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SerenityInFire Presents
Barbarians: The Dark Ages
for WarCraft III version 1.36
Version Alpha 2.10 is live!
An altered melee ten player map - suitable for 3v3, 4v4, or 5v5 - You will battle your foes as one of six unique civilizations: The Norsemen, the Lizard Men, the Undead Empire, the Orcs, the Drow, or the Elven Templar. Starting in the Dark Age, progress through the ages to access new units and powerful technologies as you race to the Age of Wonders.Barbarians: The Dark Ages
for WarCraft III version 1.36
Version Alpha 2.10 is live!
Gameplay Features
Races - Barbarians: The Dark Ages features six unique races (so far): The Norsemen, the Lizardmen, the Undead Empire, the Orcs, the Drow and the Elven Templar. Each race will have its own strengths and weaknesses.Damage Types - Damage types and tables have been changed for Barbarians: The Dark Ages. The Damage and Armor types are as follows.
Damage Types
Infantry - Infantry attacks do full damage to most armor types, and reduced damage to Mechanical and Fortified armor.Spear - Spear attacks do 2.5x damage to Cavalry, and reduced damage to Mechanical and Fortified armor.
Ranged - Ranged attacks to extra damage to Heavy Infantry and reduced damage to Ranged Units.
Cavalry - Cavalry attacks extra damage to Light and Heavy Infantry, and reduced damage to Mechanical and Fortified armor.
Siege - Siege Units do extra damage to Mechanical and Fortified armor, and reduced damage to all others.
Magic - Magic attacks do full damage to all armor types.
Armor Types
Light Infantry - Light Infantry armor takes extra damage from Cavalry and reduced damage from Siege.Heavy Infantry - Heavy Infantry armor takes extra damage from Cavalry and Ranged, and reduced damage from Siege.
Ranged - Ranged units take reduced damage from Ranged and Siege.
Cavalry - Cavalry units take 2.5x damage from spears and reduced damage from Siege.
Mechanical - Mechanical units take extra damage from Siege and reduced damage from all others.
Fortified - Fortified units take double damage from Siege, full damage from Magic and half damage from all others.
Unarmored - Unarmored units take extra damage from all damage types.
The Four Ages
-The Dark Age- This is the starting age. Workers, basic infantry and ranged units are available at this stage.-The Age of Enlightenment- The second age, this is when light cavalry, spear units are available and some advanced researches are available at this stage as well.
-The Age of Magic- The third age, this is when heavy cavalry, siege weapons and spell casters become available. There are also more advanced researches available.
-The Age of Wonders- The fourth and final age, this is when the second spell casting unit, and the most powerful upgrades become available.
Heroes
Each faction currently features three heroes (one of each Strength, Agility, and Intelligence) as well as a faction specific item shop that can be built by the faction's builder unit. There are also four neutral Merchant item shops that are located near the center of the map. Triceratops, Allosaurus and T-Rex creeps now drop random items from custom map tables with the most powerful item drops coming from T-Rex creeps. There will be more heroes coming in future updates so stay tuned!
Potential Features
Additional Races - Once the map ends beta and the current four races are relatively balanced, I may add an additional race to each of the vanilla races, bringing the total to eight.Additional Maps - Once the map exceeds the 1.00 phase, I may create additional maps, such as a 2v2 or 4v4 map, using the data from the latest version of the 5v5 Barbarians: The Dark Ages.
Race/Faction Info
The Norsemen are mighty Viking warriors of the frozen north lands. They've been recently forced from their homelands, however, by the forces of the Undead Empire. They have moved south, searching for a new land to call their own and for allies against the ever growing strength of the Undead. The Elf Templar, however, see the heathen Norsemen as natural enemies and have dismissed their warnings of the coming doom. Now left wandering the barren desert wastes, they are forced to survive as nomads; nothing more than strangers in a strange land.
Peasant - Basic worker unit. Can harvest gold and ore and build building.
Man-at-Arms - Basic light infantry. Can be upgraded to Huskarl at Tier Four.
Archer - Basic ranged unit for the Norsemen. Can be upgraded to Crossbowman at Tier Three.
Castle - Town hall for the Norsemen. Harvested resources are returned here and can train Peasants and advance to the next tech level. Also fires arrows at enemy units within range.
Farm - Used to produce food and increase the maximum number of units one can have.
Barracks - Building for producing foot soldiers.
Armory - Building for upgrading military units' attack damage and armor.
Outpost - Functions as a lookout tower. Can learn the Telescope ability at Tier Four to see invisible units. Can be upgraded to Guard Tower at Tier Two.
Pikeman - Basic spear unit for the Norsemen. Can be upgraded to Halberdier at Tier Four.
Raider - Basic light cavalry for the Norsemen.
Stable - Building for producing cavalry.
