Azeroth Reinvented v1.06aHotfix3

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-Azeroth Reinvented-
The great horns of war have sounded once more.
Will you prove worthy to stand at the top and win?

Time for war!

Azeroth Reinvented is a strategy game where you pick 1 from many races, and fight it out with other players.

Take faction events that will boost the power of the race you picked by changing your unit rooster or giving you new and more powerful heroes.

Information

Screenshots

Changelog

Credits

Authors Notes

-Make sure to play with atleast one other player.
-You get gold though income. Income depends on how many control points you have.
-Use F11(Allies) tab to ally and unally enemies.
-Use F9(Quests) to see events and additional commands.

Unfortunetly I am not able to show you any gameplay screenshots at this time.
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-[{Humans}]-
*Town Halls, Keeps and Castles can now summon Militia to defend
*Farms can now train Conscripts, weak front line units that can build towers and repair buildings.
*Catapult Damage to Units decreased to 40
--{Scarlet Cruade}--
*Cannons decreased damage to 40
*Cannot train Paladins at Light's Hope Chapel
*Crimson Legionnaires Buffed (So that they differ from Footmen more clearly)
*Fixed Human Peasents not transfering, and gryphon bug
*Risen Now get research levels for armor and damage transfered from scarlet crusade
*Restore Lordaeron now gives a base in the capital city
--{Path of the Damned}--
*Research levels from humans transfered to undead once you turn to undead
*Lich King's abilities Power of Frostmourne and Jailor of the Damned are now tied to the two obelisks at Icecrown. If those two obelisks fall, Lich King will lose those two abilities.
--{Dalaran}--
*Can Upgrade Farms into Arcane Generators (Give small Mana Regen to nearby units)
*Conscripts and Archers convert into Dalaran Archers once players researches New Dalaran
*Knights now convert into Battlemages

-[{Undead}]-
*Ghouls now require Crypt
--{Ebon Blade}-
*Acherus Offensive Capabilities:
-Ebon Blade Defense(Every 10 seconds shots a bolt of unholy energy at an enemy unit)
*Acherus Units Reduced
*Death Knights:
1. Frost Death Knights -now focus more on defensive (Increased Health and Armor, decreased Damage and Attack rate)
2. Unholy Death Knights - now focus more on support (Increased Mana, Decreased Health, Damage and Attack rate)
3. Blood Death Knights - now focus more on offense ( Increased Damage and attack rate, Decreased Health and Mana)
--{Cult of the Damned}--
*Naxxramas Offensive Capabilities:
-Citadel of Dread (Heals a random allied unit every 10 seconds and damages a random enemy unit every 10 seconds)
-Call Sapphiron (Summons Sapphiron to defend Naxxramas from its enemies[He is unselectable and circles around Naxxramas searching for enemies])
-Raise Dead (Raises an abomination every 45 seconds (Abomination lasts 60 seconds))
--{Dreadlord Insurgent}--
*Doom Guard HP lowered to 1200 from 1400
*The research now give a base inside the Capital City

-[{Nerubians}]-
*Nerubian Queens, Hunters, Seers and Necromancers can now attack air
*Nerubian Archers have reduced mana
*New Unit: Nerubian Burrower (Useful in getting behind enemy lines and attacking artillery and ranged units)
*Eggs now have a sight radius of 150

-[{Druids}]-
*Druid of the Talon limited to 12 (Talon Form limited to 6)
*Druid of the Claw limited to 12 (Bear Form limited to 12)
*Mountain Giants Limited to 6
*Mountain Giants Health lowered from 1600 to 1300
*Ancient Treants Limited to 6
*Ancient Treants Health raised from 700 to 800
*Fearie Dragons Limited to 6

-[{Naga}]-
*Snap Dragon Limit Removed
*Nerfed Couatl armor from 3 to 2 and base damage from 40 to 30
*All units got their hp regen lowered (Default numbers were massive)

-[{Neutral}]-
*Goblin Sappers - Kaboom (Damage Increased to One Shot Trees, Can Only Target Trees)
*Goblin Laboratory From Grim Batol moved to Wetlands

-[{All Races}]-
*Have the Scorched Earth Ability in atleast one of their Flying Units
*Can Pick Heroes At Start
*Demi Heroes Reworked and their Level got raised to 8

-[{Terrain}]-
*Added Blackrock Spire
*Stranglethorn Vale Resized
*Several Instance Entrances cannot be built at
*Reworked Durnholde and Alterac

-[{General}]- *Added 4 Players
*Starting Ships are now invulnerable for 10 minutes (After tenth minute of the game they lose their invulnerability)
*Hero Pick units get removed after 10th minute
*Added Blackrock, Shadowforge, Nelfarion's Lair, Fenris Keep, Fountain's of Life
*Added Control Point 50 (City Specific)(For Now: Darnassus, New Dalaran, Silvermoon, Capital City, Stratholme, Gilneas, Stormwind, Suramar, Ogrimmar, Shadowforge,
*XP Rate Nerfed (Now it should take a little longer to level up)
*Tree HP Lowered from 1000 to 500
*Hotkeys for buildings changed to QWER ASDF ZXC
*Flying Fortresses: Naxxramas, Acherus and Dalaran now require 3000 gold, 1500 wood and 120 seconds to repair, they now also have a base speed of 1
*Rune Stones now have Summon Treants and Brilliance Aura as abilities
*Defiled Sun Well no longer has Finger of Death ability
*Flying Fortresses now return to their starting positions if they enter the instances they represent

