Joined
Aug 22, 2008
Messages
100
We were playing some guys and found a pretty serious bug. The Death Knight has some kind of bat thing with a channeling stun. If you cancel this stun your target is permanently stunned.

Dunno if you still watch this thread but if you do I could send a replay.

Edit: Not really online here a lot though. So might take a while to get a hold of me.
 
Level 18
Joined
Nov 1, 2006
Messages
1,612
We were playing some guys and found a pretty serious bug. The Death Knight has some kind of bat thing with a channeling stun. If you cancel this stun your target is permanently stunned.

Yes, I would really like to see the replay. I'm pretty sure that the ability you're describing is "Feast". I will take a look into the code to see if anything obvious jumps out but a replay would definitely help. Thanks!! In the meantime, I'll add this bug to the Bug Report Thread.
 
Level 4
Joined
Aug 23, 2008
Messages
77
Hey, I'm not sure if you're still updating this but I have a suggestion. I feel like Architect needs some way to convert lumber into gold, perhaps a ratio of 250 lumber to 50 gold or something to that effect. Several times players would say how they had 3000 lumber and how useless it was. Provided the ratio is steep enough, I don't think it would make architect OP. Thoughts?

Also I can confirm that "Feast" stuns forever if canceled. Happened twice and led to us dying. Sadly didn't save replay but I think I can reproduce it.

Ok I'm just going to list off some things I noticed:

While playing architect, when you are level 6 and higher(have Wrath of Midas and all 3 spells unlocked) and pick up Cloak of Shadows, the Shadowmeld icon replaces your passive which results in Wrath of Midas(your passive relocates to its previous position) not even being displayed on the UI. Not sure how to really fix this but just letting you know.

Additionally, when death hunters destroy the nether portal, the ending cinematic has no death knight being killed. The death hunter merely channels the ray of light onto the ground.

And one last small thing, when the Orcish Death Knight wins and the ending cinematic plays, his orientation is messed up. He looks away from the Death Hunter, almost looking the opposite direction as he kills them.
 
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Level 18
Joined
Nov 1, 2006
Messages
1,612
Racoon, most of the bugs you've reported have been fixed with the latest release. The issue with the Shadowmeld icon displacing other ability icons was not fixed because I can't really think of a solution other than removing the Cloak of Shadows from the game. At this point, the best solution for that is to not equip Cloak of Shadows as an Architect if you've maxed all other abilities. Thanks for your feedback and I hope this latest version works as expected. If not though, please report all issues back to me.
 
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