Academy - Building for advanced researches.
Guard Tower - Defensive structure that fires arrows at enemy units within range.
Huskarl - Upgraded form of the Man-at-Arms. Has increased hit points, armor and attack damage.
Crossbowman - Upgraded form of the Archer. Has increased hit points, armor and attack damage.
Knight - A powerful mounted warrior. Can be upgraded to Paladin at Tier Four.
Marauder - Spear-throwing cavalry.
Battle Mammoth - Very powerful cavalry unit that can soak up a lot of damage and gives as good as it receives. Effective against buildings. Can learn Tusk Swords at Tier Four which gives it the Cleaving Attack ability.
Catapult - A powerful long range siege weapon, but slow and vulnerable.
Petard - Self-destructing explosive siege unit.
Wizard - Basic spell casting unit for the Norsemen. Starts with Thunder Storm and can learn Summon Fire Elemental, Tremor and Rune Bomb.
Gryphon Rider - Light flying unit for the Norsemen. Can receive the Storm Hammers upgrade so that attacks damage additional targets.
Siege Workshop - Building for producing siege weapons.
Wizard Tower - Building for producing and upgrading Wizards.
Halberdier - Upgraded form of the Pikeman. Has increased hit points, armor and attack damage.
Berserker - Powerful heavy infantry.
Paladin - Upgraded form of the Knight. Has increased hit points, armor and attack damage.
Druid - Advanced spell caster for the Norsemen. Starts with Healing Ward, and can learn Strengthen Resolve, Battle Lust and Sacrifice.
Corsair - A spear throwing ranged unit that is invisible to enemy units. Perfect for hit and run attacks.
Frost Dragon - A powerful flying creature with the Frost Breath ability. Can receive the Dragon Husbandry upgrade for an increase in damage, armor, and hit points.
Altar of Might - Building for producing and upgrading Druids. Also produces Corsairs.
Leather Armor - Increases armor for infantry, spear units and cavalry.
Fletching - Increases attack damage for ranged units.
Padded Archer Armor - Increases armor for ranged units.
Age of Enlightenment - Advances to the next tech level.
Scale Armor - Further increases armor for infantry, spear and cavalry units.
Bodkin Arrow - Further increases attack damage for ranged units.
Studded Archer Armor - Further increases armor for ranged units.
Masonry - Increases armor and hit points of buildings.
Pillage - Melee units gain resources when attacking buildings.
Age of Magic - Advances to the next tech level.
Chain Armor - Further increases armor for infantry, spear and cavalry units.
Long Bow - Further increases attack damage for ranged units.
Chain Archer Armor - Further increases armor for ranged units.
Architecture - Further increases armor and hit points of buildings.
Ore Mining - Increases the amount of ore harvested by Artisans by five.
Repeating Crossbow - Increases the attack speed of Crossbowmen by 25%.
Crossbow - Transforms Archers into Crossbowmen, giving them increased hit points, armor and attack damage.
Thumb Ring - Increases the attack speed of ranged units.
Bloodlines - Increases the hit points of all cavalry units by 25.
Ancient Lore - Increases the hit points, mana, mana regeneration and armor of Wizards, while granting access to a new spell.
Age of Wonders - Advances to the final tech level.
Plate Armor - Further increases armor for infantry, spear and cavalry units.
Recurve Bow - Further increases attack damage for ranged units.
Lamellar Archer Armor - Further increases armor for ranged units.
Engineering - Further increases armor and hit points of buildings.
Ore Shaft Mining - Further increases the amount of ore harvested by Artisans by five.
Total War - Increases the fighting capabilities of Peasants.
Telescope - Gives Outposts the ability to see invisible/cloaked enemy units.
Huskarl Upgrade - Transforms Men-at-Arms into Huskarls, giving them increased hit points, armor and attack damage.
Halberdier Upgrade - Transforms Pikemen into Halberdiers, giving them increased hit points armor and attack damage.
Paladin Upgrade - Transforms Knights into Paladins, giving them increased hit points, armor and attack damage.
Tusk Swords - Gives Battle Mammoths the Cleaving Attack ability.
Siege Engineers - Upgrades the armor, damage and attack speed of all siege weapons.
Arcane Lore - Upgrades Wizards' hit points, mana, mana regeneration and armor while granting access to a new spell.
Secret Lore - Upgrades Druids' hit points, mana, mana regeneration and armor while granting access to a new spell.
Profound Lore - Upgrades Druids' hit points, mana, mana regeneration and armor while granting access to a new spell.
Cloak and Dagger - Allows the training of Corsairs at the Altar of Might.
Jarl - Strength Hero, a powerful leader who enhances the fighting capabilities of friendly units as well as himself. Abilities are Rune Blade, Bear Shirt, Command Aura, and Avatar.
Shadow Assassin - Agility Hero, adept at single combat and hit and run tactics. Abilities are Wind Walk, Blade Impale, Shadow Strike, and Summon Garmr.
Arch Druid - Intelligence Hero, adept at healing and supporting friendly units. Abilities are Healing Wave, Summon Grizzly, Eyes of the Raven, and Chooser of the Slain.
Tier One Units



