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Age of Eternal Strife v. 1c

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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-

Accessible version: download



[Balance]
  • Heroes now level up faster
  • 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
  • Illusionist Rod: changed item stats & increased cost
  • Wirt's Leg: reduced price from 1872 to 1800
  • 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
  • Lion's Ring: buff icon matches item, AoE displayed on item tooltip
  • Helm of Valor: visual effect changed
  • fixed Mana Flare buff tooltip
  • Meteor Shower: removed custom effect model; icon changed
  • 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
Contents

Age of Eternal Strife v. 1c (Map)

Reviews
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.
Level 5
Joined
Jan 12, 2010
Messages
162
Aw man Beast! Your map is really awesome and it sucks that you can't develop it right now. It's saddening to be honest :(; wish I discovered this map earlier!

Anyways, just some feedback/questions/review points:
- I noticed there were some fun alternate spelling for some words. Was it purposely done so for 'circlet of fragulence'?

- Crystall Ball + Fairie wand recipe bug: Buying the fairie wand removes Crystal Ball from the game. Essentially you lose Crystall Ball once the Fairie Wand recipe enters your inventory.

- Is killing neutral creeps supposed to give bounty TWICE? It currently does :X

- Any possibility of incorporating popular starting items for agi/str heroes(slippers of agility/gauntlet of wrists) into recipes? i noticed that mantle of retrospect and fairy druid pouch(which is quite popular as a recipe component) are used! in other words, beginning str/agi items need some love!

- The tooltip for the Exoskeleton recipe in shop says +10 armor , +11 armor. Should it be +11 damage and +10 armor?

- Hero model sizes are small. They are comparable in size to creeps. They should be larger so they are more 'hero-like'. It's also easier on the players :D

- Potion of Reflection: I guess I'm uber-biased since the main AoS map I've played is DotA, but this item provides too much power for too little cost. It makes initiation of spells/team-battles and saving self/allies incredibly easy. Unfairly so!

- I really like bounty system you implemented. It reduces the unnecessariness of last-hitting. It's definitely still beneficial to last-hit, but not has needed as it is in DotA :p

If it's not too complicated to answer, how does the bounty system exactly work? Like in relation to the variable amount of damage dealt, how much gold is rewarded when creep is killed when not last-hit, and the decreases of bonus bounty over time? I'm very VERY curious!! And I noticed that spell damage doesn't give bonus gold from a creep if you don't last-hit it; is this intended?

- About the morale system: Yes! adding another dimension of gameplay by including the possibility of increasing creep power is great - nice thinking! It's good that it's optional though, since some players may think of it as a distraction.

- I thought the show spell name command was pretty neat - being accurately able to see every spell that is casted is definitely helpful in the midst of battle. although there is the possibility of visual overflow , with all the crazy spell effects and words flying around! good optional command though.

- The terrain is really really neat! Caves seem cool too.

- I'm surprised there's no method to checking your creeps stats(creep kills and denies). Any particular reason the implementation of this was avoided?

- I dont think I'm qualified to review about the hero abilities and items, since I haven't had the opportunity to play AoES with other people yet. But I like them so far from the single player testing/playing I have done(especially each hero having an automatic active or passive spell)! If I do get to play this map with other people though, I will definitely review and give feedback to you. Even though you said you won't be able to work on the map for now, I still believe there is a chance that in the future you can :)
 
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Level 7
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Nov 4, 2006
Messages
153
- I noticed there were some fun alternate spelling for some words. Was it purposely done so for 'circlet of fragulence'?
Hopefully they were on purpose!

- Crystall Ball + Fairie wand recipe bug: Buying the fairie wand removes Crystal Ball from the game. Essentially you lose Crystall Ball once the Fairie Wand recipe enters your inventory.
Thanks.

- Is killing neutral creeps supposed to give bounty TWICE? It currently does :X
It was there to help indicate that neutrals give more gold than killing the regular spawning creeps. The bonus gold from killing the neutrals is constant (only the last-hitter gets the bonus). They give more gold because they are often harder to kill and deal more damage (ie they attack you instead of you letting the team forces take the hits). Additionally, the bonus gold you can get from them is higher than the lane units -- you can get higher bonus gold from units that are harder to kill.

