AniMa War Ex V0.2b BETA [1.29+ Only]

This bundle is marked as approved. It works and satisfies the submission rules.
a21ffcaad4.png


Welcome to Ani(me)Ma(nga) War Ex(Cel), a bit different from your typical AOS map with extra objectives and different from your typical anime map (Aka, not spellspamming 2bright4youreyes stuff), this is the BETA version which is at most base features complete and fully fleshed out characters etc, the aim as in any AOS map is to destroy the enemies power crystal, however there is an optional point system that adds more objectives to the game as if you so choose.

Main Features -
  • Fully custom triggered heroes each with unique spells
  • Beautiful (Subjectively) anime inspired castle terrain
  • Shrine system
  • Fast pace focused gameplay, suitable for short matches
  • Custom (Not all C+P) Items, more being added each version
  • Simple AI by Valkemiere
  • Custom announcer (Gilgamesh, Fate/Unlimited Codes)
  • Fully custom soundsets for every hero, all unit ability sounds are 3D

Shrines
Fk952jc.png

Shrines are a capturable point on the map, 4 of them exist in the northwest, southwest, northeast and southeast forest.
At every 1 minute interval, if there is no shrine active on the map one will activate randomly, becoming capturable; To capture a shrine stand in the circle at the targeted point until the number reaches 100 for your team, more heroes mean shrines will capture quicker, however enemies can stand on it at the same time to prevent the number from going up.
Once a shrine is captured a shrine sentinel is spawned for the team which will act as a vision giving unit and will attack nearby enemies, for the time that the shrine is alive you will generate Dragon Vein Power, which is signified by a number above your teams power crystal; once the DVP reaches 100 your team will spawn a wave of strong siege creeps down the lane.
The enemy can destroy the shrine sentinel after it has spawned, giving them 10 DVP, so defend your sentinels to get the most out of them.

Terrain Screenshots:
miiogXg.png
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Development Previews:

Further Development Pages:
Youtube - ShiroN3K0
Facebook group - AMWEx Group
Hive Development Thread - [Aeon of Strife] - AniMa War Ex Dev Log

Bug reports go to me here, either of the pages above or my email @ [email protected]

Credits:

I'm gonna be honest, i keep forgetting to write down what the usernames of the model creators are so sorry;

That said i'll list all i can remember upright, and if you see anything of yours used without credit, give me a shout and i'll have it added by the next version!

Valkemiere - AI, SFX models
Gagex2z - Ippo model
tykws1320 - Killua Model (Anim - jhxcom, Nagne)
FuRyu - Yami model (Anim Earth_SS)
Cytywscyt - Issei model (Anims - x10azgmfx), Kurousagi model (Anims - Saasura)
mr.war3 - Issei BB model
Bandai - Kenshin model (Anims -x10azgmfx (?))
NoteAlone - Kiyohime model (Anims - x10azgmfx)
F/Extra - Tamamo model (Anim - RTG, Motion - Saasura)
Spellbound - Lightning SFX pack, slk
Paladon - Jump system (Can't remember if i actually use this lol)
olofmoleman - Lindormr Dragon model
Tarrasque - Armored Ghost model
Kwaliti - Deathwing model

Rest is for general fx etc

Mr.War3, Valk, Lokenlou, Unryze, Shinji-orojin, ddahe, WILL THE ALMIGHTY, Judash, destro666, Pyritie, Callahan, Cake is a Lie, Eusira, JetFangInferno, Kuhneghetz, Chriz, Marcelo Hossomi, Thrikodus, marcus158, Champara Bros, Tranquil, Rivenamania, Deolrin, Thrikodius, Suslishe, sPym, epsilon, Power, HammerFist132, kellym0, Jas.permm Sunchips, UgoUgo, JesusHipster, nGy, CreatorD3292, nhocklanhox6, Gamegear, DCrimson, Fingolfin, JesusHipster, ILH, kellym0, Grey Knight, Tranquil, Paroh_, stonneash, bgcy_ro002, CRAZYRUSSIAN, Palaslayer, Darkmoon Hero, 4eNNightmare, PeeKay, Mr.Goblin, Athur12A2, Spellbound

