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AoES is an AoS style map, similar to DotA, but also unique in its own way.
About it
AoES (Age of Eternal Strife) is a game where you select a hero and fight alongside a flow of units. You must attempt to push through enemy lines and reach their base to wreak havoc. The goal is to take down the main fortress while defending your fortress.
Heroes
There are currently 19 unique heroes. Each hero contains 5 spells: 4 spells (4 lvls) and 1 ultimate (3 lvls). Heroes will start with 2 skill points. Max hero level is 18. Most, if not all, abilities are customized. Hero descriptions provide important information, including attribute stats, ability descriptions, and a suggested playstyle.
Items
There is a variety of items available that can make your hero strong, tough, rough, fast, and troublesome. For easier access, the more powerful items are categorized in Defense, Offense, Magical, and Miscellaneous. Unlike several other AoS maps, however, the recipe feature is non-existent. Without a recipe system, items are much easier to fully understand since there is no "hidden branching"--what it says is what you get. Their descriptions are fully informative and, yet, include a bit of comedy.
Modes
TeamPick (TP - default)
: Select a hero from your faction
TeamRandom (TR)
: Random a hero from your faction
AllPick (AP)
: Select any hero
AllRandom (AR)
: All players random any hero
OppositionPick (OP)
: Select a hero from the opposing faction
OppositionRandom (OR)
: Random a hero from the opposing faction
ExperienceMode (EM)
: Heroes gain 25% more experience than normal
GoldMode (EM)
: Players have increased income and gain 15% more bounty
NoSwap (NS)
: Swapping heroes with players becomes disabled
NoPowerup (NP)
: Runes become disabled
NoTrade (NT)
: Allies will not be able to trade items with eachother
DisableTeleporter (DT)
: Teleporters become disabled
EnableRebuild (ER)
: Factions will build Outer towers when they destroy an enemy Outer tower
Extra Game Modifiers
-Income ##
: Sets everyone's income to some value (ie, 3.15) Only available after mode selection, but before waves start to spawn
Some Features
Unique Bounty System
: Simply by damaging a unit allows players to gain some gold.
The bounty system incorporates assistance to determine how much gold players receive when a unit dies. Dealing damage to a unit will increase the amount of "assist gold" a player receives. Therefore, a player does not need to deal the last hit to receive gold. However, dealing the killing blow will provide a much more substantial amount of gold.
Experience to Dead Heroes
: Hero kills grant exp to nearby allies, including dead ones.
Tired of assisting someone in a kill, but dying in the process without at least getting experience? In AoES, if a hero is killed, even nearby opposing dead heroes will gain a share of experience. Not enough? Well, the bounty system will make the kill profitable for you as well.
Inactivity
: Inactive players (have not done damage in a while) will automatically split their income to their active teammates.
Players that do not deal any damage to enemies at all for 5 minutes will be considered inactive. In those events, their income will be given to their allies. No more fountain-sitters!
Taverns Have a Use!
: Hero descriptions for currently selected heroes remain in the taverns.
When heroes are selected, their icons will remain in the taverns to allow all players to read what the enemy and allied heroes have as abilities. This is just one of many nice features to help new players.
Swap Heroes Anytime
: Trade heroes with an ally at any time (requires both to be near their fountain).
Credits
Triggers & Terrain: Beast(TrOg)
Preview Screen: Conlan
Special Thanks: Leak-
Gremlin: now mana + mana regen + initial mana scales per level
improved Spell damage bonus per Intelligence from .5% to .75%
[Fix]
Sheep Devastator: cooldown fixed to match description
fixed mana display on Death Traps being inaccurate
[Visual]
-ms command now shows reduced movement more clearly
standardized the length of hero descriptions to allow easier comparison
Fixes a crash with Macs when selecting offensive shop (?)
made barracks and fortresses easier to kill
[Additions]
Penguin Squeaker (Defensive) added
Banishment Cloak (Magical) added
Sheep Devastator (Magical) added
Skull Shield (Armory) added
Orb of Corruption (Forge) added
[Changes]
increased hero stat base/growth by 20%
removed stat attribute ability; replaced with innate abilities; heroes start with 2 skill points
lowered hero intial mana/hp from 300 to 200
increased initial hero hp regen from 0.25 to 1
-Swap command can now only be successful when both heroes are near their fountain
Outpost towers: can now only attack heroes; increased damage from 70 to 100
towers' minimum damage adjusted: outer towers = 30 minimum, second tower = 40 min, final tower = 50 min
Each Str point now increases HP by 20
Each Int point now increases magic damage
Each Agi now grants permanent movement bonus
Thunderbloom Bulb & Horn of Vile: no longer can target magic immune units
modified some item placements and stats
[Balance]
Gremlin: reduced atk dmg, atk is now Magic
Circlet of Fraudulence: reduced price cost
nerfed damage-giving items (either by increasing cost or reducing damage given)
improved HP-giving items (typically by increasing HP given)
Horn of Vile: improved item and increased cost
Restore: improved mana steal a lot
Vow Lire: nerfed damage block
[Fixes]
Jade is now an Intelligence hero as stated
Sidenote: This list does not contain every change/addition/fix. There were many various things changed, but I felt listing a bunch of small things were not necessary.