- Any possibility of incorporating popular starting items for agi/str heroes(slippers of agility/gauntlet of wrists) into recipes? i noticed that mantle of retrospect and fairy druid pouch(which is quite popular as a recipe component) are used! in other words, beginning str/agi items need some love!
Actually, I was thinking about removing recipes from the game completely. The items will still be there, but you will not need to buy 3 other items just for the one item. This way, it will be more noob-friendly; plus, it will be easier to keep track of what items do what. And yes, I should add beginning items.

- The tooltip for the Exoskeleton recipe in shop says +10 armor , +11 armor. Should it be +11 damage and +10 armor?
Thanks.

- Hero model sizes are small. They are comparable in size to creeps. They should be larger so they are more 'hero-like'. It's also easier on the players :D
I've had that suggestion before, but never made the heroes larger; I guess I'm not too strict when it comes to macho-ism.

- Potion of Reflection: this item provides too much power for too little cost. It makes initiation of spells/team-battles and saving self/allies incredibly easy. Unfairly so!
I'll see what I can do.

If it's not too complicated to answer, how does the bounty system exactly work? Like in relation to the variable amount of damage dealt, how much gold is rewarded when creep is killed when not last-hit, and the decreases of bonus bounty over time? I'm very VERY curious!! And I noticed that spell damage doesn't give bonus gold from a creep if you don't last-hit it; is this intended?
Hm. Spell damage should give bonus gold (at least if the damage was large enough).
This is how the bounty system works (my numbers may be rough estimates):
When you damage a unit by 100, the bonus gold you will get when that unit dies within a second is something like 10 gold (I'm not sure about this number, I'm making it up). Over time, the potential bonus gold goes down (so killing a unit fast means slightly more gold). If you deal another 100 damage 2 seconds later, the potential bonus gold is now 10-X+10 (initial bonus - how much it got lower over time + the additional damage). I think the bonus decreases by 1 every second. So if you initially deal 100 damage and the unit dies 11 seconds later, you don't get any bonus. The bonus is maxed at around 15 I think (about half of what you would get if you last-hit I think). Hope that answered your question.

- The terrain is really really neat! Caves seem cool too.
A different opinion than me apparently. The main reason I've originally taken so long to update the map was to redo the whole terrain (although I'm not good at terraining).

- I'm surprised there's no method to checking your creeps stats(creep kills and denies). Any particular reason the implementation of this was avoided? There will be certain heroes that are far better at killing creeps.
I didn't think it was that important.

Sorry if my answers were kind of...nonspecific. I haven't worked on the map recently so I don't know the numbers off the top of my head.
 
Level 5
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Messages
162
Thank you for the explanations.

What do you think of adding a basic TP scroll? It will help a lot to carry these when you need to get back to base FAST to defend against massive pushes to your base from other lanes. Also useful to get back fast for heal or buying items whatnot. I know there is the Boots of Far Far Away, but that's a pretty massive investment! I understand that in making this map, you are trying not to mimic dota. but there are some elements from DotA that were actually taken from the original Wc3(so implementing some of them would only be natural):
Like the Scroll of Town Portal: http://classic.battle.net/war3/basics/heroitemsconsumed.shtml#scrolloftownportal

About the circulet of fragulence: I just read the tooltip, it makes sense now haha.

About the creep stats: Sorry, I just realized there is actually one. I missed it initally - it's on the bar where the quantity of gold received is displayed (to the right of the wood icon). I guess why I initially missed it was because there was no -cs command or display on the multiboard.

About the terrain: Overall, the terrain seems smooth/easy to learn and apt as an AoS terrain; lots of juke spots, it seems like! I guess a point I want to mention right now is that the trees are distracting. The top of the trees have too large of area, and sometimes block the sight of the hero from the player controlling said hero. It's an unncessary blockage of sight, really. There is the possiblity that these trees are so large is so more juking situations are possible, but I think there are better of ways going about implementing that. It would probably be an incredibly ridiculous amount of work to re-do all those trees, but there are some specific areas that could use perception improvements.

The best way to show what I mean is through screenshots. These screenshots are limited, but are just to show by example. There are some instances that, without the seeing the health bar, you can't see where your hero is due to the trees blocking! The blockage also affects proper neutral creep sight. All this blockage of sight could be especially troublesome to players in midst of a battle in the jungle, due to the fact that they can't properly see their own heroes or enemy heroes.
 

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There is an issue with units getting suck at a certain area if they are knocked back there. this situation most possibly could be extended to other areas with cliffs or other verticle edges where units can be knocked off of.