Okay i have a terrible memory, sorry again ;(


Changelog V0.2b

Fixes
>Items
-Fixed Worn Band giving Agility instead of Strength
-Fixed Murasame's having an active and charges
-Fixed some hero portraits that didn't have a border
-Fixed some Fog of War glitches in the center area
-Fixed (Should have) some crashes involving Gilgamesh
>Heroes
>>Sasuke
-Changed how Chibaku Tensei moves units, shouldn't lag now
-Fixed Chidori effect not showing when in Susanoo form
>>Kenshin
-Changed how Kenshin's Amakakeru Ryu no Hirameki moves units, shouldn't lag now
>>Akeno
-Lightning effect bug fixed for Q and W where sometimes they wouldn't show after meeting certain conditions
Changes:
>Misc
-Moved Secret Shops to the jungle on the respective sides
-Revamped hero descriptions to be more useful and detailed
-Base Heal adjusted from 10/5 HP/Mana /S to 100/50 HP/Mana /S
-Hero Taverns split in to three, based on the heroes main stat
-Networth calculation changed, previously based on total amount of gold earned, now based on current gold + held items
>Items
-Improved descriptions of all items with flavor text and more detailed information
-Shunpo Dagger cost reduced to 1200 from 2000
-Shunpo Dagger cast range increased to 2000 (Effective range is the same)
-Tango heal time reduced from 30 to 10 seconds, heal amount from 300 to
250
-Clarity Potion renamed Mana Potion, now restores 300 mp over 20 seconds up from 200 mp over 45 seconds, doesn't dispell on attack
-Healing Salve renamed to Health Potion, now restores 600 HP over 20 seconds up from 450 HP over 45 seconds, doesn't dispell on attack
-Cursed armor no longer has the minimum damage amount, reflected damage from 10% to 20%
-Inferno Lantern now proccs on hit rather than when the attack is initiated (Using my own system i made), damage from splash increased from 50 to 100, dps from 5 to 10
-Gem of Truesight renamed to Seeing Stone, no longer drops on death, can be sold, gold cost up to 1500 from 800
>Heroes
-Adjusted Base Stats for large majority
>>Pest
-Reduced Black Deaths damage from 0.03% per level to 0.015
- Disease Cloud damage reduced from 60/75/90/105 + 20 DPS to 40/60/80/100 + 15
>>Yami
-Capture's pull speed reduced by 75%
-Graviton Cannon changed from a instant line to a wave spell
>>Rem & Ram
-Increased speed of Chain Grapple, Now also slightly pulls the target unit towards Rem; Changed FX
-Removed cast time on Al Huma, increased speed, improved FX
-Chain Flail changed to Crush, deals bonus strength damage on hit, knocks back and slows
-Mana Channeling (R) changed to an active that drains mana from surrounding units and heals, granting bonus STR to Rem
-Ram's E now provides heal amplification rather than straight heal
-Ram's R now draws targets in rather than creating a wall around the target
>>Issei
-Removed Divine Wyvern Fairies, former Passive
-Added Solid Impact Booster [Active/Dash Knockback]
-Added Dragonification [Passive/Volatile Buff]
-Boosted Gear is now a default and works differently
-Dragon Shot now explodes on impact
-Balance Break is now a default ability that scales with his level
-Longinus Smasher's fx has been adjusted and now shouldn't lag the game (Dummy units converted to special effects)
>>Akeno
-Removed Conduit, replaced with Concentrated Lightning, a global lightning strike
Additions:
>Misc
-Added Preload
-Type (-nw) without the brackets to check your networth
>Heroes
-Added Bell Cranel to the hero pool
>Items
-Added Touda/Beast Lord flute and Mist People's Teachings, a line of items with summonable units
-Added Jeweled Pendant/Jeweled Sword of Zelretch, a line of items with a mana restoration ability
-Added Bael Family Crest/Lion King's Armor, a line of tank items with extra evasion
-Added Samehada, item with a good stat bonus along with % mana burn