[Additions]
Rebby: now has a full range of items (these are usually basic ones)
Dragon neutrals: now grant global gold
killing raxes will now grant extra 0.3 income (18 gold/min) while the rax is destroyed
can now type +[game mode] to add the game mode rather than retyping the whole set
towers now deal a minimum of 50 damage to heroes
Horn of Vile added to Magical shop
Demolisher added to Misc shop
Fervor Skull added to Offense shop
Azsune Heart added to Defense shop
Dust of Appearance to Fountain
Thunderbloom Bulb added to Accessorizers
Charge of Tyranny: now still causes a stun when movement is canceled
[Changes]
adjusted HP for lane units; ranged units now have more HP than the summons
-GM (goldmode): removed no-gold loss upon death; now gives +15% more bounty
hero vision range increased from 1400/800 to 1800/1200
experience gain/requirement values increased; hero kills now grant 10% of exp difference also (inspired by EotA)
significantly increased tower & fortress HP regen
neutrals now have mana regen: entire mana pool recovers in roughly 1 min
severely modified neutrals to make them easier to kill in early levels
neutrals no longer sleep; Satyr Tricker's Mirror Image cooldown increased
upgrades (per 10) now improves HP by 1%
items that cost < 600 gold now have stock refresh rate of 1s
Gem of Contact Lenses: increased truesight duration from 12s to 20s; reduced cooldown from 60s to 40s; now is destroyed upon death
changed Boots of Xil, Belt of Giant Ztrength, Robe of Magic; Boot & Belt became starter jungler item oriented, Robe now sold at Moonlight/Nightmare
Treil Avark: remade ability
Def Heil: reworked ability
Lethal Thrust: removed instant kill possibility
Forbidden Death remade to Forced Destiny
Touch of Death: reworked
[Balance]
lowered all heroes' base mana by 50
reduced rate that Healing Salve and Chew Potion recovered HP/MP
reduced total heal of Healing Salve from 400 to 360
Unholy Shield: nerfed damage conversion from 30% to 15%
Petrify: rescaled damage
Ongoing Rage: reduced damage block
Rewd: lowered dmg/heal at early levels
[Fixes]
Rush rune: now drops upon death; now instantly loses bonus when rune drops
neutrals now gain bonus every 5 mins
Whent: fixed lasting 1s longer than intended
fixed Healing Aura from granting crit + evasion chance at lvls 2+
fixed several ability whose spell indicator would unecessarily block units
[Visual]
assist gold is now in a different color than kill gold
Hellfire: reduced lag (?)
[Additions]
added -OR mode (OppositeRandom: gives all players a random hero from other faction)
added -OP mode (OppositePick: players may only pick from the other faction)
-TP (teampick) may now be typed in as a mode
Rax now have a little backdoor defense: they gain 10 armor if no enemy lane units are within range
added -income command (accessible during the period after game modes are chosen and before waves spawn). -Income ## will set everyone's periodic income to whatever. ie, -income 2.97 or -income 2, etc.
-ms (movespeed command) now displays current movement bonus
Dragon neutrals: killing them will now grant allies bonus 15% attack and spell damage for 5 minutes
some abilities now grant assist bounty. Typically, this applies to debuffs (slows, stuns, etc.) so that the caster gets a small reward for debuffing the target. Some support abilities also give assist bounty.
[Changes]
Towers, rax, fortresses: generally lowered armor
Towers: lowered initial damage by 10, now gain upgrades every 5 minutes as well (+1 dmg, +5 hp)
Seige units: armor reduction changed from 4/8/12 to 4/6/8
Seige units: armor lowered from 5 to 1
Air lane units: armor increased from 1 to 6, hp regen from 0.25 to 2
Stronger lane units (when rax killed) get double damage than original units. "Super units" get 4x. Previously, these values were lower.
When a rax is killed, the stronger lane units will now only spawn for 12 waves. Then, the rax will have to be killed again for more strong waves. The number of waves is shared between pairs of raxes (bottom raxes will spawn the same number of waves once both are destroyed, if all raxes are destroyed, they all spawn the same number of super waves)
Revive and Transfer Items (Circle of Power abilities) hotkeys: changed
neutral respawn rate: time changed from 5 min to 3 min
Runes: nerfed the bonuses the provide (bonuses are roughly equivalent to a 800 gold item); durations increased to a standard 80s; wait time for new rune changed from 2 min to 90s
reduced gold given from killing units; lowered assist cap to 70% of the minimum bounty received from killing a unit
Dragon neutrals: buffed a little; now grants bonus damage to allies
Golem neutrals: nerfed damage a lot
increased the gold received from killing heroes (affects early levels more); increased the gold received from killing players who are on killing sprees
increased periodic income from 1 gold/sec to 1.5 g/s; note: -income command can change this amount, refer to Additions section of the changelog
made Rebby obsolete (items sold were moved to Marketplace at bases)
most units now gain both upgrades per 5 minutes and 10 minutes, rather than only one
various minor tweaks
charged items, such as potions, restock rate is now 0
charged items can now be bought while you have a full inventory (the potions will stack if you have the item already)
Morgrim's Report: can now be bought at fountains as well
Morgrim's Report: reworked item
Dagger of Escape: cooldown increased from 14s to 40s, cannot be used while silenced, teleport range increased from 600 to 650
Scroll of Disappearance: cost increased from 135 to 150
Potion of Reflection: now only affects 2 allied heroes (previously affected all player-owned units); duration and fade time slightly improved; can now stack unlimited charges
Arcanite Shield: now only reduces hero damage
Feasting: Strength bonus increases with level
Holy Light: revived units now only deal 40% dmg vs structures, initial HP increased from 20% to 25%
Shadow Rejuvenation: now heals when visible only (previously healed when nonvisible); now the heal goes off if Jade is invisible
Gremlin: increased mana regen from 2 to 3; initial mana lowered from 175 to 150
Dark Fissure: reworked
standardized neutral creeps' spell hotkey to W; standardized spell icon placement for neutrals
[Balance]
Crippler: improved cripple ability, fixed buff icon to match item
Mute Staff: reduced silence duration
Detriment: reduced mana costs
Darkened Tatics: improved Agi gain
Decay: reduced variable damage from 4% max HP to 3% max HP
various minor balances
[Fixes]
fixed a leak in tower AI
hopefully fixed an issue with exp given
Black Dragon neutral now spawns
optimized some bounty coding
various minor fixes
Inferno Cloak: now properly adds bounty (previously, it would only work sometimes)
Demonic Figurine: several fixes including typos and proper bounty for the summon's Stomp
Replenishment Potion: fixed hotkey
Black Arrows: damage is properly removed when using Tome of Degrading Wisdom
Restore: now the target properly loses mana; fixed buff indicator for levels above 1
Feasting: fixed the amount of Strength given
Treil Avark: fixed mana drain (was doing it too quickly)
[Visual]
names for raxes and destroyed form now are the same
various minor fixes
Darkened Tatics: added visual
Trueshot: damage text no longer shows if the target is almost dead (to not conflict with bounty text)
This version encompasses many changes.