-[{Items}]-
*Potion of Omninessence costs 10000 gold, available after 10 minutes, only 1 in stock, replenishes every 5 mins
Added:
*Shalamayne - {Legendary Item} Boosts attack damage by 12. Gives the user Critical Strike and allows it to attack air. [Acquired when going Stormwind.]
*Crown of Stormind - {Legendary Item} Has Scroll of Healing ability and Devotion Aura. [Acquired when going Stormwind.]
*Crown of Lordaeron - {Legendary Item} Has Scroll of Healing ability and Command Aura. [Spawns with Tereanas when someone goes Path of the Damned.]
*Sunstrider's Longbow - {Legendary Item} Boosts attack damage by 12. Has Banshee Summon ability and give the user Life Steal ability.
*Horn of Cenarius - {Legendary Item} Has Forest Dread and Druid of the Claw Summon ability. [Horn of Cenarius Pedestal (Moonglade) drops it.]
-[{Blood Elves}]-
*Swordsman Armor increaced from 2 to 3, base damage increased from 11 to 13
*Arcane Golems armor changed from Large to Fortified
*Spellbreaker hp increased from 650 to 750 and armor from 2 to 3
*Hawkstrider Rider hp increased from 725 to 885
*Farstrider Trueshot now needs Farstrider Training
*Spell Immunity only works on Elven Gates

-[{Orcs}]-
*Demolisher damage decreased to 40
--{Dragonmaw Claw}--
*Catapults damage decreased to 40
*Added Dark Horde
*A Demolisher now spawns on top of a Great Hall