Old Changelogs

Changelog V0.2

-Two new heroes, Sasuke [Boruto Ver], Pest [Mondaijitachi]
-Shrine system improvement with boss summoning:
"New to 0.2 is the boss summoning system, in the centre arena of the map there are 4 circles of power that will light up when the corresponding shrine has been activated (E.g. NW Shrine activates the NW circle), once all four circles have been lit up Gilgamesh will spawn in the center of the map, when killed he will give a Gold bonus, give everyone a buff and drops the item "Flower of Immortality"."
Once the boss is defeated, the shrine sentinels will be destroyed and the system will reset."
-New CTF Mode:
"Capture the flag mode, it's a straightforward mode, you are placed in an arena with two opposite castles, enter the opponents castle and get their flag to yours to get a point, reach the point limit to win.
It's not that easy however, anyone holding the flag will constantly be hexed, each team can activate a forcefield around their castle to keep anyone in or out, and levers can be used to destroy bridges across the map to prevent passage."
-A tonne of bug fixes
-A tonne of rebalances to both heroes and gameplau
-Probably some more i forgot (I lost my changelog halfway through, but there's too much to go over, just think of this as a new map altogether)

Changelog V1.0b:


Fixes/Changes:
-New LS, simpler design
-Hidden the Select User in tavern
-Hero select CD from 30 to 10 Seconds, game start down from 60 to 30 seconds
-Hero now correctly centres on the unit upon pick
-Added ability to pan camera to your hero by pressing Space
-Fixed Kenshin's ultimate being able to move buildings
-Fixed interactions with Akeno's shield causing lag
-Changed some of the effects of Kiyohime's ultimate to SFX instead of dummies to lessen any potential lag
-Changed interaction with Rem's W, it's ability to be used will be reset on causing damage making it no longer spammable
-Fixed the damage of Yami's E to only be dealt once rather than multiple times
-Fixed Katana, Katar, Vorpal Blade and Metal Glaive not being included in triggered damage calculations
-Lowered the Terrain on bottom lane so it doesn't obstruct the camera
-Removed the collision on the portals next to the secret shop
-Tier 1 tower base damage reduced to 45, Tier 2 down to 75
-Foot Soldier armor reduced to 2 from 4
-Increased the Leaderboard size for names

Additions:

-Added Megumin to the hero pool
-Added Kuro to the hero pool
-Added a new shop called the Potion Seller
-Added Vampire Blood [200% Lifesteal for 5 second] to the Potion Seller
-Added Goblin Spores [Spawns 2 Goblins for 60 seconds that split after 5 attacks] to the Potion Seller
-Added Circe's Wand to the Magic Artifact shop [Turns an enemy in to a pig for 5 Seconds]
-Added Goblin Lord's Battleaxe to the Magic Artifact shop [Greater Goblin Spawn]
-Added Kanna's Mirror to the Magic Artifact shop [Creates an illusion of the targeted unit]
-Added Commander's Banner to the Magic Artifact shop [Aura item, grants +40% movement speed to user and allies for 4 seconds]
-Added Miko's Hakama to the Magic Artifact shop [Creates a barrier that blocks spells for 1 second]
-Added Miko's Haori to the Magic Artifact shop [Creates a magic shield that blocks 300 magic damage]
-Added Miko's Uniform to the Magic Artifact shop [Grants spell immunity for 5 seconds]
-Added Hero glow below each Hero, Red for team one and blue for team 2
I'm really not great with this formatting or getting nice in-game screenshots >_< any improvements just say, since i've likely forgotten

Anyway, as an end note, I'm happy to finally release a proper version of this map, more updates will be coming with more heroes and other changes, other modes planned for later versions once i get this up and stable and fully out of BETA, this is my first map release where i can say that i put a lot of work in to fine tuning stuff, but haven't had much people to test it with, so if you find any bugs please report to me with them and i'll get it fixed asap!