1st screenshot just depicts area where the dark ranger is stuck. the rest of the screenshots show dark ranger stuck in that unpassable area but able to be attacked by enemy units. the knock back was caused by blood knight's shield repel.
 

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Level 5
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One problem that may be preventing Pitlord from functioning properly on Macs is his hero ability icons/icon paths. the problems in these icons/pathes may cause a fatal error when they should be displayed (which explains why AoES crashes Macs when you try to research Pitlord's abilities). One potential solution is changing icons.
 
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Level 5
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Jan 12, 2010
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162
Thanks Leak-. I'm currently working on the map again, so I'll try to address some of the things you are mentioning. I can't give a specific date, but I can probably release a new version in some weeks.
This is absolutely fantastic news!
 
Level 5
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Jan 12, 2010
Messages
162
How's the map coming along?

I did a little bit more research about problem of fatal errors on mac warcraft 3 by looking at how the custom map Battle Tanks solved this issue: possible cause that may lead macs to crash is importing .blp textures.
 
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Level 7
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I've currently changed/fixed a ton (literally a ton) of things since the last version, but I still need to finish some things (the game won't work well otherwise). I won't have much time to work on it this week since I have finals and a project to do. The upcoming version seems to be focusing on fixes, changes, and balance. Nothing much is added.
 
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I've currently changed/fixed a ton (literally a ton) of things since the last version, but I still need to finish some things (the game won't work well otherwise). I won't have much time to work on it this week since I have finals and a project to do. The upcoming version seems to be focusing on fixes, changes, and balance. Nothing much is added.


Nice! So how do these changes compare to that of the v0.83 mega update?

I agree with you that it's more important to address balance issues and fix bugs before adding more gameplay content for the next version. Having said that, I still think AoES has a lot of room for improvement in items.

One game-mode suggestion that popped into my mind:
  • So the current modes are -AP, -AR and -TR. What about implementing a -TP (teampick) mode, where players can only pick from their faction's taverns. This improves the consistency of the possible modes, given the current ones (AP is to AR as TP is to TR).
 
Level 7
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Well, by default teams can only select from their faction's taverns. If you don't type AP, TR, or AR, it'll be "TP/default".

The amount of changes as of right now is about 3 times as many than the latest "mega update". Some of the changes are much more dramatic also, possibly altering gameplay (hopefully for the better).

I'm currently fixing some items, so some items will be changed in the process. But I'm going to release the upcoming version, then do work primarily for items in the version after that.
 
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Level 15
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Aug 14, 2007
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936
I will give just a small comment and wish to vote later when it is stablized. This map is well made but the default ability makes it interesting. However the heroes are not very well packaged, example, the hero icons, the spell effects are too common. Although some new ideas are added for the spells but more combinations will be good.

Other than that, I think your camera is too far, either that or the units should not be that small. Continue to work on it, I know it's not easy but one day I will review it again :)
 
Level 5
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Other than that, I think your camera is too far, either that or the units should not be that small.
This is a definitely a point that should be taken into consideration. Personally, it's uncomfortable as a player to control such a small hero in such a grand-scale map. Also, many trees in the map just block proper sight of heroes when the heroes are under them - this makes it hard to tell what's going on if battles occur in those blocked areas.
 
Level 5
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Beast! Ah, want to see how the map is coming along!

No hurry though, just super-curious to see all the new changes.
 
Level 7
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Sorry Leak-. I was planning to get the update complete by the end of today. But I'll be away for the next 2-3 days. So the update will be coming in 3-6 days.

Until then, here's some of the changes you'll see:
- tower AI: towers no longer prefer attacking the closest unit now. Towers will prefer attacking regular units. Towers will attack heroes if: 1) you are low on health or 2) you harm an enemy hero (lasts for a while -- so if you hurt an enemy hero, then go within range of tower, the tower will prioritize you).
- terrain makeover
- "recipe" items are no longer recipe items. You just buy them like normal items. They're more costly, but are stronger in the long run.
- bounty assist is easier to gain now (earlier, what was received was much lower than intended -- dealing 100 damage only gave about 6 assist gold).
- changed buyback system: less costly, but limited on how often you are able to use it
 
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Level 5
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Ah, mostly gameplay changes like you mentioned earlier.