-[{Demons}]-
*Doom Nerfed
*Towers Nerfed (Damage decreased from 38 to 28, attack speed decreased to 1,35 from 0,8)
*Doom Guard HP lowered to 1200 from 1400
*Demons can now summon Overlords from their Ziggurats
-[{Sentinels}]-
*Lunar Empowerment no longer require Berserker Upgrade
*All units now heal during both the night and day
*Houses can now summon Scouts that can attach themselves to trees
--{{[[Control Points 50 have been temporarily disabled and do not give gold. This is to see if the map still lags, since there were reports that it did lag in Version 1.05a]]}}--
-[{Sentinels}]-
-Shandris, Jarod, and Naisha all made
-Shadowmeld key rebound to F, to match the Q/W/E/R/D/F layout
-[{Demons}]- -Balnazzar's Dark Portal ability replaced.
-[{Blue Dragonflight}]-
-Arcane Missiles and Arcane Boost fixed.
-Whelp Release fixed
-[{Humans}]-
-Conscripts can no longer harvest wood, their health and cost were lowered, and train time increased.
-Risen tooltip corrected.
-Terenas' Taxes ability buffed
-[{Nerubians}]-
-Lay egg tooltip corrected.
-Eggs can now turn into Nerubian Burrowers
-Nerubian Monstrosities now have mana
-[{Orcs}]-
-Nefarion now has Shadow Flame instead of Firebolt and deals splash damage while in dragon form
-Rend Blackhand ult replaced with Call Gyth(edited)
-[{General}]-
-Last 4 Players can now take events
-Dark Horde Necrolytes now have a working Grasp of Undeath
-Lord Victor Nefarius upgrade now requires War Master Voone upgrade
-Dark Horde Peons can now be trained at the main hall
-Talon Form and Bear Form for Druids now properly limited
-Frostmourne Area Unbuildable
-Removed Astral Walk from Mal'Ganis for now
-Dark Horde Troll priest Heal nerfed and Healing Ward Nerfed
-Voone Relentless Assault Nerfed
-Ogre Mauler health lowered to 1000
-Hyppogryph Riders Limited to 8 -Ebon Blade limited to 3 heroes -Cult of the Damned limited to 3 heroes
-Hero Maximum Level 25
-Implanted Jarod Shadowsong and Naisha as heroes for Watchers
-Archmage Water elemental tooltip fixed
-Hydromance hotkey fixed
-Chaplain Training hotkey fixed
-The Water Elemental spell tooltip fixed
-Mana Scroll leveling should be fixed
-Arcanist Siege Mode limited to 12
-Dalaran Ward no longer requires upgrades
-Dalaran Ward should now work properly
-Slow Time tooltip fixed
-Church hotkey fixed
-Command Aura leveling fixed
-Varian's Roar leveling fixed
-Naga Siren hotkey changed to N
-Dragon Turtle gets limited to 6 once the player researches Become Lord of Outland, because the player gets demolishers as a secondary siege unit
-Submerge and Ensnare no longer require Mur'gul Pool.
-Mur'Gul Slave hot key changed
-Demon Hunter now costs 3 food
-Kargath Bladefist's ultimate says it gives 150% bonus damage, 5 bonus armor and 25% life regeneration(intentional, because it is dispelable and lasts 20 seconds)
-Sentinel Town Hall can now summon Spirits of Vengence
-Hyppogryphs now get armor and damage upgrades
-Both Hyppogryph and Hyppogryph Riders are now limited to 8.
-Warden Blink (I dont know what the problem is with this)
-Watcher hotkey changed to R
-Warden Exploading Trap hotkey changed to T
-To begin a specific path now requires a specific hero (Required Hero is written in the Event Help (F9))
-Deleted Items in starting area
--{[Humans]}--
-Peasants can now swap to Militia and back via a toggle option instead of having to go to a town hall. 75 max.
-Falric and Marwyn Now inherit levels from Dark Knight and Archamge
-Instead of killing Terenas now you just need to research the upgrade in capital city
-Arcanist properly limited, can now toggle between Siege and Normal mode.
--{[Orcs]}-- -Nefarius now replaces Beastmaster instead of Voone
-(Dark Horde) Black Drakes should be limited to 6
-(Dragonmaw Clan) Doom Guard, Infernal and Nether Drake requirements fixed
-Deathwing(God-Tier Hero) added for Dragonmaw:
-Innate 1: Incinerated Ground (Attacking an enemy leaves a patch of burning ground under it)
-Innate 2: Sundering (Deals damage to enemy units in an area over time)
-Ability 1: Eruption (Conjures a pillar of flame that deals initial damage and then damage over time)
-Ability 2: Molten Fire (After 2.5 seconds of casting deals damage {Low CD, Mana Cost and Damage| Quite Spamable}, if paired with Drunken Haze will deal damage over time as well)
-Ability 3: Howl of Madness (Prevents enemies from attacking and casting spells in targeted area)
-Ultimate: Summons 5 Fiery Tornadoes that wander around Deathwing and deal damage to nearby enemy units)
Kil'Jeaden the Deceiver (God-Tier Hero) added for Legion-aligned Dragonmaw:
-Innate 1: Evasion (Normal Evasion)
-Innate 2: Fel Flames (Burning oil on hit)
-Ability 1: Deceiver's Ploy (Summons a copy of the target unit which deals up to 100% the dmg of the original)
-Ability 2: Tear Rift (Summons 2 to 5 Nether Rifts, which attack enemy units but are immobile)
-Ability 3: Nether Beam (Forked lightning probably better to stay away from blowing up events)
-Ultimate: Argus Strike (Summons a controlable laser beam, that damages all enemies it hits)(edited)
--{[Blue Dragonflight]}--
-Malygos(God-Tier) Spells Reworked:
*Chain Lightning replaced with Forked Lightning
*Frost Nova replaced with Mana Shield
*Innate: Mass Teleport replaced with Mana Degeneration (Reduces the mana regeneration for nearby enemy units)
--{[Undead]}--
-Nerubian Tower renamed to Frost Tower to avoid confusion
-(Ebon Blade) Gargoyle Summon should attack air
--{[Blood Elves]}--
-all BE heroes now have Arcane Affinity
--{[Night Elves]}--
-Prison Guards now have an Incinerate
-type ability instead of their previous, buggy one.
--{[Demons]}--
-Ziggurauts buffed slightly.
-Eredar Summoners nerfed slightly, now cost 2 food instead of 3.
--{[General]}--
-Leaks cleared
-Remenant of the Sun Well Now has vision
-Added Net item, useful in Ensnaring flying units
-Big Bad Voodoo Duration Nerfed from 20 to 10 seconds
-Eye of Sargeras buffed slightly
--{[Humans]}--
-Militia no longer digivolve into Grom Hellscreams when paths are chosen Town Halls summon more Militia, and for longer.
-Militia and Conscripts spawn with Repair toggled on
--{[Undead]}--
-Zombie poison bite cd halved, zombie duration doubled.
--{[General]}--
-minor terrain changes