This map will likely only work on the latest wc3 patch
Previews
Contents

AniMa War Ex V0.2b BETA (Map)

Reviews
deepstrasz
Resources in Use by AniMa War Ex V0.1 BETA | HIVE To help you add all the other people necessary in the credits list. It's difficult to properly read the text on the loading screen because of the image. I think you might be able to remove the Select...
deepstrasz
Changes made, Approved.
Level 8
Joined
Nov 24, 2013
Messages
506
Err, so the map show up blank when i'm choosing it on the custom maps, like there's no Team 1 Team 2 thing, that's strange because the alpha works fine for me. You sure this map works for patches lower than 1.29?
 
Level 7
Joined
Mar 30, 2013
Messages
180
Err, so the map show up blank when i'm choosing it on the custom maps, like there's no Team 1 Team 2 thing, that's strange because the alpha works fine for me. You sure this map works for patches lower than 1.29?

game not found??

Ah i forgot to add on the post, it's 1.29 only (I assume, because i use its new features), if you have 1.29 and it's still not working just say
 
Level 7
Joined
Mar 30, 2013
Messages
180
Updated with revision 1

Code:
.HP per STR point 15 -> 30
.Exp scaling 100% -> 200%, 2% reduction per level remains
.Small visual bug with Yami's E fixed
.T1 tower hp from 4000 -> 2500, BAT halved
.T2 tower hp from 5000 -> 3500, BAT from 0.45 to 0.8
.T3 tower hp from 6000 -> 4500, BAT from 0.4 to 0.7
.Team 2 Tier 4 tower position fixed
.Added Spell Immunity to both team siege creeps
.Meelee Creep HP from 700 base to 400, Def from 2 to 4
.Ranged Creep HP from 1000 to 600

Also i forgot to say, please excuse the filesize, the map contains a lot of effects and models i'm going to use in future versions, along with some models which do need compressing texture wise and model wise which will be done in the future
 

deepstrasz

Map Reviewer
Level 55
Joined
Jun 4, 2009
Messages
15,963
Resources in Use by AniMa War Ex V0.1 BETA | HIVE
To help you add all the other people necessary in the credits list.

It's difficult to properly read the text on the loading screen because of the image.
I think you might be able to remove the Select User in the Tavern altogether, or hide it somehow.
Might want to shorten that hero cooldown.
The camera should be on the hero after selecting one, not centering the shops. The hero was somewhere out of the screen to the south.
Terrain layout isn't impressive. It's straightforward/linear and lanes are close each other.

Overall, a cute Anime DotA which mostly need work on hero balance. Very important to know what items also do to them, how movement and attack speed are affected as differences between agility, strength and intelligence heroes.

Awaiting Update.

 

Alexen

Map Moderator
Level 23
Joined
Aug 6, 2015
Messages
1,379
Tested about 4 or 5 heroes while playing. Here is my review:

Terrain - 4/5 (looks great but there some areas that could use some work like the bottom side of the map on the third lane, if you move the camera a little bit more down, the cliff actually covers everything. Also some trees are penetrating some of the walls.)
Items - 5/5 (basic and advanced items, work well with the heroes)
Spells - 5/5 (beautiful effects used, good synergy between the spells of each hero and most importantly, no giant effect spamming as in any other anime map)
Heroes - 5/5 (Rem and Ram are my favorite, that duo hero thing; I like that you made their voice set based on the anime)
Gameplay - 5/5 (Neat and enjoyable, the AI seems good enough for singleplayer testing too; what should be changed a bit, are the towers's damage, in early game they look like one shot from them can instakill a hero but a creep not?)

-What needs to be improved : multiboard - the numbers are not aligned with the description of "kills" ; "deaths".
hero selection - It would be nice if the hero will be auto-selected after you pick him/her.