[Additions]
added anti-camp towers
added some buff indicators for some passive abilities and item effects (such as Exoskeleton)
Wand of Mana Stealing (Misc) added
Keg of Ale (Defense) added
Bowl of Life (Defense) added
Demonic Figurine (Magic) added
[Changes]
made Furbolg neutrals slightly weaker
made Golem neutrals slightly weaker
slightly tweaked the abilities of the Ogre neutrals and Bear neutrals
towers now prioritize low HP heroes over heroes that recently damaged another hero
tower aggression towards heroes changed. Previously: attack heroes below 15% hp or below 240 hp. Now: attack heroes below 20% hp regardless of hero lvl or below 250 hp given the hero is at least lvl 6
modified some terrain areas, mainly making areas less narrow (may need an overhaul to make it as wide as I hoped for)
increased the rate that the seige units spawn from every 4 minutes to every 3 minutes (every 6 waves)
removed mana for lane summons
added mana to more wards/summon types (as duration indicator)
bounty system: now takes into account some damage block / amplification effects (ie, anti camp damage blocked will also "block" bounty amount). Currently, mostly only items are considerered. In the future, all abilities will be considered.
bounty from all lane units no longer difffers from rank (ie, original melee lane units no longer give more bounty than the melee units that spawn after killing a barracks)
now, when killing a unit, the assist bounty is no longer given--only the kill bounty. Assist and Kill bounty has been increased
reordered hero icons in Taverns. Now, the first row is Str heroes, middle is Agi heroes, bottom is Int heroes
Mercenary Javalier: main attribute changed from Str to Agi
merged neutral units' bounty texts
trees now regrow 30s after they are killed (previously, they were regrown every gametime minute); growth animation removed
anti-camp damage reduction lowered from 80% to 70%
increased starting gold from 550 to 600
increased armor reduction from siege unit attacks from 3/6/9 to 4/8/12
Exoskeleton: now reflects all player-based damage (with the exception of summons) to the hero; damage reflection reduced to 40% magic, 30% exact (previously 70% magic, 30% exact)
Boots of Far Far Away: now, teleport is disabled for moving targets only when the target is player-owned; cooldown changed from 80s to 60s
Scroll of Disapperance: cooldown changed from 60s to 30s
Boots of Far Far Away & Scroll of Disappearance no longer share a cooldown
Sentryx and Watcher wards: the wards now require 3 attacks from range, 2 attacks from melee to be killed; fade times changed from 2s to 4s
Healing Ward: changed total 40% heal over 20s to total 40% heal over 10s
very slight changes to many item prices: rounded some prices so that they end in either 5 or 0
Shadow Rejevunation: now gives a buff indicator to allies (it is always shown while Jane is alive so it doesn't show when heroes are being healed by it)
Misery: casting abilities now can also give the bonus attack damage and lifesteal (Bondage can count as two casts)
Attribute Bonus hotkey changed from "A" to "F"
Treil Avark: reworked ability
Mana Burn: reworked ability
Resistance: removed Str gain; now gives health regen
Blood Pact: remade most of the ability
Free Hunting: now the projectiles give sight
Divine Element: now destroys trees in the target area
Mana Shield: no longer gives mana from kills; leveling now reduces the cooldown for reactivation
Disperse replaced with Restore
Frost Pulse replaced with Frosted Wall
Slow: shortened duration, greatly increased slow & miss chance; mana cost lowered
Weakening Curse: now does periodic damage rather than delayed instant damage
Def Heil: reworked ability
Ongoing Rage: remade ability
Torment: remade ability
Trueshot: remade ability
[Balance]
Adjusted the base armor for most heroes
slightly tweaked mana cost for Sweep and Detriment
Warlock of Blight: improved attackspeed from 1.97s to 1.85s
Elven Blademaster: improved attackspeed from 1.85 to 1.80
Elven Elementalist: improved base damage from 17 to 20
Holy Knight: improved base damage from 17 to 22
Abominable Hulk: improved base damage from 18 to 23
Mute Staff: cooldown reduced from 40s to 22s
Illusionist Rod: cooldown reduced from 60s to 40s; mana cost increased from 100 to 120
Helm of Valor: cooldown reduced from 25s to 12s; mana cost reduced from 70 to 50
Wirt's Leg: cooldown reduced from 25s to 17s
Shield of Indestructibility: increased ability's HP regen from 2 to 10
Spellbreaker: mana burn increased from 2% to 4%
Spear Toss: range traveled is now a constant 1800
Rain of Hail: cooldown lowered from 17 to 13
Sweep: speed change %s increased from 10/15/20/25 to 40/50/60/70; now speed is properly given. Now creates a temporary summon. Lowered cast range from 700 to 500.