--{[Humans]}--
-Archers (all paths) now have nets and 40 more health.
--{[Orcs]}--
-Legionmaw no longer has access to an unlimited supply of Nether Drakes
-Dragons (both paths) have less hp
-KJ now has a bit more health
-Mor'ghors cleave nerfed
--{[Blue Dragonflight]}--
-Air units have slightly less hp
--{[Night Elves]}--
-(Druids) Cenarius should no longer be able to commit archimonde via keeper being dead
-(Druids) Cenarius abilities reworked, now functions more like a summoner. base HP lowered by 675
--{[Demons]}--
Gul'dan now has new abilities, but his base stats were nerfed substantially
--{[Undead]}--
Dreadlord Insurgents Doomguard tooltip corrected (can train 6 instead of 4)
--{[Nerubians]}--
Eggs now have less health and smaller collision sizes
Younglings now cost 0 gold to make as players could already get them for free from eggs
--{[General]}--
Drain life has its drain interval and duration halved. Can also overheal the user slightly.
--{[General]}--
-Many bugs got fixed (Lich King Event now works)
-Astral Walk now requires a research
-Entire Dark Portal Platue is Unbuildable
-Ship Collision Size reduced
-Durotar, Northwatch and Azshara somewhat improved
-Switched Unit Hotkeys to QWERASDFZXCV
-Switched Upgrade Hotkeys to QWERASDFZXCV
-Switched All Ability Hotkeys to QWERASDFZXCV
-Flying Fortresses got an increase to Base Speed from 1 to 10
--{[Undead]}--
-Necropolii, Halls of the Dead and Black Citadels now have Animate Dead ability
-Acherus Gargoyle summon ability now works properly
-Naxxramas no longer attacks allies, can now summon a controllable Sapphiron for 30 seconds
-Thassarian Critical Strike replaced with Evasion
-Darion Animate Dead replaced with Aura of Decay ( Decreases life regeneration of enemy units by 50%)
-Ebon Blade Death Knights Buffed (All 3 of types)
--{[Druids]}--
-Main building can now regrow all trees around the building(edited)
--{[Blue Dragonflight]}--
-Main building can summon 3 Ascended Lightning Elementals(edited)
--{[Demons]}--
-Can now summon 6 Fel Guards with main building
--{[Orcs]}--
-Frostwolf Clan added (Starts at Durnholde, can go New Horde in Ogrimmar)
-Warsong Clan added (Starts at Durnholde):
Can go Warsong Offensive (Warsong Hold{Northrend | Borean Tundra} and after that True Horde (Ogrimmar)
--{[Naga]}--
-Can now summon 3 Naga Myrmidons with main building(edited)
--{[Humans]}--
-Path of the Damned {SHOULD WORK}
-Death Knight Arthas Ultimate replaced with Restless Souls(Locust Swarm based)
Added Innate: Animate Dead
-Stormwind Path got additional 2 new heroes (Anduin and Bolvar)
-Minor Buff to Arathor Gunships
-Rune Trap Damage Reduced and Radius as well (Quartered to be precises), activation delay increased and transition to invisibility increased
-Aura of Dread buffed from 4%, 7%, 10% to 10%, 15%, 20% (The Damage Decrease is now much more noticable)
--{[Humans]}-- -Stormwind Path unit availability fixed
-Varian and Anduin now have new ultimates
-Bolvar now has Retribution Aura as an innate
--{[Orcs]}--
-Warsong Clan research moved to the Warsong Lumber Camp, Frostwolf Clan research moved to Ogrimmar.
-Warsong can no longer train Fel Orcs from their unit production facilities
-Rexxar Path now spawns ogre units at Orgrimmar instead of Tauren
-Thrall's Windfury ability fixed
-Orc Shamans auto-purge effect extended to the Spirit Wolf ability as well. Spirit wolf (buff) duration doubled since its autocasted even outside of combat.
-Rexxar no longer has Attribute Bonus
-Kor'kron Peons can now enter Burrows
-Legionmaw Doom Guard Rain of Fire Nerfed
-Warlocks now have Devour Magic instead of Ray of Disruption
--{[Sentinels]}--
-Priestesses of Elune can now get Dispel Magic through Scepter of the Priestess upgrade
-Moon Armor should be autocastable now
--{[Demons]}--
-Overlords Howl of Terror availability fixed
-Guldans overhealed health now decays
-Can no longer summon with the book (temporary until its fixed)
--{[Undead]}-- -Zombies now spawn with 60 mana instead of 10. Zombie bite cooldown lowered and Zombie duration increased.
--{[Naga]}-- -Chain Lightning Nerfed (Damage from 100 to 25 and cooldown increased from 9 to 12)
--{[Nerubians]}-- -Nerubian Queens no longer spawn 2 eggs in the middle of the ocean whenever they use the lay eggs ability, they now spawn properly near eachother.
-Destroyed Egg Sacks now leave behind the correct spiderlings
-Nerubian Eggs health halved. They now spawn spiderlings if killed.
-Spiderlings created from the Spiderling Spawn ability reduced from 5 to 3, and now have a 60 second duration, but cost no food. Should alleviate the mass swarms of spiderlings left behind after a fight.
-Skeletons made by Necromancers now use Nerubian upgrades. Greater Skeleton ability now works.
-Burrower devour range increased, can no longer attack while burrowed. Burrow Strike cooldown reduced massively and range increased very slightly. Can now Deep Tunnel while burrowed.
-Nerubian Archer stats lowered slightly. food cost reduced to 2.
-Nerubian Seers now have Dispel Magic instead of Ray of Disruption
--{[General]}--
-Ban trigger disabled
-Path Icons and names for race events fixed
-some Centaur in Kalimdor are now properly hostile
-added some placeholder testing stuff for a future race
-restored sunwell starfall range doubled
-Non-restored sunwell can now ping the location of the Sunwell Remnant. only the player using the ability sees the ping.
-All Flying Fortresses now have 40 movespeed.
-Fel Fire and Chaos Meteor abilities nerfed
-Eye of Sarg no longer has Dark Summoning
-Acherus and Outland Portals fixed
--{[General]}--
-Fixed terrain around Gilneas (No more ships on land)
-Reworked entrance to Scholomance
-Experience Rate nerfed
-All Ultimates moved to level requirement of 8
-Ping Sunwell Remnant move to R Hot Key
-Only 1 Event Allowed per user
-Only 1 Sub Path Allowed per user
-Multiboard should now show players that had left the game
-Units of players that had left the game will change owner to Neutral Hostile after 60 seconds of game time
-North Kalimdor (North of Thousand Needles) and South Kalimdor (South of Thousand Needles) are now connected
-All workers now have Resistant Skin
-Rune Trap damage buffed from 100 to 150