Overall, although you put the "beta" mark on this map, it doesn't look like that. My rating from me is 5/5 + 4 reputation points. Aside from all those anime maps, I enjoyed playing yours a lot. P.S. This AoS anime map is better than DON Battlestadium in my opinion :D
 
Level 7
Joined
Mar 30, 2013
Messages
180
Tested about 4 or 5 heroes while playing. Here is my review:

Terrain - 4/5 (looks great but there some areas that could use some work like the bottom side of the map on the third lane, if you move the camera a little bit more down, the cliff actually covers everything. Also some trees are penetrating some of the walls.)
Items - 5/5 (basic and advanced items, work well with the heroes)
Spells - 5/5 (beautiful effects used, good synergy between the spells of each hero and most importantly, no giant effect spamming as in any other anime map)
Heroes - 5/5 (Rem and Ram are my favorite, that duo hero thing; I like that you made their voice set based on the anime)
Gameplay - 5/5 (Neat and enjoyable, the AI seems good enough for singleplayer testing too; what should be changed a bit, are the towers's damage, in early game they look like one shot from them can instakill a hero but a creep not?)

-What needs to be improved : multiboard - the numbers are not aligned with the description of "kills" ; "deaths".
hero selection - It would be nice if the hero will be auto-selected after you pick him/her.

Overall, although you put the "beta" mark on this map, it doesn't look like that. My rating from me is 5/5 + 4 reputation points. Aside from all those anime maps, I enjoyed playing yours a lot. P.S. This AoS anime map is better than DON Battlestadium in my opinion :D
Thanks ^_^

I'll take a look at the terrain down there see to fixing it, as for the heroes i'm trying to address their early game squishyness
 
Level 7
Joined
Mar 30, 2013
Messages
180
Updated with 1.0b
Changelog:
Fixes/Changes:
-New LS, simpler design
-Hidden the Select User in tavern
-Hero select CD from 30 to 10 Seconds, game start down from 60 to 30 seconds
-Hero now correctly centres on the unit upon pick
-Added ability to pan camera to your hero by pressing Space
-Fixed Kenshin's ultimate being able to move buildings
-Fixed interactions with Akeno's shield causing lag
-Changed some of the effects of Kiyohime's ultimate to SFX instead of dummies to lessen any potential lag
-Changed interaction with Rem's W, it's ability to be used will be reset on causing damage making it no longer spammable
-Fixed the damage of Yami's E to only be dealt once rather than multiple times
-Fixed Katana, Katar, Vorpal Blade and Metal Glaive not being included in triggered damage calculations
-Lowered the Terrain on bottom lane so it doesn't obstruct the camera
-Removed the collision on the portals next to the secret shop
-Tier 1 tower base damage reduced to 45, Tier 2 down to 75
-Foot Soldier armor reduced to 2 from 4
-Increased the Leaderboard size for names
Additions:
-Added Megumin to the hero pool
-Added Kuro to the hero pool
-Added a new shop called the Potion Seller
-Added Vampire Blood [200% Lifesteal for 5 second] to the Potion Seller
-Added Goblin Spores [Spawns 2 Goblins for 60 seconds that split after 5 attacks] to the Potion Seller
-Added Circe's Wand to the Magic Artifact shop [Turns an enemy in to a pig for 5 Seconds]
-Added Goblin Lord's Battleaxe to the Magic Artifact shop [Greater Goblin Spawn]
-Added Kanna's Mirror to the Magic Artifact shop [Creates an illusion of the targeted unit]
-Added Commander's Banner to the Magic Artifact shop [Aura item, grants +40% movement speed to user and allies for 4 seconds]
-Added Miko's Hakama to the Magic Artifact shop [Creates a barrier that blocks spells for 1 second]
-Added Miko's Haori to the Magic Artifact shop [Creates a magic shield that blocks 300 magic damage]
-Added Miko's Uniform to the Magic Artifact shop [Grants spell immunity for 5 seconds]
-Added Hero glow below each Hero, Red for team one and blue for team 2

Two new heroes, new items, some additions and a lot of fixes
 
Level 8
Joined
Nov 24, 2013
Messages
506
So where can I suggest more characters? Can you put EVA-01 or Jotaro Kujo in the map?
 