On a different note, you also said you will be working on items changes after this upcoming version. Are you open to item suggestions? If you are, any specific item concept types you are looking for? I can give some recommendations of item concepts if you give me some basis of what they should do.
 
Level 10
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""- "recipe" items are no longer recipe items. You just buy them like normal items. They're more costly, but are stronger in the long run.""

Hmm. The good thing about recipe system was that you keep your hero upgraded with basic items till you get the superior item. But now, won't we become weak till we earn all that money required to get the recipe item?
 
Level 7
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Updated to v. 0.97A
My plan: There will be three more major versions and possibly smaller ones in between. Version .98 will focus on items. Version .99 will focus on heroes. Version 1.00 will focus on polishing. Then bugfixing if necessary.

long rambling that may not make sense:
Conlan,
I see your point. But as is, the map doesn't have many beginning/end game items anyways. Here's my thought process: the recipe system makes the game more complicated than it should be for beginners. I have seen many games where I did not know what to do simply because I wanted a powerful item, but spent half the game just looking for the components to make the recipe. What I want to do is keep basic items basic, and powerful items powerful. That way, players may choose to save more money early on to invest later, but running a larger risk. The thing I did not like about the recipe system was that you were always limited in your item choices. If you wanted a beginning armor item for survivability, fine. But you may be reluctant to spend 500g on an item you would just sell later...unless of course if its the exact item you would need to make a recipe item. So what I'm saying it, the recipe system provides an incentive for players to select certain items in order to produce a stronger items. Rather, I want players to select basic items in order to survive the early stages of the game using whatever items are necessary. Then, once players find it easier to gain gold, they can save for more powerful items.
There are many other things I can say as to why I don't like the recipe system (also, as to why I do like the recipe system), but I chose to remove it. I'll see how it goes.
 
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First off, awesome work! Going to take my time to read the changelog in-depth.

Some brief testing/opinions. Will make more posts later after I've gone through changelog more.

The game still freezes when I try to research Pitlord's abilities(since I play on a Mac). What makes Pitlord's type of icons different from that of other heroes?

Debug text is still showing up(when you attack a unit/building, click on igloo, etc). Also, you can't pick up rune with a full inventory - is this intended?
Check attached screenshots.

Personally, I find the yellow color for the trees on the mini-map a little off. The color just doesn't seem appropriate to show trees.
 

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Level 7
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Leak-,
Slight update to the map based on your suggestions. I am temporarily changing Pitlord's ability icons to some regular WC icons. This will show me if the causes of the problem truly are the icons.

Debug text (should) be removed.

Agreed on the color of the trees. For the update, they are reddish. I will try to find a more suitable color later. For now, I think red will suffice (does not blend in with terrain too much but doesn't make the minimap appear too ugly).

Yes, it is intended to not be able to pick up a rune with a full inventory (really, this was the whole point of me making them carried items instead of buffing items). This way, if players would like to gain the benefits of runes, they must risk having an open inventory at times. This also means that players not using runes will be able to have 1 more item than rune users. It was meant to balance gameplay.
 
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Level 5
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NICE! The new icons work - Wc3 doesn't crash anymore when I open up Pitlord's Hero Abilities.
 
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Several notes and questions:

  • Fairie Wand: When the mana flare wand is summoned, it has 241 starting HP, out of 400. Also, not sure if you intentionally spelled it Fairie instead of Faerie.
  • Why is there a wood icon? Maybe some other useful statistic can replace it!
  • [- item follow range: 1000 -> 350]. What does this mean?
  • [- Dagger of Escape modified. Low cost, low blink range]. Is there any other reasoning for such a low blink range, other than just a low cost?
  • How about adding single player command that refreshes the cooldown of all your hero's abilities? Useful for testing abilities.
  • In the F-9 tab under the section Game Mode Commands, the subsection Random Commands is empty.
  • Demigod Stone tooltip: "transfered between" should be "transferred among".
  • Ironwood Tree Branch and Circlet of Fragulence: should it be + X to all stats?
  • [ - attacking own creeps allowed at 45% hp -> 85%] What gameplay effects did you hope to achieve by increasing the threshold HP of creep deniability? I'm curious!
  • More debug text: happened when Bulge used Grapple of Pain against some neutral creeps. Check attached screenshot.
 