--{[Humans]}--
(Stormwind)
-Stormwind can no longer get Dark Knight and Archmage after Anduin and Bolvar
-Archmage Water Elementals ability now summons 2 elementals instead of 3
(Risen)
-Risen now have Astral Walk research in their Black Citadel

--{[Orcs]}--
-Far Seer Feral Spirit ability now summons 3 wolves instead of 4
(Warsong)
-Warsong Riders now limited to 24
-Blademaster illusions should no longer turn into Grom
-Fel Warsong sub-path now available for Warsong Clan
(Dark Horde)
-Voone can now switch between Melee Combat (Gains Relentless Assault) and Ranged Combat (Normal Mode)

--{[Undead]}--
-All Animate Dead type abilities no longer inherit upgrades
(Cult of the Damned)
-Naxxramas Flying Form works again
-Deathly ground damage lowered to 10 from 25 and stun to 1 from 2 seconds, Stun Area reduced
-Children of the Grave limited to 50 skeletons
-Parasite now has normal cast range
(Ebon Blade)
-Death Knights should now get damage upgrades
-Death Knights are buffed to compensate for the loss of their mastery upgrades

--{[Sentinels]}--
-Can now research Scepter of the Priestess

--{[Blood Elves]}--
(Blood Elf Regency)
-Blood Elves should not be able to obtain Lor'Themar with an illusion of Blood Elf Swordmaster