Castle - Town hall for the Norsemen. Harvested resources are returned here and can train Peasants and advance to the next tech level. Also fires arrows at enemy units within range.
Farm - Used to produce food and increase the maximum number of units one can have.
Barracks - Building for producing foot soldiers.
Armory - Building for upgrading military units' attack damage and armor.
Outpost - Functions as a lookout tower. Can learn the Telescope ability at Tier Four to see invisible units. Can be upgraded to Guard Tower at Tier Two.
Tier Two Units


Stable - Building for producing cavalry.
Academy - Building for advanced researches.
Guard Tower - Defensive structure that fires arrows at enemy units within range.
Tier Three Units








Siege Workshop - Building for producing siege weapons.
Wizard Tower - Building for producing and upgrading Wizards.
Tier Four Units




Corsair - A spear throwing ranged unit that is invisible to enemy units. Perfect for hit and run attacks.
Altar of Might - Building for producing and upgrading Druids. Also produces Corsairs.
Tier One Upgrades
Iron Forging - Increases attack damage for infantry, spear units and cavalry.Leather Armor - Increases armor for infantry, spear units and cavalry.
Fletching - Increases attack damage for ranged units.
Padded Archer Armor - Increases armor for ranged units.
Age of Enlightenment - Advances to the next tech level.
Tier Two Upgrades
Steel Forging - Further increases attack damage for infantry, spear and cavalry units.Scale Armor - Further increases armor for infantry, spear and cavalry units.
Bodkin Arrow - Further increases attack damage for ranged units.
Studded Archer Armor - Further increases armor for ranged units.
Masonry - Increases armor and hit points of buildings.
Pillage - Melee units gain resources when attacking buildings.
Age of Magic - Advances to the next tech level.
Tier Three Upgrades
Metallurgy - Further increases attack damage for infantry, spear and cavalry units.Chain Armor - Further increases armor for infantry, spear and cavalry units.
Long Bow - Further increases attack damage for ranged units.
Chain Archer Armor - Further increases armor for ranged units.
Architecture - Further increases armor and hit points of buildings.
Ore Mining - Increases the amount of ore harvested by Artisans by five.
Repeating Crossbow - Increases the attack speed of Crossbowmen by 25%.
Crossbow - Transforms Archers into Crossbowmen, giving them increased hit points, armor and attack damage.
Thumb Ring - Increases the attack speed of ranged units.
Bloodlines - Increases the hit points of all cavalry units by 25.
Ancient Lore - Increases the hit points, mana, mana regeneration and armor of Wizards, while granting access to a new spell.
Age of Wonders - Advances to the final tech level.
Tier Four Upgrades
Blast Furnace - Further increases attack damage for infantry, spear and cavalry units.Plate Armor - Further increases armor for infantry, spear and cavalry units.
Recurve Bow - Further increases attack damage for ranged units.
Lamellar Archer Armor - Further increases armor for ranged units.
Engineering - Further increases armor and hit points of buildings.
Ore Shaft Mining - Further increases the amount of ore harvested by Artisans by five.
Total War - Increases the fighting capabilities of Peasants.
Telescope - Gives Outposts the ability to see invisible/cloaked enemy units.
Huskarl Upgrade - Transforms Men-at-Arms into Huskarls, giving them increased hit points, armor and attack damage.
Halberdier Upgrade - Transforms Pikemen into Halberdiers, giving them increased hit points armor and attack damage.
Paladin Upgrade - Transforms Knights into Paladins, giving them increased hit points, armor and attack damage.
Tusk Swords - Gives Battle Mammoths the Cleaving Attack ability.
Siege Engineers - Upgrades the armor, damage and attack speed of all siege weapons.
Arcane Lore - Upgrades Wizards' hit points, mana, mana regeneration and armor while granting access to a new spell.
Secret Lore - Upgrades Druids' hit points, mana, mana regeneration and armor while granting access to a new spell.
Profound Lore - Upgrades Druids' hit points, mana, mana regeneration and armor while granting access to a new spell.
Cloak and Dagger - Allows the training of Corsairs at the Altar of Might.