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Fairie Wand: When the mana flare wand is summoned, it has 241 starting HP, out of 400.
That's a product of my slight laziness. The item gets upgraded as you kill enemy heroes. When it's upgraded, the ward starts off with more HP, up to the max of 400. I didn't want to create a new unit for each upgrade, so that's why that is done :thumbs_up:.
[*]Why is there a wood icon? Maybe some other useful statistic can replace it!
I already have a plan for what lumber will be used for...if I can find fitting unit models (I'll leave it at that).
[*] [- item follow range: 1000 -> 350]. What does this mean?
Whenever you attempt to grab an item when you have a full inventory, you'll notice that your unit still approaches the item up to a range. The range at where the unit stops is now 350.
[*] [- Dagger of Escape modified. Low cost, low blink range]. Is there any other reasoning for such a low blink range, other than just a low cost?
This was meant to kind of balance the game more, in some situations. The range may be slightly increased later. The reason for the low range was so that units were not able to blink two cliffs away, and making the blink not be an instant get-away.
[*]How about adding single player command that refreshes the cooldown of all your hero's abilities? Useful for testing abilities.
I can add it, but note that the spells are not meant to have more than one instance running at once (due to my laziness).
[*]Ironwood Tree Branch and Circlet of Fragulence: should it be + X to all stats?
I was assuming that "to all" could be inferred.
[*][ - attacking own creeps allowed at 45% hp -> 85%] What gameplay effects did you hope to achieve by increasing the threshold HP of creep deniability? I'm curious!
Not sure why I did that myself. I think I might changed that back, or even lower it.

Sidenote: You're so thorough! Also note that some of the things in the changelog may contain excess information. (ie, I may have tried balancing a spell, thus some balance was mentioned, but then later the spell was replaced so a change was mentioned)
 
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* trees are displayed as blue on minimap
* modified colors for trees and various other doodads
Superb visual changes. Looks great!

* Circle of Power can no longer use Chew Potion
Circle of Power can use Scroll of Disappearance and Boots of Far Far Away to successfully teleport to units/buildings.

Lion's Ring: should say +20 damage instead of +20 dmage

Amulet of Spell Shielding: The "- +12 Intelligence" component isn't properly aligned with the other components.

Demigod Stone: transfered -> transferred.

Potion of Reflection: Should casting spells dispel the invisibility granted from this Potion? Currently, it does not.

* added notes to Tome of Degrading Wisdom about max hero level and stock refresh rate
This reminds me: It's still possible to learn all of a hero's 4 primary abilities though, just not possible to get all these primary abilities AND the levels of stats right? Are there any situations where players would prefer to level up stats in favor over the primary abilities?
---

Do you think there is a possibility that the removal of recipes makes the old build-up component basic items defunct? What motivation will players have to even buy them? By removing recipes, I think it creates a mentality within the players to only save up for the big items. Sure it makes the game less-reliant on items, but it also inadvertently reduces the usage of lower tiered items(will players really buy a fridert bracer or a pendant of manas in actual gameplay? seems unlikely, considering the meager benefits. why not just save up for the better items instead?). Players could also be less willing to take risks with ganks and team-fights, since they would rather play it safe to save up more gold for the better items.

I think some items, like the lower-tier items(those in the peasant crafts, for example), should incorporate recipes that include the most basic items(items in the moonlight store). This gives the players at least the option for items that can both be built over time and the ability to reap the benefits of those items before the recipe item is fully completed.
 
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well i have a problem with this map cause everytime i host it or if my friends host it all others get kicked before they can pick a hero
sry for my bad english :ogre_haosis:
 
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well i have a problem with this map cause everytime i host it or if my friends host it all others get kicked before they can pick a hero
sry for my bad english :ogre_haosis:
Hm. Can you tell me the exact time they get kicked? Do they all get kicked at the same time, one at a time, etc.? Maybe a screenshot will help me.

Man, the Javelin Master has a woman voice set =)
Can't men have feminine voices as well? (I never check unit sounds btw...bad habit)