Relocated Matter: lowered cooldown from 50/45/40/35 to 40/35/30/25
Gremlin (summon): attackspeed improved from 1.75s to 1.4s; initial mana increased from 150 to 175
Holy Light: revived unit duration lowered from 90s to 60s
Decay: damage based on 5% hp changed to 4% hp
Bondage: cast range changed to a constant 600 every level
Elven Elementalist (hero): generally lowered cast range of abilities
Warlock of Blight (hero): generally lowered cast range of abilities
[Fixes]
fixed an Mac crash issue caused by Ifrit Incarnation
optimized some code -- mainly to do with the bounty system
fixed mode prevention when multiple primary modes were selected (eg ArAp now is detected as invalid)
fixed a potential bug where units could use waygates in situations that should have prevented it
synchronized hero availability with when the mode selection phase ends; mode selection phase duration decreased from 15s to 12s
fixed several ward classifications (some were not considered wards earlier); linked treant is no longer considered a ward
fixed several unit sounds (eg, some wards had unit sounds)
modified movement-detection for some abilities: excessive movement in an instant will now either cancel some spell effects or damage. Currently, this range is 1200
several point-targeting abilities now use the caster's facing direction for spell direction when used at the caster's location (using the ability on the caster's portrait)
Hellfire: now properly goes over hills
Frozen Death: possibly reduced lag
Feasting: now the heal is given after Str bonus. What this does is difficult to explain, but it is very minor (probably even unnoticeable).
Bondage: Waygate may now be used be by the first bondage target while the second target has not been chosen yet. Improved the mechanics so that running units cannot move so far away from eachother. Fixed Tome of Degrading Wisdom to set Bondage level to 1.
Petrify: attempted to fix a recently discovered bug causing the spell not to work sometimes
Divine Element: fixed the visual ending earlier than the duration of the ability; visual now has a slight transition
[Visuals]
several tooltip adjustments
some hero icons changed
changed model for Forge on Scourge side
colorized the minimap (still testing a good color scheme)
finished updating hero tooltips (finally)
slight modifications to some item descriptions
changed icon for Illusionist Rod
Boots of Far Far Away & Portal Scroll: caster effect is now stationary at the initial cast location
some item effects now say "unique." Note: There is a difference between Unique and Nonstacking. Unique is for effects that do not stack by having multiples of the same item (typically, this is only for non-aura passive effects. Active effects usually do not stack). Nonstacking indicates that if you AND any other ally have the item, the effect will not double/stack; this is typically for aura-effects.
Crown of Kings: added visual on carrier
Shield of Indestructibility: changed buff effect
Linked Swap: now treant is actually moved
Bondage: changed & added visuals
improved projectile flying display for several abilities including: Wild Axes, Spear Toss, Free Hunting, Relocated, Sweep, Divine Element, Grapple of Pain
Linked Treant: now selects the hero after using the swap
Frozen Death: added effect visual
changed Tyoril's model & portrait
fixed Tyoril's image on multiboard
Detriment: lowered AoE
several minor fixes
Retribution: now casting AoE indicator matches the actual AoE
modified the -rune command: can now use it prematurely to determine the next rune (will be created immediately after a rune is used up), along with other misc. modifications. Command now recognizes usage of actual rune name: eg, instead of only -rune regen, it will recognize -rune Restoration (not case sensitive). To create runes, type -rune [rune type], where the rune type can be entered as:
Rush: rush/as
Haste: haste/move
Invisibility: invis/invisibility
Protection: protection/armor
Restoration: restoration/regen
Critical Damage: critical damage / damage
Mirage: illusion/image/mirage
Anti-Camp: damage reduction increased to 80% from 50%
[Additions]
added hero: Tyoril the Accursed Enchanter
added -rune [ + rune type ] command (only available in testing mode): automatically creates a rune only if there is no rune existant. Rune types are: rush, haste, invis, armor, regen, damage, illusion/image. To use the command: -rune haste creates the haste rune at a rune location
Disperse: now drains mana from a target enemy; visually, the effect now follows the target's would-be movement (for example, due to sliding)
typing game modes now checks if all entered modes are valid and stops if there are errors. Currently, error messages only display when at least one mode is valid. Additionally, players may continue to retype the modes (will replace the previous modes) until the mode selection phase is complete
players can no longer attack items in the fountain areas
added to the siege unit AI so that they do not target heroes so aggressively any more
Blazing Fist (Offensive) added
[Changes]
moved one Elven-side neutral spawn; slightly moved two Scourge neutral spawns
Caves may now be killed. After using a cave, the opposite cave will be disabled for 10 seconds
-NL (no lure) mode removed; now is permanently "active." Neutrals and faction units will never fight. This is to remove any balance issues concerning lure-ability of neutrals
Electrophilic: changed primary stat from Agility to Intelligence. Modified stat growth accordingly
-cd (testing command) no longer replenishes summoned units' mana, such as wards
updated bounty caps in order to match recent bounty changes
Removed "Denying" units. I never felt that allowing people to kill their allies & be unpunished was reasonable. Some heroes can still suicide.