Tier One Units



Lair - Town hall building for the Lizard Men. It can receive harvested resources, train Drudges, and advance to the next age.
Farm - Farms provide food for the Lizard Men which allows the player to train more units.
Spawning Grounds - Troop producing building for the Lizard Men.
Forge - Building for upgrading Lizard Men soldiers.
Dispensary - Item shop for the Lizard Men.
Outpost - Basic observation tower for the Lizard Men. Can learn the telescope ability at Tier Four to see invisible units, and can be upgraded to Guard Tower at Tier Two.
Tier Two Units


Animal Den - Building for training reptilian mounted units.
Sanctum - Building for researching advanced technologies.
Tier Three Units







Siege Workshop - Building for producing siege weapons.
Cloister of Reptilia - Basic spell caster producing building.
Tier Four Units



Assassin - Stealth unit with high damage, but low hp and armor. Can learn Critical Strike.

Altar of the Ancients - Building for producing Witch Doctors.
Coming Soon!



Tier One Units



Necropolis - Town hall building for the Empire. It can receive harvested resources, train Slaves and advance to the next age.
Tomb - Tombs provide food for the Empire which allows one to train more units.
Barracks - Building for training foot soldiers.
Forge - Building for upgrading units' armor and attack damage.
Outpost - Basic observation tower for the Empire. Can learn the Telescope ability at Tier Four which allows it to see invisible enemy units. Can be upgraded to Guard Tower at Tier Two.
Tier Two Units


Stable - Building for producing Cavalry units.
Tomb of Knowledge - Building for advanced researches.
Guard Tower - Basic defense tower for the Empire. Fires energy blasts at enemy units within range.
Tier Three Units




Siege Workshop - Building for producing siege weapons.
Temple of the Damned - Building for producing spell casters.
Tier Four Units






Crypt of Eternity - Building for producing advanced spell casters.
Coming Soon!



Tier One Units



Stronghold - Town hall building for the Orcs. Can train Peons, collect harvested resources and advance to the next age.
Farm - Structure for providing food so one can train more units.
Barracks - Building for training infantry and ranged units.
Forge - Building for upgrading units' defense and attack damage.
Dispensary - Item shop building for the Orcs.
Watch Tower - Basic observation post for the Orcs. Can be upgraded to Guard Tower at Tier Two and receive the Telescope upgrade at Tier Four to be able to see invisible units.
Tier Two Units


Beastiary - Building for training Orcish mounted units.
Elder's Hut - Building for researching advanced upgrades.
Guard Tower - Basic defensive structure for the Orcs. Upgraded from Watch Tower.
Tier Three Units






Troll Den - Building for training Orcish Siege Units.
Circle of Stones - Building for training and upgrading Warlocks.
Tier Four Units





Altar of Storms - Building for training and upgrading Necrolytes.
Coming Soon!



Tier One Units

Sentry - Basic infantry for the Drow. Can be upgraded to Sentinel at Tier 3.