Potion of Reflection: Should casting spells dispel the invisibility granted from this Potion? Currently, it does not.
If you cast abilities before you actually fade, the invisibility will not be disrupted. A similar effect/issue is seen when grabbing the invisibility rune in DotA.
* added notes to Tome of Degrading Wisdom about max hero level and stock refresh rate
This reminds me: It's still possible to learn all of a hero's 4 primary abilities though, just not possible to get all these primary abilities AND the levels of stats right? Are there any situations where players would prefer to level up stats in favor over the primary abilities?
You're correct about what abilities you are able to level up. Currently, I suppose there is not much incentive to skip 3 levels of the primary abilities. I am planning to make the stats improve the hero's innate ability for every 2 levels (lv 2, 4, 6).
Do you think there is a possibility that the removal of recipes makes the old build-up component basic items defunct? What motivation will players have to even buy them? By removing recipes, I think it creates a mentality within the players to only save up for the big items. Sure it makes the game less-reliant on items, but it also inadvertently reduces the usage of lower tiered items(will players really buy a fridert bracer or a pendant of manas in actual gameplay? seems unlikely, considering the meager benefits. why not just save up for the better items instead?). Players could also be less willing to take risks with ganks and team-fights, since they would rather play it safe to save up more gold for the better items.

I think some items, like the lower-tier items(those in the peasant crafts, for example), should incorporate recipes that include the most basic items(items in the moonlight store). This gives the players at least the option for items that can both be built over time and the ability to reap the benefits of those items before the recipe item is fully completed.
This is what I am trying to do right now: Sure the higher-tier items are stronger, but they will not give "more bang for the buck." That is, the high-tier items cost more than and will be weaker than 3 or 4 low-tier items. The main advantage received from obtaining higher-tier items will be that less inventory space is used, thus leaving room for more items. So, a player can save a lot of money for 1 item, but just obtaining the high-tier item does not mean he/she will be better off...only that the hero has more open inventory slots. The players that do mass low-tier items will need to sell the items later, so they'll lose some gold still.

Sidenote: Oh, all these problems, when will I be able to work on items :(
 
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they all get kicked at the same time just before you can pick a hero or can choose any gamemode.
 
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they all get kicked at the same time just before you can pick a hero or can choose any gamemode.
I have this issue as well. When I'm trying to test this game with 2 computers (both macs, which may be the problem..) over LAN, the game desyncs and disconnects a player at the beginning of the game before or when you type in the game-mode.
 
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well i dont have a mac i use windows xp service pack 3 so i dont know. it seems to be the problem of the map cause i dont have this issue on other maps:goblin_boom:
 
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Once, i had that disconnect problem on one of my maps. It's kind a stupid bug of the world editor. I deleted a single trigger action and it never happened again. I can't remember but i think it was a "selection" trigger or something...
Beast(TrOg), try deleting the trigger action which selects Altar at the beginning of the map.

Edit: Btw, Runed Gauntlet's activated mode seems a lot better than its original form. You may want to increase it's original form's stats or nerf it's "cursed" form. Also add description like "-Use: ....."
Edit: Also Ranger's switch position ability with Linked Hawk should have a cast time and a cooldown else it will be very imba i think.
 
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Update: .97D2
Fixes the WC3 crash (hopefully).

Conlan, I haven't tried to see if the selection causes the problem. I doubt it is though, since the crash seemed to be after 2 seconds or so, but not when the altars were selected.

I'll see what I can do about your suggestions.
 
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  • If you use Will of the Vulture near many units, the numbers that show the amount healed will be overlapping; makes it difficult to discern what the numbers are. See screenshot.
  • Ra'Fewn tooltip: Should the tooltip mention exactly what the bonus is?
  • What's the AOE for Dark Ranger's Death Trap? It could be useful to players(checking if activating it will not only trap enemy, but also not trap self for example) if the Death Trap had a thin circular visual line around, depicting its AOE circumference.
  • Is it intended that Elven Elementalist's Crushing Wave deals damage to buildings? Currently, it appears like it does.
  • What is the general AI for the catapult creeps(glaive thrower/infernal juggernaut)? It always seems that they target nearby human players! Also, it seems that there is no creep aggression if your hero attacks an enemy hero with enemy creeps nearby; is this accurate?

It dawned upon me that when newcomers play this game(or any AoS map for that matter) for the first time and are reading what the heroes' abilities, it may be troubling on how to decide what hero to play just based primarily on model/primary attribute/range. I think it would be extremely helpful to them if the hero tooltips at the hero altars briefly introduced what the abilities actually did. What do you think?
 