the Dragon neutrals have been given Divine armor (Divine armor defense values adjusted). This is to set up a future feature (actually replacing a current feature). Additionally, only one dragon is spawned at each dragon location
temporarily only made one type of spawn at the turtle area (most bottom neutrals for Scourge)
lowered the armor of Defense and Security towers; added tower armor-reducing attacks to siege units; siege units spawn every 8 waves (every 4 minutes), changed from 10 waves. These changes were made to make the game faster
air lane units: improved attack speed to 1.60 from 2.00; increased hitpoints to 425 from 350
optimized some coding related to "active" items
all melee heroes now have the same attack range of 120
Sentryx and Watcher Wards: charges when buying halved, cost halved, max stock doubled, stock refresh interval halved
Watcher Ward: reduced sight range from 1100 day/950 night to 1000/800
Exoskeleton: while active, lifesteal will not work against the unit
Lion's Ring: now has an "active" form in order to stack effects with Helm of Valor
Dagger of Escape: cast range is now global
Orb of Lightning: increased secondary-hit range to 500 from 320
Amulet of Spell Blocking: costs 100 mana to use
Replenishment Potion: changed to 140 HP, 60 MP over 20 sec from 150 HP, 30 MP over 30 sec
Linked Hawk: changed to an invisible treant that is able to attack without being revealed; mana cost is no longer split between the initial cast + swap cast (all in the initial cast); higher levels improve cooldown rather than lower mana cost
Rage of the Lion: heals at a constant 90% of damage taken. Leveling increases max number of heals at a given time
Blade Swipe: glaives go outward rather than inward
Deteriorate: no longer stops when colliding with a hill
Minx (hero): mana amount is now similar to the rest of the heroes; mana costs adjusted for all abilities and mana-destroying effects are not reduced
Lightning Shield: now transfers after some time for ANY unit
Feasting: hero is now immune to magic while Feasting
Resistance: now continues to block damage even while Str gain is capped
several abilities can no longer be used on hills: such as Charge of Tyranny and Deteriorate
[Balance]
Ongoing Rage: increased block chance from 60% to 70%
Thunder: reduced max damage by 50 for all levels
Lightning Shield: reduced cooldown to 50 from 60
Gremlin: increased base damage to 13 from 7
[Fixes]
attempted to prevent multiple runes from spawning
updated Credits listing to include Cassiel and Dangerb0y
Igloo teleportation fixed for certain situations: units hit by Blade Swipes can now use the Igloos, Relocated units cannot, Devuja target cannot
fixed a minor issue with a multiboard death-text
attempted to fix assist-exp given to killed heroes (heroes who died while assisting in killing enemy heroes should get exp now)
some commands are no longer available until game modes are selected (such as -Swap)
fixed a bug where using Crystal Ball at a far range would cause heroes to stop rather than going within range to cast
fixed Orb of Lightning from targeting the same unit twice
fixed an issue when repicking while having an "active" item (mostly would only occur in test mode)
fixed Shield Repel's sliding effect
fixed a bug between Relocated and units with a Bloodsucker item
[Visual]
improved animation time for Rem's attacks
reduced the flying appearance that wards have
changed model for Armory
improved Fernix spell animation time
fixed Mana Flare buff tooltip
fixed several typos
adjusted tower sizes: generally, Scourge towers are larger
fixed the missile for Replenish & Will of the Vulture to go toward the hero even when the hero is magic immune
Voltage Strike: damage text placed above the target unit rather than the hero
Gremlin: "Not learned" tooltips for the summoned unit's abilities now indicate the mana cost
Frozen Death: changed visual
Note: There are still known bugs that I will try to fix in the next version. But this version fixes some critical WC crashes. Some known bugs: Shield of Repel push units, Wards float in the air.
[Additions]
Illusionist Rod added to Magical shop [Idea: Leak-]
Added a rune type: Rush Rune - increases attack speed by 50%
added an effect to Mana Horn of Discord item: depletes 1% of nearby enemies' max mana every second
Sentryx Wards: now states its max stock of 1
[Changes]
moved the eastern dragon neutrals
Mana Shield (Minx): rather than constantly having excess mana depleted, Mana Shield uses the excess mana to block damage, but at 3x the usual mana cost
Spellbreaker (item): destroys 2% of the target's mana rather than a flat 50 points
Bulge: reordered abilities to follow the standard [active, active, passive, ult] order
Spear Toss (Borum): lowered damage; added armor reducing and movement reducing effects to ability
Rage of the Lion (Beastmaster): when damaged, the lowest of the 5 current heals may be replaced by new damage. ie: Lowest heal of the max 5 instances is 4 HP/sec for 3 more seconds (12 HP total). If new damage again would cause a total of 13 HP over 5 seconds, then that heal replaces the 12 HP total heal.
item stacking notes clarified and made more intuitive
A new rune now spawns 2 minutes after one has been used; previously was 4 minutes
AFK detection: AFK players need to damage units with their hero to no longer be considered AFK; previously, summons would have made players "unAFK"
standardized all heroes' attack and cast response time
added 1 HP regen to Sentryx and Watcher Wards; lowered the wards' HP by 25
Black Arrows (Erv): damage is now based on (base + 40% Agility) rather than purely on Agility; single-cast bonus damage is displayed longer also
started improving tooltips of heroes: display natural stats at max level, show type of damage abilities deal (Physical/Spell/Exact), etc. In conesequence, many things needed to be "tarzan-speeched"
[Balance]
Rot (Bulge): lowered base damage
Divine Element (Cervil): damage is done over a longer time: 6.5-8 seconds. Total damage is the same
[Fixes]
fixed -NP (no powerup) mode
fixed lane units to defend allied heroes
Death Trap (Erv): fixed WC crash for lv 2-4
Wild Axes (Gerik): corrected movement bionus for lv 2-4
fixed leveling for Gerik and Cervil's class abilities
Healing Wards: now have spell immunity
fixed -Swap to properly display message to the the requestee
[Visual]
added visual to Crystal Ball ability
fixed visual for Sorrow Stave
illusions of Fernix now have a fire effect on their hands also
illusions of Nimsel now show her passive visual effect if she had the effect
Runes now state that they drop upon death
MANY misc visual changes/improvements/fixes
[Changes]
Charge of Tyranny (Herdle): changed from single-target ability to AoE ability
Rot (Bulge): now does piecewise damage; some is magic-resistance reducable, other is not (but both can be reduced by Bulge's passive)
inactive players no longer gain gold shared by the factions (computers) now
certain stat-increasing abilities such as Str/Int bonus (Bulge, Pemi) maintain their current hitpoints/mana
semi-standardized the hotkeys for neutral units' and lane units' abilities
[Balance]
Crystal Ball (item): cast range increased to 2600 from 2000; cooldown lowered to 30s from 50s; item cost and mana cost increased
[Fixes]
fixed magic resistance from staying even after dropping the magic resist. items
fixed Forbidden Death
maybe fixed creep to defend ally heroes
fixed Grapple of Pain: (didn't grab units)
improved Boots of Far Far Away detection of movement
fixed a visual bug when trying to use teleport when one is already active (really only happens in test mode)
fixed several visuals
[Visual]
added visual to Sorrow Stave
[Additions]
Added level-ups for "class abilities." Obtained by leveling up Attribute Bonuses to level 2, 4, 6. They still may not seem worthwhile, though.