Fortress - Town hall building for the Drow. Trains Serfs, collects harvested resources and advances to the next tech level.
Farm - Produces food, allow one to train more units.
Barracks - Building for producing foot soldiers.
Forge - Building for upgrading units' armor and attack damage.
Outpost - Basic observation tower. Can be upgraded to Guard Tower and Node at Tier 2. Can learn the Telescope ability at Tier 4 to reveal nearby invisible units.
Tier Two Units
Spearmaiden - Basic spear attacker for the Drow. Can be upgraded to Heavy Spearmaiden at Tier 4.
Stable - Building for producing cavalry units.
Laboratory - Building for advanced researches.
Guard Tower - Basic defensive structure for the Drow. Fire arrows at enemy units within range.
Node - A building of magical power that restores lost hit points or mana to nearby friendly units.
Tier Three Units
Sentinel - Basic infantry for the Drow. Stronger than Sentry.
Vortex Warrior - Mounted ranged attacker whose glaives bounce between targets.
Stone Thrower - Long range siege weapon for the Drow. Powerful, but slow and vulnerable.
Battering Ram - Heavily armored close range siege weapon. Very strong versus buildings.

Siege Workshop - Building for producing siege weapons.
Summoning Circle - Building for producing magical units.
Tier Four Units

Heavy Spearmaiden - Basic spear unit for the Drow. Stronger than Spearmaiden.



Warlock - Advanced spell caster for the Drow. Starts with Void Blast, and can learn Void Cage, Conjure Void Disc, and Body Bomb.
Assassin - Ranged stealth unit for the Drow.
Hall of Magic - Building for producing Warlocks and Assassins.
Coming Soon!



Tier One Units



Castle - Town Hall and defensive structure for the Templar. Harvested resources are returned here and fires arrows at enemy units within range. Produces Artisans and is used to advanced to the next age.
House - Used to produce food and increase the maximum number of units one can have.
Barracks - Building for producing foot soldiers.
Armory - Building for upgrading military units' armor and damage. Harvested ore can also be returned here.
Outpost - A defensive building for monitoring activity in your territory. Can be upgraded to see invisible/cloaked units in Tier Four. Can also be upgraded to the Guard Tower which fires arrows at enemy units in range. (Requires Armory)
Tier Two Units


Guard Tower - The upgraded form of the outpost. Requires Armory.
Stable - Building for producing cavalry.
University - Building for advanced researches.
Tier Three Units







Temple - Building for producing Priests and Bishops as well as upgrading them.
Tier Four Units






Arcane Citadel - Building for producing Sorceresses and Mage Hunters.
Tier One Upgrades
Iron Forging - Increases attack damage for infantry, spear units and cavalry.Leather Armor - Increases armor for infantry, spear units and cavalry.
Fletching - Increases attack damage for ranged units.
Padded Archer Armor - Increases armor for ranged units.
Age of Enlightenment - Advances to the next tech level.
Tier Two Upgrades
Steel Forging - Further increases attack damage for infantry, spear and cavalry units.Scale Armor - Further increases armor for infantry, spear and cavalry units.
Bodkin Arrow - Further increases attack damage for ranged units.
Studded Archer Armor - Further increases armor for ranged units.
Masonry - Increases armor and hit points of buildings.
Age of Magic - Advances to the next tech level.
Tier Three Upgrades
Metallurgy - Further increases attack damage for infantry, spear and cavalry units.Chain Armor - Further increases armor for infantry, spear and cavalry units.
Long Bow - Further increases attack damage for ranged units.
Chain Archer Armor - Further increases armor for ranged units.
Architecture - Further increases armor and hit points of buildings.
Ore Mining - Increases the amount of ore harvested by Artisans by five.
Elite Swordsman Upgrade - Upgrades Swordsmen to Elite Swordsmen.
High Archer Upgrade - Upgrades Archers to High Archers.
Thumb Ring - Increases the attack speed of ranged units.
Medicine - Increases the amount of health recovered by the Priest/Bishop's healing spell.
Bloodlines - Increases the hit points of all cavalry units by 25.
The Holy Word - Increases the armor, hit points and mana points of Priests/Bishops while granting access to the Dispell Magic ability.
Age of Wonders - Advances to the final tech level.
Tier Four Upgrades
Blast Furnace - Further increases attack damage for infantry, spear and cavalry units.Plate Armor - Further increases armor for infantry, spear and cavalry units.
Tower Shield - Further increases armor for infantry, spear and cavalry units.
Recurve Bow - Further increases attack damage for ranged units.
Lamellar Archer Armor - Further increases armor for ranged units.
Engineering - Further increases armor and hit points of buildings.
Ore Shaft Mining - Further increases the amount of ore harvested by Artisans by five.
Total War - Increases the fighting capabilities of Artisans.
Fanaticism - Increases the attack speed of all units, except siege weapons and buildings.
Telescope - Gives Outposts the ability to see invisible/cloaked enemy units.
Royal Pikeman Upgrade - Upgrades Pikemen to Royal Pikemen.
Executioner's Justice - Grants Carnifexes the Executioner's Justice ability which fully restores their hitpoints when they kill an enemy unit.
Cataphract Upgrade - Upgrades Crusaders to Cataphracts, giving them increased armor, damage and hit points.
Holy Sacrament - Further increases the armor, hit points and mana points of Priests/Bishops while granting access to the Apostasy ability, which allows them to convert an enemy unit to their faction.
Martyrdom - Grants Priests/Bishops the Martyrdom ability, which leaves behind a mine when they are killed.
Bishop Upgrade - Upgrades Priests to Bishops, giving them increased armor, hit points, mana and attack damage, while also giving access to more powerful spells.
Judgement - Grants Bishops the Judgement ability, which summons forth a beam of holy light to damage your foes.
Siege Engineers - Upgrades the armor, damage and attack speed of all siege weapons.
Advanced Sorcery - Increases the armor, hit points and mana of Sorceresses, while granting access to the Holy Rage ability, which increases the armor and damage of a target unit.
Legendary Sorcery - Increases the armor, hit points and mana of Sorceresses, while granting access to the Conjure Golem ability.
Golem Mastery - Increases the armor, hit points and damage of the Sorceress's conjured golems.
Mana Burn - Grants Mage Hunters the Mana Burn ability.
Shadow Magic - Grants Mage Hunters the Permanent Invisibility ability.