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  • What is the general AI for the catapult creeps(glaive thrower/infernal juggernaut)? It always seems that they target nearby human players! Also, it seems that there is no creep aggression if your hero attacks an enemy hero with enemy creeps nearby; is this accurate?
The siege and regular units use the normal WC3 AI. I did not customize it any bit. I have also noticed that the siege tanks tend to attack heroes often. I currently do not see why they do. The only AI related to the tanks was to make them attack towers if they are in range. The reason I have not yet made AI for creeps is simply the mechanics would be quite complex (and potentially cause lag), at least from the way I see it right now. I would also like for creeps to defend their heroes...but I think I'll leave adding this feature until the polishing stage.

I think it would be extremely helpful to them if the hero tooltips at the hero altars briefly introduced what the abilities actually did. What do you think?
Sure.

Btw, I won't be updating the map for a while since I believe the map is somewhat stable enough now to finally start working on items.
 
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I would also like for creeps to defend their heroes.
Is that creep aggression? Like when enemy heroes attack an allied heroes, nearby allied creeps will go attack those enemy heroes? It's definitely a balancing feature, when considering ranged versus melee hero harass during the lane-ing stage.
 
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I have been playtesting with Nimsel (Ranger) fairly often(even had the opportunity to play a 2v2 with her online!), so I thought I share some of my thoughts and experiences of her as a hero.

She's really fragile!

Abilities:

  • Linked Hawk: An exceptionally devised ability, useful as both an initiation spell as well as an escape spell. It's utility is especially high, given the mindtricks in position switching that is possible with this spell against enemies.
    • Currently, she can effortlessly escape ganks and will be essentially impossible to kill without chain stuns. This extremely high difficultly to take her down is further magnified by the fact that the crow can fly away, giving her further opportunity to escape even farther away. A useful change would be to implementing a cooldown between swaps. This will reduce the possible scenarios of abuse by swapping back and forth instantly while still retaining the innate escape/initiate ability of this spell.
  • Slow: A simple AOE slow, with an added bonus of AOE blind as well. Useful for ganking as well as escaping.
  • Triple Shot: Another nice ability that is a great farming tool against stacked creeps. Has a minor skill requisite for aiming, but I think that's a good thing.
    • Damage - 750 damage(assuming level 4 and all 3 arrows hit) is pretty high for one spell. Given your team can properly stun a hero, Triple Shot can pretty much decimate a single target enemy easily beginning to mid game. A modest reduction in this damage would be completely fair. The ease with which is can destroy clumped groups of creeps is a little high as well.
  • Trueshot: A useful passive-spell during the lane-ing stage. Immensely helps last-hitting as well as increasing harass damage/power. Very balanced skill, given it's low duration as well as minor agility bonus/kill. It's damage and attack speed enhancement is especially useful when defending or pushing against a large group of creeps (triple shot a large number of creeps, then get a massive boost in power from Trueshot!)
  • Last Sight: A normal DPS booster that is also useful for interrupting channeling spells. Good synergy with this spell, since the bonus attack speed it gives makes it possible for more ministuns as well as more damage.
Visuals

  • Does Nimsel need that blue aura visual? Not only does she not have any aura, it also hinders the clarity with which other auras on her can be seen (through holding aura items). Is this really needed?
  • It would be cool to see some kind of visual or animation when Nimsel activates Last Sight. Maybe different type of arrows fired? Or a unique casting animation?
 
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Update: .97E
Several changes...some taking lots of time. However, the version contains some temporary things. I have disabled some items (may change/rebalance them) and units don't actually gain bonuses from upgrades for now (although the messages are still there).

Also, Nimsel doesn't need that aura, but it was there just to indicate that she learned her passive. I'll come up with a better visual soon.
 
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These are splendid changes! Awesome work!

My favorite change for this version so far is the hero tooltips at the selection altars; those descriptions will be very helpful to first-timers playing this map. I'm also liking a lot of the creep/hero balance changes as well! I will try to give more feedback to you on those once I play or playtest some games!

Some questions/concerns:
* Dagger of Escape: increased activation range to 2000 from 1600
Is activation range same thing as cast range? The tooltip says the cast range is 2000.

* increased the size of many heroes
an unintended effect of this is that heroes are able to block creeps easier. while i fully support this change, i still wanted you to know just in case.

-repick debug text
check the attached screenshot.

starting gold: Why is it so low now? 525-100 = 425 starting. Potions are usually necessary: got to choose among the 195 gold items now(stats, damage, HP/mana)?

watcher wardz: I've been thinking, what are some optimal places to plant them? Igloos? Runes? (when i place on a hill nearby the rune, the vision from the ward is always blocked) Can't find any other useful high ledge areas where the vision is wide; any ideas?