Level 7
Joined
Mar 30, 2013
Messages
180
Updated the the small revision #1

-Reduced Okita's ult damage down to 100/150/200 + Distance modifier from 200/300/400 + Distance Modifier
-Reduced Chloe's ult down to 60/90/120 per hit from 110/140/170 damage
-Reduced tree clutter around shrines to make them more accessable
-Fixed and improved the Leaderboards looks
 
Level 7
Joined
Mar 30, 2013
Messages
180
35348056_10212642055465571_5764362130077777920_o.jpg

Starting work on CTF mode's first map, as i said before somewhere this map isn't solely AOS, i intend to make multiple modes with multiple maps that is choosable at map initialisation.
This map will feature a lava based map, with traps that are usable (Destroying bridges, forcefield for flag, jump pads, flame traps and such, each with cooldown), all just what i have in mind atm but yeah
 
Level 7
Joined
Mar 30, 2013
Messages
180
Keep working :) It's nice to see so much devotion for your map. Have you thought about including other characters from popular anime? Naruto and Dragon Ball Z are good examples.
Mainstream series are always considered, it's a matter of getting models mostly and making a nice skillset, I've been planning an UI Goku for a while just a matter of execution, Naruto wise, he's got so many similar abilties and so many powerups it's kinda hard putting the right things in to a skillset
 
Level 7
Joined
Mar 30, 2013
Messages
180
Upcoming hero pest, i'm working hard on 0.2, the new CTF map and mode is complete and in testing; 1/3 heroes are done, new items are tba however there is a lot of bug fixes and balances coming also, as well as a lot of other core gamplay improvements

35532609_10212677407189342_5116019048466874368_o.jpg

Also i've made a new AOE target circle, nothing amazing but here -

36696292_10212806186368741_4023518821657608192_n.jpg
 
Level 7
Joined
Mar 30, 2013
Messages
180
I've released v0.2 on the main post, quick changelog

Code:
-Two new heroes, Sasuke [Boruto Ver], Pest [Mondaijitachi]
-Shrine system improvement with boss summoning:
"New to 0.2 is the boss summoning system, in the centre arena of the map there are 4 circles of power that will light up when the corresponding shrine has been activated (E.g. NW Shrine activates the NW circle), once all four circles have been lit up Gilgamesh will spawn in the center of the map, when killed he will give a Gold bonus, give everyone a buff and drops the item "Flower of Immortality"."
Once the boss is defeated, the shrine sentinels will be destroyed and the system will reset."
-New CTF Mode:
"Capture the flag mode, it's a straightforward mode, you are placed in an arena with two opposite castles, enter the opponents castle and get their flag to yours to get a point, reach the point limit to win.
It's not that easy however, anyone holding the flag will constantly be hexed, each team can activate a forcefield around their castle to keep anyone in or out, and levers can be used to destroy bridges across the map to prevent passage."
-A tonne of bug fixes
-A tonne of rebalances to both heroes and gameplau
-Probably some more i forgot (I lost my changelog halfway through, but there's too much to go over, just think of this as a new map altogether)

I decided to release it for one reason really, with the announcement of reforged i've been on edge about continuing this project until we get solid information on custom map treatment, and to what extent it will be fine to import them, i know this is probably needless worry but i'm just the type that loses all motivation to continue something if it turns out my work was for nothing.

Anyway, if you guys play and encounter bugs i will at least fix those whilst waiting for more news, this is probably the most tested version so far but even then there's going to be bugs, i rarely can gather enough people to do a small test let alone a full lobby one.
 