Tier One Units



Castle - Town hall for the Black Legion. Used to train Laborers, advance to the next age, and return harvested gold and ore.
Farm - Produces food so that you can train more units.
Barracks - Troop production building for the Black Legion.
Blacksmith - Building for upgrading Black Legion soldiers.
Trade House - Faction specific shop building for the Black Legion.
Outpost - Basic observation tower for the Black Legion that can learn the Telescope ability at Tier Four. Can be upgraded to a Guard Tower at Tier Two, or a Gun Tower at Tier Four.
Tier Two Units


Stable - Building for producing cavalry units.
College - Building for researching advanced upgrades.
Guard Tower - Standard defensive structure for the Black Legion.
Tier Three Units






Siege Workshop - Building for producing siege units.
Cloister - Building for producing spell casters.
Tier Four Units








Wizard's Tower - Building for training advanced spell casters and Black Dragons.
Gun Tower - Defensive structure that is powerful from a distance, but very vulnerable at close range.
-=PROGRESS REPORT=-
Norsmen - Fully Implemented and Functional
Lizard Men - Fully Implemented and Functional
Undead Empire - Fully Implemented and Functional
Orcs - Fully Implemented and Functional
Drow - Fully Implemented and Functional
Elf Templar - Fully Implemented and Functional
Black Legion - In Progress (about 70% complete)
-=MAP=-
Terrain - 100% Complete
Doodads - 100% Complete
Resources - 100% Complete
Creeps - Fully Implemented and Functional
Items - In Progress
Norsmen - Fully Implemented and Functional
Lizard Men - Fully Implemented and Functional
Undead Empire - Fully Implemented and Functional
Orcs - Fully Implemented and Functional
Drow - Fully Implemented and Functional
Elf Templar - Fully Implemented and Functional
Black Legion - In Progress (about 70% complete)
-=MAP=-
Terrain - 100% Complete
Doodads - 100% Complete
Resources - 100% Complete
Creeps - Fully Implemented and Functional
Items - In Progress
Version Alpha 2.10
Fixed problems with dummy units in the Arch Druid's "Chooser of the Slain" spell.
Added flying units to each faction.
Raiders now have access to the Ensnare ability.
Rebalanced neutral creeps (mostly hp adjustments).
Version Alpha 2.02
Fixed Random Race picker for when a player doesn't choose a race within 10 seconds.
Version Alpha 2.01
Fixed Player 6's goldmine.
Version Alpha 2.00
New map/terrain.
Added two new factions: Orcs and Lizard Men.
Faction is now picked through a dialog.
Some units have different models.
Adjusted item drop map tables.
Various changes and bug fixes.
Adjusted unit damage across the board.
Version Alpha 1.21
Fixed a bug where Templar players would receive a Drow hero when randomly generating heroes.
Version Alpha 1.20
Added 3 heroes to each faction. Each hero is purchased from a unit called "Hero's Soul." If the player does not pick a hero within 40 seconds, the map will randomly pick one.
Builders for each faction can now build faction-specific item shops.
Triceratops, Allosaurus and T-Rex creeps now drop items chosen randomly from a map table.
Added 4 Neutral Merchants to the map.
Fixed various bugs related to dummy units and summoned units using up food when they shouldn't.
Final fix for the Town Watch tool tip.
Most units have received a 20 point boost to hit points.
Version Alpha 1.12
Fixed an error where the Dread Knight's Death Totem didn't have the Death Totem Aura
Added expiration timer to Lost Souls spawned by the Drow Warlock's Void Cage spell