Charge of Tyranny (Herdle): can now be canceled if given a different order
Bloodsucker (item) added to Offensive shop
Sorrow Stave: added to Magical shop
"Inactivity System" added: players that have done no damage for 5 minutes will be considered inactive. While inactive, their income will go to their allies
Ranged lane units now gain temporary movement bonus when defending a hero
75% of original exp is now given to nearby heroes (enemy heroes to the unit that was denied) when a creep or hero is denied
75% of original exp is given to assisting players that have died or are not in the normal exp range when an enemy hero dies
[Changes]
modified the deniability of allies: the game will average the damage from your 5 most recent attacks. You will be able to attempt to deny units if they are within 2 "average damage" hits (3 hits for range units), if they are below 75% of their max HP.
reduced the exp given from killing heroes
Touch of Death (Rem): can now be used on himself
Tripleshot (Nimsel): now only damages units at the ground-impact. Meaning, the arrows no longer hit air units along the way.
Lethal Thrust (Minx): bonus damage is dealt at the 3rd stack rather than the fourth; stack counter no longer resets for heroes
Forbidden Death (Rem) modified. Rather than blocking all damage when the unit is below 50% HP, the unit may be damaged up to a limit.
Slice n Dice (Minx): no longer damages buildings
Healing Aura (Pemi): remade the ability
Mana Shield (Minx): no longer loses mana while at the fountain
[Balance]
Wind Staff: cooldown reduced to 30s from 35s
Wirt's Leg: price reduced
Exoskeleon: is now activated for a short duration. Increased backfire amount.
Bashing Strike (Rem): increased casting range to 300 from 230
Free Hunting (Nimsel): hit detection range increased to 110 range from 70
Triple Shot (Nimsel): hit detection range increased to 100 from 80
Mana Shield (Minx): reduced damage block to 80% from 85% and to 6 mana/dmg from 8 mana/dmg
Ongoing Rage (Herdle): reduced block chance to 60% from 70%
adjusted the cooldowns and mana costs of several class abilities
generally lowered the max gold given from towers and increased the global gold given by towers
increased the global, minimum, and maximum gold given by regular structures
increased the start-off mana for all heroes; slightly reduced their mana regen. Note: this was done because Pendent of Manas gave too much of a large advantage over the base mana of heroes
in response to the starting mana increase, ability mana costs have been increased
many misc. balances
[Fixes]
fixed initial use of -Test command in Solo mode
Mana Shield (Minx): mana regain fixed and improved
fixed a potential bug where lane unit aggro would activate, but the damaging hero is not visible
fixed a bug where a tower would only give global gold if a player damaged the tower recently
attempted to fix a bug for Wholly (Pemi) that would cause him to lose hero sight
code optimizations to several things including Hellfire and some items
fixed/updated misc. text
[Visual]
Wholly: fixed visual when initially casting on a full-HP ally
many misc. visual change and improvements
Keywords:
AOS, AoES, dota, fun, age of eternal strife, beast(trog), age, of, eternal, strife, aoes
VGsatomi: Approved. Well rounded AoS map with decent terrain and texturing. Good selection of heroes. File size perfect for Bnet/online play. Short learning curve.
VGsatomi: Approved. Well rounded AoS map with decent terrain and texturing. Good selection of heroes. File size perfect for Bnet/online play. Short learning curve.
'Ello Beasty. I'm working on some ideas right now, but all the holiday crap is going to get in the way, so don't expect anything until the second week of the break. Hope to receive some good feedback!
Whenever you cast a spell and it shows the "Spell Name -----" text, along with it is a lot of arrays/empty string texts that really clog up the screen.
[v .60] fixes, changes, and adds many things including:
- Beastmaster hero
- Bounty system fix
- Lag issues reduced (hopefully fixed)
- Text fixes (Thanks a lot to En Fuego for the an - a typo comment)
The one hero, the blade master or something... I really forget his name. The one with the permanent mana shield and glaive that pulls you in and stuff, hes just horribly rigged. He takes next to no damage from anything, he constantly just pulls you back into towers, and his ultimate obliterates the melee heroes.
On the other hand, the abomination hero is not HORRIBLY gimp, but below par. He needs to do more damage and NEEDS to have a way to restore life.
nerfed Mana Shield
- 75% blocking -> 50% blocking
- 12 damage per mana -> 8 mana per mana
- deactivates when mana lower than 1 -> deactivates when mana lower than 30
nerfed Lethal Thrust
- damage x1.5 after 4 consecutive -> damage x1.3 after 4 consecutive
- add 110/125/140 dmg per cast -> add 36/41/46 per cast; initial damage is 110/125/140
nerfed Glaive Thrust
- limited the range to drag units to 500
buffed Flesh Bite
- now heals the amount damaged
- cooldown from 70 -> 70/65/50
buffed Grapple of Pain
- increased damage by 20
buffed Abomable Hulk
- +.04 Agility per level
Thanks, I feel like I need to describe the ridiculousness of that guy lol.