Alexen

Map Moderator
Level 23
Joined
Aug 6, 2015
Messages
1,379
I've released v0.2 on the main post, quick changelog

Code:
-Two new heroes, Sasuke [Boruto Ver], Pest [Mondaijitachi]
-Shrine system improvement with boss summoning:
"New to 0.2 is the boss summoning system, in the centre arena of the map there are 4 circles of power that will light up when the corresponding shrine has been activated (E.g. NW Shrine activates the NW circle), once all four circles have been lit up Gilgamesh will spawn in the center of the map, when killed he will give a Gold bonus, give everyone a buff and drops the item "Flower of Immortality"."
Once the boss is defeated, the shrine sentinels will be destroyed and the system will reset."
-New CTF Mode:
"Capture the flag mode, it's a straightforward mode, you are placed in an arena with two opposite castles, enter the opponents castle and get their flag to yours to get a point, reach the point limit to win.
It's not that easy however, anyone holding the flag will constantly be hexed, each team can activate a forcefield around their castle to keep anyone in or out, and levers can be used to destroy bridges across the map to prevent passage."
-A tonne of bug fixes
-A tonne of rebalances to both heroes and gameplau
-Probably some more i forgot (I lost my changelog halfway through, but there's too much to go over, just think of this as a new map altogether)

I decided to release it for one reason really, with the announcement of reforged i've been on edge about continuing this project until we get solid information on custom map treatment, and to what extent it will be fine to import them, i know this is probably needless worry but i'm just the type that loses all motivation to continue something if it turns out my work was for nothing.

Anyway, if you guys play and encounter bugs i will at least fix those whilst waiting for more news, this is probably the most tested version so far but even then there's going to be bugs, i rarely can gather enough people to do a small test let alone a full lobby one.
You listened to my suggestion? :D added Sasuke. Gonna try it :D
 
Level 1
Joined
Oct 14, 2018
Messages
5
Great work on the new update i love the boss and the buffs he gives its really over powered also the new heros are nice although i think Pest is going to need a nerf she is really powerful. If i may suggest a champion that i would love to see be released sometime would be Scathach from Fate Grand order would really be awesome to see it. Keep up the great work
 
Level 7
Joined
Mar 30, 2013
Messages
180
Great work on the new update i love the boss and the buffs he gives its really over powered also the new heros are nice although i think Pest is going to need a nerf she is really powerful. If i may suggest a champion that i would love to see be released sometime would be Scathach from Fate Grand order would really be awesome to see it. Keep up the great work

Thanks, Pest was quite a slippery slope* for balance because of how all her skills work, i'll see if i can do something about it
 
Level 1
Joined
Oct 14, 2018
Messages
5
Pest is my favourite champion at the moment this is really the best map i have ever seen gameplay and graphic wise.

You listened to my suggestion? :D added Sasuke. Gonna try it :D
League of Kalimdor 2 is fun and all but iam biased towards how much effort 10th puts in on the anime characters in his AOS it is truely amazing even the voices are perfect <3
 
Last edited by a moderator:
Level 1
Joined
Oct 14, 2018
Messages
5
League of Kalimdor 2 is not anime, darling. Btw, a lot of effort was put in it too.
I didnt say Kalimdor is anime man think you read wrong i said the reason why Ainma war is my favourite map is cause iam biased towards anime i have played Kalimdor it is not a bad map.
 
Level 7
Joined
Mar 30, 2013
Messages
180
Worn Band is giving Agility instead of Strength
can't find Trident item for the Vorpal Blade

It's a nice and fun game, to be honest. Hope to see an update soon.[/Q]
O-o can't believe no one saw that when we're testing, will have it fixed in the next update

The trident is in the secret shop, on the bottom left lane and the top right lane, though i think i may move them to the BL and TR forest areas for visibility
 
Level 7
Joined
Mar 30, 2013
Messages
180
Updated with 0.2b, gonna take a rest now since i've pretty much been working non stop for a couple weeks, Christmas time after all gotta try to enjoy it