Version Alpha 1.1
Fixed Town Watch tool tip
Expansion creep camps have been nerfed to make it easier to expand
Drow Spell Weaver's Polymorph hotkey has been fixed
Tool tip for Parapsychology/Metaphysics no longer has placeholder text
Fixed problems with dummy units in the Arch Druid's "Chooser of the Slain" spell.
Added flying units to each faction.
Raiders now have access to the Ensnare ability.
Rebalanced neutral creeps (mostly hp adjustments).
Version Alpha 2.02
Fixed Random Race picker for when a player doesn't choose a race within 10 seconds.
Version Alpha 2.01
Fixed Player 6's goldmine.
Version Alpha 2.00
New map/terrain.
Added two new factions: Orcs and Lizard Men.
Faction is now picked through a dialog.
Some units have different models.
Adjusted item drop map tables.
Various changes and bug fixes.
Adjusted unit damage across the board.
Version Alpha 1.21
Fixed a bug where Templar players would receive a Drow hero when randomly generating heroes.
Version Alpha 1.20
Added 3 heroes to each faction. Each hero is purchased from a unit called "Hero's Soul." If the player does not pick a hero within 40 seconds, the map will randomly pick one.
Builders for each faction can now build faction-specific item shops.
Triceratops, Allosaurus and T-Rex creeps now drop items chosen randomly from a map table.
Added 4 Neutral Merchants to the map.
Fixed various bugs related to dummy units and summoned units using up food when they shouldn't.
Final fix for the Town Watch tool tip.
Most units have received a 20 point boost to hit points.
Version Alpha 1.12
Fixed an error where the Dread Knight's Death Totem didn't have the Death Totem Aura
Added expiration timer to Lost Souls spawned by the Drow Warlock's Void Cage spell
Version Alpha 1.1
Fixed Town Watch tool tip
Expansion creep camps have been nerfed to make it easier to expand
Drow Spell Weaver's Polymorph hotkey has been fixed
Tool tip for Parapsychology/Metaphysics no longer has placeholder text
Map by SerenityInFire
Custom Models and Textures by ~Nightmare, 67Chrome, AhhFreshWeed, Aldeia, Alfredx_sotn, A.R., Arowanna, Asdasdgrfw, Asssssvi, Atasha JG, BLazeKraze, Blood Raven, Cavman, Ceterai, Champara Bros, CrazyRussian, DarkFang, Deathbringer, D.ee, Devine, Dionesiist, DireFury, Doom_sheep, Eagle XI, Edge45, Elenai, Epsilon, Eubz, Fersz, Freddyk, General Frank, Gluma, Grey Knight, Gunner, Halo, Hantoo, HappyTauren, Hawkwind, Hayate, HerrDave, Heinvers, Helix-Magnus, Horn, ILH, Illidan(Evil)X, JesusHipster, JetFangInferno, Johnwar, JollyD, Kitabatake, Kola, LiONEss, Mainy, Manasou, MatiS, Marcos DAB, MassiveMaster, Mc !, Mephistrial, Mike, Mr. Bob, Mr. Goblin, Morbent, Muoteck, Murlocologist, Mustang, Mythic, NFWar, Nilas Aran, OlofMoleman, Palaslayer, PeeKay, PrinceYaser, Ramza, Retera, Sarsaparilla, SerenityInFire, Sin Dorei 300, Skrab, sPy, Stefan K., SoundImage.org, Tauer, Tenebrae, The Leader, Tillinghast, Tranquil, Ujimasa Hojo, Uncle Fester, Vinz, Wandering Soul, War_Golum, WildCat, WingedNoseRing and anyone I may have forgotten!
Damage Engine and Unit Indexer by Bribe
Knockback System by Paladon
Fearless Charge spell by KhaosMachine
Special Thanks to The Hive Workshop for hosting modding resources and tools.
Special Thanks to Cuore for some trouble shooting and to ILH and Retera for taking model requests.
Special Thanks to cleavinghammer, nchp1903, and Tickles for spell ideas and concepts.
Special Thanks to Uncle and Planetary for help with triggers.