--{[Naga]}--
-Chain Lightning buffed to deal 65 damage to first target

--{[Demons]}--
-Fel Guard Health Increased by 150 (Now 500)
-Maiden of Pain's Life Drain replaced with Critical Strike
-Eredar Summoner's Portal Summon replaced with Summon Lesser Voidwalkers
-New Units Added:
1. Terrorguard (Can cast Shadow Bolt Barrage, Summon Portal, Curse of Shadows and Doom)
2. Shivarra (Can cast Berserk, Scything Whirl, Fel Regeneration and Fire Bolt)
(Burning Legion)
-Gul'Dan replaced with Tichondrius, Tichondrius can now be summoned via Skull of Gul'dan in Ashenvale
-Gul'Dan Ability Set moved to Vorpil
-Raised Level Requirement for Legion Summoning via Eye to 15 (People were complaining about Archimonde being too strong)
-Argus units are now invulnerable until summoned
-Fel Fire nerfed (Damage from 100/150/200 to 50/100/150 , damage per second from 20 to 10 over 3 second duration)
-Shadow Bolt Volley nerfed (From 100/125/150 to 75/100/125)
-Chaos Meteor nerfed (Damage from 250 to 175, duration from 60 to 45, and stun duration from 4 to 3)

--{[Items]}--
-Ring of Protection now gives 2/1 bonus armor instead of 4/2
-Claws of Attack now give 6/3 bonus damage instead of 12/5
-Belt of Giant Strength now give 3 strength instead of 6
-Helm of Valor now gives 3 strength and agility instead of 5
--{[General]}--
-Fixed the problem with sub-paths
-Teldrassil Isle moved cloaser to Bloodmyst Isle
-Argent Chapel Hotkey switched to D
-Terrain in Icecrown Glacier Fixed
-Warlock now trainable even after taking Tichondrius
-XP Rate doubled for now (Before it was Heroes{20} and Units{5} now it is Heroes{40} and Units{10})
-Critical Strike for Stormwind is fixed
-Icecrown Citadel reworked a little so as to discourage turtleing
--{[General]}--
1.05d Hotfix4 Changelog
--{[General]}--
-Ahn'Qiraj reworked
-Players that had left the game no longer turn Neutral Hostile (Suspected to cause FPS Drops)
-Experience Gathering Rate buffed
-Remnant of the Sunwell now spawns randomly
-Mal'Ganis Event and Lor'Themar Event have been nerfed in how many units they give
-Sun Well can now be absorbed
-Many regions now have more creeps
--{[Humans]}--
(Path of the Damned) You can no longer get Human workers when turning Undead.
--{[Orcs]}--
(Frostwolf) Summoning Rexxar now summons 2 Ogre Maulers instead of Chieftains
(Dark Horde) Chromatic Dragon Breath of Fire Hotkey Switched to W
-Fel Warsong Peons can now use Burrows
-All Fel Orcish Peons now have chaos damage, thanks Oakway
--{[Druids]}--
-Cenarius Seed of Life can now be used on magic immune units.
--{[Demons]}--
-Fire Strike nerfed
-Rain of Fire nerfed
-(Tichondrius) Carrion Attack replaced with Carrion Empowerment (Heals allies while draining mana)
--{[Nerubians]}--
-Destroyed Eggs should now leave behind Spiderlings as intended
--{[General]}-- -Most of Event Heroes are should now only be reviveable if player owns certain Event related buildings
-Events split into Early Game, Mid Game (After 20 minutes) and Late Game (After 40 minutes) events
-Teleport Abilities like Mass Teleport now cant target CPS
-Added much more creeps
-Control Points are now targeted as Wards
-Air Units can no longer attack wards (To prevent CP sniping, this does not include flying Heroes)
-Sight Radius of all Air Units reduced by 500 both during the day and during the night
-Event Heroes no longer cost any food
-Implanted a tax for trading gold for lumber and lumber for gold
-Nerubian Monstrosity in Ajzol Nerub now Neutral Hostile
-Units can now pass through Opened and Dead Ahn Qiraj Gate
-Workers limited to 50 (Wisps and Younglings limited to 60)
-Can upgrade Lumber Harvesting in Main Building
-Lowered the range of all ships
-Lightning Elementals now deal Magic Damage
-All Races now have a more general upgrade to damage and armor which doesn't require upgrading the main building to access higher tiers
-Terrain Reworks: Mul'gore, Azshara, Barrens (Northern and Southern Barrens merged {5 CPs}), Darkshore (Added Auberdine), Ashenvale, Desolace, Stonetalon Mountains, Feralas, Thousand Needles (Total Rework), Un'goro Crater, Mount Hyjal, Isle of Quel'Danas, Eversong Forest, Ghostlands, Eastern Plaguelands, Western Plaguelands, Stratholme, Tirisfal Glades, Capital City, Silverpine Forest, Hillsbrad Foothills (Removed Sludge Fields, added Observatory{Same function as Lighthouse}), Arathi Highlands, Hinterlands, Wetlands, Twilight Highlands{Added Krazzworks}, Loch modan, Dun Morogh, Searing Gorge, Badlands, Burning Stepess, Redridge Mountains, Swamp of Sorrows, Deadwind Pass, Blasted Lands, Stormwind City, Elewynn Forest, Duskwood, Westfall, Stranglethorn Vale | Reworks Done!
--{[Humans]}--
(Stormwind) Varian's Charge should work correctly now
(Dalaran) Path redesigned, now starts at old Dalaran, gives Antonidas (Inteligence Hero, Spells: Fire Bolt, Summon Water Elementals, Mana Shield, Arcane Strike) as a hero instead of Rhonin
(Dalaran) Ansirem Runeweaver now available through research in both instances of Dalaran
(Dalaran) New Dalaran now accessible after 20 minutes of the game, Flying Fortress New Dalaran will be summoned inside old Dalaran
(Dalaran) The hero bug has been fixed
(Dalaran) Now has three subpaths: Alliance Path(Gives Silver Covenant), Horde Path(Gives Sunreavers) and Neutrality Path(Gives Aegwynn)
--{[Undead]}--
-Mal'Ganis is no longer an event
-Ghouls can no longer harvest lumber
-Devour Magic given to Obsidian Statue as well, Essence of Blight moved to W, Spirit Touch moved to E
(Cult of the Damned) Path route reworked
(Cult of the Damned) Gives Kel'Thuzad(Necromancer) as a hero
(Cult of the Damned) Gives Mal'Ganis as a secondary hero if he is still alive
(Cult of the Damned) Added two new units: Arch Necromancer (Support Caster) and Lich (Offensive Caster)
-Acherus Core moved into a corridor between Black Citadel Region and Slaughterhouse Region, also buffed
-Naxxramas Core buffed
-All units inside Naxxramas and Acherus now invulnerable until events are researched
--{[Druids]}--
-Tranquility nerfed (Cooldown from 60 to 120, Healing from 48 to 36)
-Dryads no longer have Spell immunity
-Dryads now have Spell damage resistance (80% reduction)
--{[Sentinels]}--
(Watchers) Naisha Range increased to 400 from 300
(Watchers) Naisha now takes 35% more damage when she activates For the Watchers! instead of 50%
(Watchers) Players should now be able to get only one Jarod Shadowsong
--{[Blood Elves]}--
-Fixed Phoenix Limitation
-Renamed to High Elves
-Sanctuary of the Sun replaced with Arcane Sanctuary
-Spellbreakers replaced with Highbornes
-Blood Knights replaced with Magisters
-Archer Searing Arrows replaced with Arcane Arrows
-Sorceress Arcane Torrent and Illusion replaced with Invisibility and Polymorph
-Quel'Thalas Regency renamed to Kingdom of Quel'thalas
(Kingdom of Quel'Thalas) Gives Anasterian Sunstrider, Lor'Themar Theron and Halduron Brightwing
(Kingdom of Quel'Thalas) Swordsmen gain Feedback ability, Highbornes gain Siphon Mana ability, Magisters gain Summon Lava Spawn ability, Priests gain Health Stone ability (Kingdom of Quel'Thalas) Halduron Cold Arrows replaced with Magic Arrow {Long distance stun}
-Added Blood Elf Path
(Blood Elves) Gains Kael'Thas Sunstrider, Rommath and Lady Liadrin as heroes