Is it intended that Bulge's Rot harms himself through magic immunity(immunity provided through amulet of spell shield)

Visual suggestion: What do you think about the Scourge having different ground textures from that of the Blood Elves for their shops?

If you buy items that have a visual aura (without the hero being near the shop from which it is bought), the circle of power carrying that item gets the visual auras. Check screenshot.

Sometimes after killing a unit affected by Soul Burn, the Soul Burn visual animation still lasts a little bit after the unit has died.
 

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* Dagger of Escape: increased activation range to 2000 from 1600
Is activation range same thing as cast range? The tooltip says the cast range is 2000.
Yes, it's the same thing.

* increased the size of many heroes
an unintended effect of this is that heroes are able to block creeps easier. while i fully support this change, i still wanted you to know just in case.
I have not tested this. But, I don't think it is the hero size that is affecting blocking. I have made the collisions for lane units larger to reduce units clumping so that they are easier to click.

starting gold: Why is it so low now? 525-100 = 425 starting. Potions are usually necessary: got to choose among the 195 gold items now(stats, damage, HP/mana)?
Yes, I reduced the amount of items players can start off with. Typically, players can select one item and a potion, or two items. I was also curious as to whether it was too low, but I believe that for new players, starting with a little gold will give a fair limitation to what items they can buy. I have other reasons also, but the explanations would take a while.

watcher wardz: I've been thinking, what are some optimal places to plant them? Igloos? Runes? (when i place on a hill nearby the rune, the vision from the ward is always blocked) Can't find any other useful high ledge areas where the vision is wide; any ideas?
This was one of my concerns while I was redoing the whole terrain. I know of a couple of spots...I'll update this post once I get the screenshots.

Is it intended that Bulge's Rot harms himself through magic immunity(immunity provided through amulet of spell shield)
Hm...not intentional, but I may keep it that way. It'll keep the "double-edge" feel of the ability and help keep it balanced (imagine him having 3k HP, dealing almost 200 DPS around himself...and he has nothing to lose for 7 seconds).

Visual suggestion: What do you think about the Scourge having different ground textures from that of the Blood Elves for their shops?
I suppose that is a good idea.

If you buy items that have a visual aura (without the hero being near the shop from which it is bought), the circle of power carrying that item gets the visual auras. Check screenshot.
That isn't much of a matter of concern. However, if I try to do something about it, it's probably not worth the investment.
 
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I want to see the explanations or other reasons you have about the starting gold reduction! If you don't mind explaining, I would really want to see your line of reasoning.

Cevil is missing the description for her abilities.

Very useful Watcher Wardz changes - 'flying' vision gives Wather Wardz a much needed significant boost in vision.

Have you removed the visual for inferno cloak? It looks like it still properly damages, but there isn't a visual around the holder anymore.

Gem of Contact Lenses cooldown of 70 seconds seems really long. What's the reasoning for this? From my point of view, having such a long cooldown forces players to carefully use this; but when they are against enemies who can go invisible easily(against Queen of Shadows, enemies with constantly armed with potion of reflection etc), it can be kind of unfair.

Do the damage auras from Orb of Extreme Ignition and and Dragon Whelp's Head stack for allied heroes? They both have the same visual aura.

I wanted to test some specific situations with 2 players, but the single player mode doesn't work when you have more than 1 player! Is it possible to extend the single player testing mode commands to be available when there is more than 1 player? It would make bug-testing or play-testing significantly easier.

-modeinfo debug text: check screenshot (it also seems that the circle of powers overlap a little)
 

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For Orb of Gelidity: do you think that the visual of an ice explosion is a little too much? the nova makes it look like it deals additional damage and more of a result from a spell than an attack: do you think that just a minor ice effect on the enemy unit better depicts the slowing of the enemy unit? this may be a problem though, since the crown of kings unholy aura already uses a visual like that.

Some minor testing:

- Trueshot: Killing enemy summons or denying allied summons doesn't provide bonus agility.
- Soul Burn: It seems that this debuff damages extra upon allied units when you attack them below the deny threshold.
 
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For the Scourge, Acolyte Crafts and Forge have the same building model. Is this intended?
 
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When I tested Sorrow Stave, I didn't see the visual for sorrow stave.

It seems that creep aggression still is not properly activated. Replay showing this is attached (fast forward to 1:51 replay time).
 

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