Custom Models and Textures by ~Nightmare, 67Chrome, AhhFreshWeed, Aldeia, Alfredx_sotn, A.R., Arowanna, Asdasdgrfw, Asssssvi, Atasha JG, BLazeKraze, Blood Raven, Cavman, Ceterai, Champara Bros, CrazyRussian, DarkFang, Deathbringer, D.ee, Devine, Dionesiist, DireFury, Doom_sheep, Eagle XI, Edge45, Elenai, Epsilon, Eubz, Fersz, Freddyk, General Frank, Gluma, Grey Knight, Gunner, Halo, Hantoo, HappyTauren, Hawkwind, Hayate, HerrDave, Heinvers, Helix-Magnus, Horn, ILH, Illidan(Evil)X, JesusHipster, JetFangInferno, Johnwar, JollyD, Kitabatake, Kola, LiONEss, Mainy, Manasou, MatiS, Marcos DAB, MassiveMaster, Mc !, Mephistrial, Mike, Mr. Bob, Mr. Goblin, Morbent, Muoteck, Murlocologist, Mustang, Mythic, NFWar, Nilas Aran, OlofMoleman, Palaslayer, PeeKay, PrinceYaser, Ramza, Retera, Sarsaparilla, SerenityInFire, Sin Dorei 300, Skrab, sPy, Stefan K., SoundImage.org, Tauer, Tenebrae, The Leader, Tillinghast, Tranquil, Ujimasa Hojo, Uncle Fester, Vinz, Wandering Soul, War_Golum, WildCat, WingedNoseRing and anyone I may have forgotten!
Damage Engine and Unit Indexer by Bribe
Knockback System by Paladon
Fearless Charge spell by KhaosMachine
Special Thanks to The Hive Workshop for hosting modding resources and tools.
Special Thanks to Cuore for some trouble shooting and to ILH and Retera for taking model requests.
Special Thanks to cleavinghammer, nchp1903, and Tickles for spell ideas and concepts.
Special Thanks to Uncle and Planetary for help with triggers.
UPDATE #1: Added background story, and unit and upgrade info for the Norsemen.
UPDATE #2: Added info on damage and armor types.
UPDATE #3: Added unit info for the Drow.
UPDATE #4: Added unit info for the Empire.
UPDATE #5: Added unit pictures for Norsemen.
UPDATE #6: Added unit pictures for Templar.
UPDATE #7: Added unit pictures for Empire.
UPDATE #8: Added select unit pictures for Drow.
UPDATE #9: Changed some unit pictures and updated spell caster info for Norsemen, Empire and Drow units.
UPDATE #10: Added Age of Wonders Alpha version 1 to this post.
UPDATE #11: Added unit pictures for Drow Archer and Drow Ranger.
UPDATE #12: Alpha Version 1.20 uploaded to this post.
UPDATE #13: Alpha Version 1.21 uploaded to this post.
UPDATE #14: Finished adding hero pictures and info for all four factions.
UPDATE #15: Changed name to Barbarians: The Dark Ages. Added some info about the Lizard Men and Orc races.
UPDATE #16: Added Unit info for the Orcs.
UPDATE #17: Added Unit info for the Lizard Men.
UPDATE #18: Added Unit info for the Black Legion.
UPDATE #19: Added spell caster info for the Lizard Men.
UPDATE #20: Added Hero info for the Lizard Men.
UPDATE #21: Added Hero info for the Orcs.
UPDATE #22: Updated change log for version Alpha 2.00
UPDATE #23: Added Alpha 2.00 to the thread
UPDATE #24: Added Alpha 2.01 to the thread
UPDATE #25: Added Alpha 2.02 to the thread
UPDATE #26: Updated change log for version Alpha 2.10
UPDATE #27: Added flying unit info for all factions.
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