Fixes
>Items
-Fixed Worn Band giving Agility instead of Strength
-Fixed Murasame's having an active and charges
-Fixed some hero portraits that didn't have a border
-Fixed some Fog of War glitches in the center area
-Fixed (Should have) some crashes involving Gilgamesh
>Heroes
>>Sasuke
-Changed how Chibaku Tensei moves units, shouldn't lag now
-Fixed Chidori effect not showing when in Susanoo form
>>Kenshin
-Changed how Kenshin's Amakakeru Ryu no Hirameki moves units, shouldn't lag now
>>Akeno
-Lightning effect bug fixed for Q and W where sometimes they wouldn't show after meeting certain conditions
Changes:
>Misc
-Moved Secret Shops to the jungle on the respective sides
-Revamped hero descriptions to be more useful and detailed
-Base Heal adjusted from 10/5 HP/Mana /S to 100/50 HP/Mana /S
-Hero Taverns split in to three, based on the heroes main stat
-Networth calculation changed, previously based on total amount of gold earned, now based on current gold + held items
>Items
-Improved descriptions of all items with flavor text and more detailed information
-Shunpo Dagger cost reduced to 1200 from 2000
-Shunpo Dagger cast range increased to 2000 (Effective range is the same)
-Tango heal time reduced from 30 to 10 seconds, heal amount from 300 to
250
-Clarity Potion renamed Mana Potion, now restores 300 mp over 20 seconds up from 200 mp over 45 seconds, doesn't dispell on attack
-Healing Salve renamed to Health Potion, now restores 600 HP over 20 seconds up from 450 HP over 45 seconds, doesn't dispell on attack
-Cursed armor no longer has the minimum damage amount, reflected damage from 10% to 20%
-Inferno Lantern now proccs on hit rather than when the attack is initiated (Using my own system i made), damage from splash increased from 50 to 100, dps from 5 to 10
-Gem of Truesight renamed to Seeing Stone, no longer drops on death, can be sold, gold cost up to 1500 from 800
>Heroes
-Adjusted Base Stats for large majority
>>Pest
-Reduced Black Deaths damage from 0.03% per level to 0.015
- Disease Cloud damage reduced from 60/75/90/105 + 20 DPS to 40/60/80/100 + 15
>>Yami
-Capture's pull speed reduced by 75%
-Graviton Cannon changed from a instant line to a wave spell
>>Rem & Ram
-Increased speed of Chain Grapple, Now also slightly pulls the target unit towards Rem; Changed FX
-Removed cast time on Al Huma, increased speed, improved FX
-Chain Flail changed to Crush, deals bonus strength damage on hit, knocks back and slows
-Mana Channeling (R) changed to an active that drains mana from surrounding units and heals, granting bonus STR to Rem
-Ram's E now provides heal amplification rather than straight heal
-Ram's R now draws targets in rather than creating a wall around the target
>>Issei
-Removed Divine Wyvern Fairies, former Passive
-Added Solid Impact Booster [Active/Dash Knockback]
-Added Dragonification [Passive/Volatile Buff]
-Boosted Gear is now a default and works differently
-Dragon Shot now explodes on impact
-Balance Break is now a default ability that scales with his level
-Longinus Smasher's fx has been adjusted and now shouldn't lag the game (Dummy units converted to special effects)
>>Akeno
-Removed Conduit, replaced with Concentrated Lightning, a global lightning strike
Additions:
>Misc
-Added Preload
-Type (-nw) without the brackets to check your networth
>Heroes
-Added Bell Cranel to the hero pool
>Items
-Added Touda/Beast Lord flute and Mist People's Teachings, a line of items with summonable units
-Added Jeweled Pendant/Jeweled Sword of Zelretch, a line of items with a mana restoration ability
-Added Bael Family Crest/Lion King's Armor, a line of tank items with extra evasion
-Added Samehada, item with a good stat bonus along with % mana burn
 
Level 1
Joined
Jan 29, 2021
Messages
1
just tried the capture the flag mode it was impressive. from the map to the model. I love the attention to detail. though the bot cant seems to pick up the flag. hope it got to improve in general but overall. it was a hard 4.5 / 5 . keep it up the amazing job. :ogre_haosis:
 
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