He was almost soloing our entire team. He would walk in to a 1v2, kill one person and have a very good chance at killing the other. He resisted such an absurd amount of damage when 4 different heroes all attacked him he still managed to kill one of us. I couldn't even host after I saw what that guy was capable of.
BUT, flesh bite does look promising now. Could you explain to me his first ability though. the 30% chance to reduce damage by X% and on kill you gain strength. I got the killing blow on a bunch of people and my strength attribute wasn't going up. Me and my friend brainstormed what you meant OTHER than the strength attribute and we drew a blank here.
The drag thing was very needed though. Any time you tried to fight him 1v1 he merely dragged you back into a tower. It became where you couldn't walk across half field, very aggrivating.
The ability (RaFewn) is supposed to be a magic resistance type spell. What it does is whenever the hero takes damage from a spell, he has a chance to decrease the damage from the spell by a %. If the damaging spell was from himself (really only his Rot spell), the chance to decrease the spell damage is higher than from other units.
some additional fixes...:
Grapple of Pain
- fixed tooltip when learned
RaFewn
- increased Strength gain to .10 for creeps (1/1.25/1.50/1.75) for heroes
Disperse
- decreased duration by .5
- set mana cost from 2/2/4/4 -> 3/4/5/6
Lethal Thrust
- increased extra damage on fourth cast from 30% -> 35%
- increased damage a little
some other various cooldown changes
I was wondering what Conlan was trying to say about making it less like dota, but I'm not sure. I went back to look at the items because I don't think heroes are too similar, but my items didn't seem to be too much alike either (other than basic ones).
So if you'd like to clarify on what to change Conlan, I'd appreciate it - the bounty system, creeps, map layout, recipe items, heroes are already different.
Mooglefrooglian are you retarded? Then all maps with same categories are copy of each other, if you think that way.
I'm not saying it is a DotA clone, it is not! I tried this map because i noticed beast(TrOg)'s maps show quality. And it is a very good AoS for a beta version and i rated 5 already.
I posted that "dota-like" comment last month but as far as i remember, some few things are dota-like and I prefer them to be little different;
-3 melee 1 ranged unit spawn (as i remeber)
-a few items (like 60ms 30%as boot and higher ms boot with teleportation)
well i cant remember much for now..
All heroes are original as i see
But what are those ghost like units in bases which constatnly attack buildings with no damage? They cause an alarm constantly (our town is under attack!) And please remove that useless "unit 1 unit 2 unit 3 ....." texts at map beginning.
Thanks Conlan for noticing my maps and giving suggestions. Once again, the "1 unit" "2 unit..." messages are removed again...thought I fixed all those eh (those were supposed to be only visible by me to debug stuff).
I'll also remove the ghost units next version, just one of my lame attempts at adding something to improve the map's eye candy which failed.
Please do this;
-Add a hotkey to all items
-Fix those recipe items with no info (Like +....(stats)... )
-Change leather west icon
-Primary attributes in hero information texts need to be 'noticable'
-Make a better map preview image, I'll make for you if you want
-For a clear read, in multiboard, add a space between the last Undead player name text and "Blood Elf Morale" texts, also for "Undead Morale" text and elapsed time text.
-Slipper of Agility typo: +3 Increased Agility (should only be +3 Agility, this is the greatest fatal bug I've ever seen lol)
-Also there is a typo problem in Attribute Bonus
And again, I hope you'll never stop working on this map..
i Did not check your map...but i read some comments and it sounds like a very good map...I will try this map SOON.
Until Then i will give it a 8,5/10 !!
Merry Christmas :d
Yep, a month's work on this update. Your suggestions were very helpful, and actually helped me find bugs while I was working with your critique. This small update version removes that sound and a little more hero tooltip clarity.
when i just stay at base and do nothing, after about 24-25 minutes, my base becomes almost completely destroyed, (I was on Scourge)
Isn't it too early? Is it because of the new nukes_?
Edit: Hey, Do I supposed to get gold each time I hit a creep? I dont get any, how exactly the bounty system working? Sorry I forgot.
Edit2: You may change the Lich's passive frost armor aura ability. A dummy unit casts frost armor to everyone in the AoE each second right? It causes a disturbing sound each second and I personally think it is not a safe way to make an aura. It can be dispelled at that second and the unit can be attacked without being frozen (just for that attack ok, but then again it's not a fair way)
Wow, you're such good help , I wouldn't have the patience to do nothing in a game for 25 minutes.
Imbalance:
I knew about this imbalance of the lanes for a while, (the new summons for the waves/nukes may have increased it) but I'll try to balance them soon. The terrain is being glitchy for me (that's why the hill for the middle lane, next to the Undead's outer tower, is so strange), so it'll be hard without complete remaking the terrain (I suck at it and my terrainer quit plus, I've worked crazily to make some "hidden paths" which are just areas in trees and whatever which you can use to juke enemies).
Bounty system:
When you deal any damage (attack/spells), then it "sets up a bounty". Such as: dealing 100 damage sets up the bounty to 15 gold or so. The bounty increases each time you deal damage to the unit, like dealing an additional 100 damage 2 seconds later will do this: 13 + 15 = 28 bounty [(the bounty, but deteriorated because it loses points over time) + (additional bounty)], however, assistance bounty is limited to 20 gold, so most you will get when the unit dies is 20 gold (70 for heroes), unless you kill it yourself. If you kill it yourself, the gold you get is increased depending on what unit you kill, so its assistance bounty + random bounty. The one right now (v. .80c) probably has a slight bug and the next version seems to have improved it.
Frost Armor Aura:
Yea, that's how it works. I'll probably change it, because you're correct, although the only unit that can dispel buffs in the whole game are the satyr neutral creeps, which cannot purge heroes. It'll be improved and more balanced next version.