(Blood Elves) Archer's Arcane Arrows ability is replaced with Searing Arrows, Sorceress Invisibility and Polymorph replaced with Arcane Torrent and Illusion, Magisters get replaced with Blood Knights, Highbornes get replaced with Spellbreakers
(Blood Elves) Can open portal from Dalaran Dungeons to Outland
(Blood Elves) Can get Al'ar, the phoenix god, at Tempest Keep
(Blood Elves) Added Fel Elf Path
(Dawnseeker's Forces) Established as an event
--{[Naga]}--
(Illidari) Vashj now obtainable at Coilfang Reservoir
--{[Demons]}--
-Mal'Ganis is no longer an event
-Gan'arg Engineers removed
-Cultists are now able to gather resources
(Burning Legion) Tichondrius is now summonable via both the Eye of Sargeras and Skull of Gul'dan
(Burning Legion) Carrion Empowerment now works correctly
--{[Nerubians]}--
-Nerubians no longer considered as Undead units
--{[Old God Servents]}--
-Established as a race
--{[Items]}--
-Scroll of Healing nerfed from 150 to 75
-Scroll of Mana nerfed from 100 to 50
-Scroll of Town Portal now has a 7 second casting time and no longer makes the caster invulnerable. Now can be casted on any building.
-Model problem fixed
1.05e Hotfix1b Changelog
-Mal'ganis problem fixed
-Land Mine tooltip fixed
-Marris' Hounds fixed
-Battlemages now require barracks
-Selin Q now Works Fine
-Fixed all bugs related to Dawnseeker Forces
-Removed the bug where mirror images are counted as real heroes (For now)
-Aqir Eggs should lose health now
-Dragonhawk Riders no longer require Arcane Sanctum
-Multishot fixed
-Chaos Meteor ability - instead of impact delay now has a 3 second casting time
-Noth now requires Naxxramas to get
-Unbroken Mindsplitters now have Devour Magic
-Void Reaver now has Devour Magic
-Arcane Affinity is accessible again
-Reanimate Cooldown nerfed from 5 seconds to 22.5 seconds {Arch Necromancers} (The units raised by Reanimate, while on timer, are not true summons)
-(Hero Ability) Reanimate cooldown nerfed from 5 seconds to 15 seconds
-Aegwynn can now die permanently
-Highborne base mana increased to 325
-All air units gained an improved sight radius during the night
-Anasterian now gets removed once a player goes Quel'Thalas Regency (All his items spawn near Silvermoon building)
-Sunwell Remnant Spawn now fixed
-Al'ar should be fixed
-Crystal Orb of Shadows drops again
-Fel Elf Heroes should forgot as intended now
-Naxxramas fixed
-High Elf Events now work correctly
-All Hero Events fixed
-Aegwynn HP buffed by 500
-Silver Covenant, Sunreaver and Neutrality path for Dalaran fixed
-Gnomeregan should now respawn
-Demon skin no longer requires a research
-Arcane Empowerment ability should work properly now
-Blood Elf Illusion can no longer target Heroes
-Risen Workers Limited to 50
-Auberdine, Maraudon and Altar of Storms are now targeted as Neutral Hostile
-Fel Elf Heroes Fixed (The researches can still be cued but won't do anything in the end)
-Archmage that guards Book of Medivh should now give less levels (this was due to his high level)
-Fel Crystal's now regenerate mana all the time, and buffed mana regen
-Valeera Sanguinar now truly transforms into Kathra'Natir (Changes her spellkit and her stats)
-(Fel Elves) Cripple now requires Rebirth
-Farstrider Training now available in Farstrider Enclave
-Activate Runestones now work
-Anasterian Sunstrider now requires level 10 for Permanent Immolation
-Summon Halduron now has correct description
-Baron Rivandare no longer requires Kel'Thuzad
-Kel'Thuzad's Ultimate should work now
-Parasite now lasts 5 seconds on Heroes (Previously Unlimited)
-(Dawnseekers) Barracks now swap correctly
-Multiboard names fixed
-Highborne and Magisters now unavailable for Quel'Thalas Regency and Blood Elves
-Blood Knights and Felsworn Knights now have mana
-Dryad description fixed
-Reorganization of Kirin Tor now requires Antonidas
-N'raqi Summoners now require 75 gold
-Felsworn Knights now have Devour Magic
-Nerubian Vizier now has Frost Nova and Wise Council instead of Death Coil and Death Pact
-Spiderlord War Stomp moved to E
-Al'ar no longer resummonable
-Fixed Fel Crystal
1.05g Changelog
-THE MAP IS NOW AVAILABLE ONLY FOR CLASSIC MODE
- Many small bugs have been fixed
- Trade Lumber for Gold and Gold for Lumber hotkeys changed to Z and X
- Gilneas Item Drops decreased so that there aren't so many Runes of Rebirth
-All Main Buildings now have Magic Sight upgrade
-All Towers now have Magic Sight ability (Reveals Invisible Units)
-All Flying Units now have Magic Sight (Reveals Invisible Units)
-Main Building's UI Reorganized {First row is used for Workers and Generic Upgrades. Second row is used for Spells. Third row is used for Main Building Upgrade and Race Specific Upgrades}
- Some Events Reworked a little to have more dialogue and sound effects
-Aegwynn, Vereesa and Aethas now correctly inherit levels from Dark Knight, Ansirem inherits levels from Paladin
-Mana Bomb, Mana Burst and Magnetic Burst abilities now all deal damage to Enemies and Caster only, their damage is nerfed
-Maiev Umbra Crescent now replaced with Mortal Strike (Deals 2.5x damage to heroes | Requires level 8)
-Lesser Lich's Blizzard replaced with Decomposition (An overtime damage dealing ability)
-Lesser Lich's Frost Blast moved to button E
-Book of Medivh works again
-Windfury now works
-Kel'Thuzad's Children of the Grave ability now summons an unlimited (Depending on how many corpses there are on the ground) amount of DISPELABLE skeletons
-Scroll of Town Portal now doesn't make the hero invulnerable and can target buildings only, courtesy of @Night Elf supremacist(No more running away that easily, you gonna be planning ahead with those god tiers of yours)
-Added San'layn Event for Dawnseeker's Forces
-Changed N'raqi Commander to Forgotten One
1.06a Changelog
Bug Fixes:
-Strike of Necropolis Skeleton's now have expiration timer
-Lana'thel Blood Queen passive now works
-Dark Priest Life Transfer works properly
-Patched leaks
-Fixed Archdruid Ability set
-Fixed Malfurion ability set
-Fixed massive lag with Fel Elves
-Various minor changes
Changes:
-Illidari Heroes Reworked
-Old God Agent Abilities added
-Islands added throughout sea
-Minor terrain adjustments to some areas
Buffs:
Sentinels:
-Archers Hp increased by 125
-Huntresses HP increased by 75 base damage by 3 and attack speed by 0.2
-Guard Hp increasde by 130 and increased damage return by spike shields to 10%
-Saber Rider Hp Increasde by 100 Cleave ability and add
-Glaive Mistress increase base damage by 10 and add Rapid Fire ability
-Night Warrior's Shadow Image summon increased from 2 to 5 and increased Critical Strike to 5%
Druids:
-Treant Hp increased too 500 and armor increased to 2
Orcs:
Added Fel Horde and Magtheridon forces path
Blue Dragonflight:
Added Azurewing Repose path added to Blue Dragonflight
Undead:
Skeletal mages given Death Infusion - Undead equivalent of heal
-Just overall bug fixes and performance improvements
-A lot of smaller bug fixes and performance increases
-Removed CPs that provide 50 gold (Causing fps drops)
-Added Risen path for Scarlet Onslaught
-Added Rally Points for Nerubian Eggs (This way micromanaging Nerubian units becomes less painful once they spawn)
-Scroll of Town Portal works as before tho with 7 second casting time
-Windfury Fixed
-Events should now be working properly