Arrg...and I thought I had a stable version for once and was going to work on another hero
Anyways, because this whole thread is pretty much you helping me, I'll try to test one/some of your maps.
Hello Beast! I seem to remember playing Requiem of the Gods Hero Arena a long time ago with you. Well, anyway, I have tried your map- it is great- diverse heroes( though a bit like DotA), nice weather effects, and cool items with originality. The hero abilities are amazing as well, electrophilic and flesh golem are among my favorites. Though in one game, flesh golem’s ultimate ability Meteor made pple leave… they said it was too imbalanced.
However, I would like to say that the secret shop, if it is even supposed to be a secret can be easily found by looking for the SHOP symbol on the minimap. Also, the terrain seems a bit cramped to me, though that is probably not a huge problem- there are black texturing errors though in certain slopes. Also, you should add a ice boss to your map( a sort of Roshan like in Dota) if you have time.
Also, the civilians for Blood Elves are all women. It would be better if there were both genders and not just one model. And, is there an –ap command yet? Cause I always play normal mode.
Ending on a positive note, when I hosted this, all the players said this is a DOTA KILLER! I agree about that as well, with a bit of tweaking this map could very well be more diverse and fun than Dota even though Dota has 80 heroes…
Thanks Racoon. I'll do something about the Meteor balance. Also, the "secret shop" isn't supposed to be a secret. I disliked having players not knowing where "Rebby" was, so instead of having to ask immediately, people can sometimes notice that there was another shop using the minimap and maybe even go and see what it was.
The terrain is being very glitchy for me, so there are terrain errors at some places. Not sure if I want a Roshan type boss because I don't want to have every single feature dota has, so that people don't immediately say "dota copy".
I will also add more civilians and variety, but didn't want to have too many.
There is an -ap command. You can read up on game modes at the quest log.
I don't really have a date for adding more heroes, but I'll try working on them (I tried working on them on v. .83, but found more things to work on first). I think I may add 2 new heroes next version, then work on a full list of items after that. If I continue after all those, I'll probably add more heroes.
Edit: Oops! elapsed time have a problem, at INITIAL, it does not show minutes!
Mechanical villagers are strange you know, make them spell immune i think...
Since the lumber bar is not used, i think you should split creeps stats into those two bars; lumber bar and food bar. It'll be better that way. You know, if your creep kills higher than denys, it shows the number in red and it's a little odd for me
Yea, that initial thing...didn't think anyone would notice/care
Yea mech villagers is strange...maybe I'll make them spell immune.
Movespeed stacks now cause it's one thing I don't like about AoS's, where boots cannot stack. If you are willing to use up that many item slots and that much money just to move faster, then why not. Also, because the slow/speed system will be used for my spell abilities (so that Wc3 slows do not cancel other ones if based on the same spell).
Great map. Best AoS I've seen yet. Though in the Blood Elves abilities there are some typos... Got the name wrong. Supposed to be Hurdle.
-Sword Throw Thingy (name=Kurdle)
-Charge Abilitie (same as above)
I like the fact that AI automaticly will rebuild towers. Though when your units get into middle of enemy base, the enemy keeps spawning, but they spawn away from my guys and just charge at my base, so I can destroy main building without trouble...
P.S. What are those beams of light/skull that fly across map and hit people?
Thanks Racoon and Oab for the compliments. I had a sort of small (I think) update laying around which I didn't finish. It'll include a remake of the terrain and tooltip fixes suggested by Oab.
Great map. Best AoS I've seen yet. Though in the Blood Elves abilities there are some typos... Got the name wrong. Supposed to be Hurdle.
-Sword Throw Thingy (name=Kurdle)
-Charge Abilitie (same as above)
I like the fact that AI automaticly will rebuild towers. Though when your units get into middle of enemy base, the enemy keeps spawning, but they spawn away from my guys and just charge at my base, so I can destroy main building without trouble...
P.S. What are those beams of light/skull that fly across map and hit people?
Much thanks Oab, I'll try fixing or even remaking how units spawn to prevent the group from not protecting the main building.
Those beams of light/skull are sort of "artillery" but nukes that your base uses. I'll make them into actual artillery so that they are more useful and noticeable.
Due to recent suggestions, I'll come up with an update in a week or so.
A realy nice map, but I think its better if the two team have the same type of summon, else the bloodelfs always pushes at the end. I play 1v1 in the middle and the bloodelfs pushed the other lanes into the base without having more Moral... Thats lame the the Undead players.
One problem though: whenever I try to research Terjek the Pit Lord's abilities, the Wc3 freezes. What's the reasoning for this? I've seen this happen in other maps too (with other heroes' abilities or even just the clicking of an item shop)
I'm not aware of such a bug, so I don't really have a solution. It's may be because this and some other maps are outdated or something is wrong with your WC.
I'm not aware of such a bug, so I don't really have a solution. It's may be because this and some other maps are outdated or something is wrong with your WC.
I think it's just since I'm playing on a Mac and that there are issues with some maps played on Macs.
At least the good thing is that it seems all the other heroes work no problem - still sucks I can't try out Pit Lord though.
Are you still actively developing your map? I would be more than willing to help give feedback/test material/bug hunt if you need any! Maybe sometime we could even play your map on Bnet !
Quick question: Potion of Reflection seems really imbalanced. Makes initiation too easy . What's the reasoning for adding that item in the game?
Actually, a couple of problems have come up so that I can't work on the map. I was working on many large and small changes/fixes, but I have been unable to download jassnewgen after I got a new computer. Sadly, I won't get to do anything else for now.
About the potion, it was meant to be a good team escape/gank item. This version of the map was actually when the item got introduced, so I never had a chance to balance it.
Don't feel too bad about not trying pitlord, he needed some modifications anyways (isn't as fun as others, and in some situations imbalanced).
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