--Special Thanks to Shad for helping me work on the map--
-Ujimasa Hojo
-Blizzard
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---All in all, try to have as much fun as you can.---
Previews
Contents

Azeroth Reinvented v1.06aHotfix3 (Map)

Reviews
deepstrasz
Seems like a really neat multiplayer experience. Can't say much about the balance especially when considering the various land pieces and huge distances. Shouldn't units be invulnerable for a while until every player gets somewhere so they won't fight...
Level 1
Joined
Nov 8, 2020
Messages
3
Sounds like a beautiful map.

I fell in love with the map, the most beautiful map I've ever played in my life.
 
Last edited by a moderator:

deepstrasz

Map Reviewer
Level 56
Joined
Jun 4, 2009
Messages
16,104
Seems like a really neat multiplayer experience. Can't say much about the balance especially when considering the various land pieces and huge distances.
Shouldn't units be invulnerable for a while until every player gets somewhere so they won't fight right from the start?

Is the terrain yours? Also, the map, is it an edit of another work?

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

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M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 7
Joined
Nov 27, 2015
Messages
137
Seems like a really neat multiplayer experience. Can't say much about the balance especially when considering the various land pieces and huge distances.
Shouldn't units be invulnerable for a while until every player gets somewhere so they won't fight right from the start?

Is the terrain yours? Also, the map, is it an edit of another work?

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/

The terrain is mine, done from scratch. And no there is no one other that edit the map. And about balance... still working on it. XD
 
Level 13
Joined
Feb 2, 2009
Messages
126
This map is actually insanely good. Amongst the base builder maps this one really shines for its clear emphasis on restraint and gameplay over gimmicks.

Here are just a few minor issues I have noticed while playing the game:
-A lack of Invulnerability at the beginning of the game means that a fast player can select a race and then rush to kill an inattentive player's ship or workers. (FIXED as of 1.05a)
-Buildings may be built in the starting area, which as a portal base on a small island surrounded by water means that a base built there becomes an unassailable fortress. (FIXED as of 1.04e)
-Ghouls may be built from Drak'Tharon Keep by Humans (FIXED as of 1.05a with a prerequisite of a crypt which is clever.)

The strong points of the map far overshadow the issues I listed, here but a few of those points:
-The triggers for capturable bases and control points are leakless, which should be standard in games at this point so I'm glad to see proper GUI triggering.
-Most factions (from what I can tell) have limits on building capstone units like flyers, which limits the spamability of armies comprised solely of units with powerful statistics or abilities.
-The factions feel unique from one another and have valid and sensible tech tree progression on par with a race designed for an altered melee map.
-The terrain is unique and made from scratch (Its a nice detail and I respect anyone who puts in the effort to design their own terrain for their map).

With all of this in mind I have high hopes for this map, and it has a lot of replayability. Things that I would like to see in the future would be more unique items (even ones with minor benefits) and another control point tier for major locations like capital cities that would give more gold (maybe 50?) than some of the other ones scattered across intersections in the map.

Overall an amazing multiplayer experience and a blast to play with friends (even the ones that sink your boat at the beginning of the game).

If the start issue I outlined is addressed I'll change my rating.

Edit: All three issues I had outlined have been addressed, and my hope for unique items was even met with the addition of canonical artifacts in the warcraft universe. I changed my rating to 5 stars and I cannot wait to see more!
 
Last edited:
Level 7
Joined
Nov 27, 2015
Messages
137
This map is actually insanely good. Amongst the base builder maps this one really shines for its clear emphasis on restraint and gameplay over gimmicks.

Here are just a few minor issues I have noticed while playing the game:
-A lack of Invulnerability at the beginning of the game means that a fast player can select a race and then rush to kill an inattentive player's ship or workers.
-Buildings may be built in the starting area, which as a portal base on a small island surrounded by water means that a base built there becomes an unassailable fortress.
-Ghouls may be built from Drak'Tharon Keep by Humans (unsure about other races or if this is intentional)

The strong points of the map far overshadow the issues I listed, here but a few of those points:
-The triggers for capturable bases and control points are leakless, which should be standard in games at this point so I'm glad to see proper GUI triggering.
-Most factions (from what I can tell) have limits on building capstone units like flyers, which limits the spamability of potentially massing armies comprised solely of units with powerful statistics or abilities.
-The factions feel unique from one another and have valid and sensible tech tree progression on par with a race designed for an altered melee map.
-The terrain is unique and made from scratch (Its a nice detail and I respect anyone who puts in the effort to design their own terrain for their map).

With all of this in mind I have high hopes for this map, and it has a lot of replayability. Things that I would like to see in the future would be more unique items (even ones with minor benefits) and another control point tier for major locations like capital cities that would give more gold (maybe 50?) than some of the other ones scattered across intersections in the map.

Overall an amazing multiplayer experience and a blast to play with friends (even the ones that sink your boat at the beginning of the game).

If the start issue I outlined is addressed I'll change my rating.
Gonna see to it that the starting area is unbuildable, and about the control points, in earlier version there were more types of control points like 10 and 20, but for some odd reason the map had fps drops everytime the trigger calculated the income ammount (i dont know if its because of the leaks of large number of control points). I am gonna try to implament another type of income ammount for big cities to see how it works, now that the leaks are somewhat fixed.

About ghouls and lack on invulnerability at the beginning, I kinda dont have a solution for those yet.
 
Level 1
Joined
Apr 24, 2021
Messages
1
Anyone experiencing this? How do you fix it?
My brothers have no problems playing this, however when I join, the game does not recognize the file that I have.

EDIT: We're all playing the same version of 1.27B
 

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Level 7
Joined
Nov 27, 2015
Messages
137
Anyone experiencing this? How do you fix it?
My brothers have no problems playing this, however when I join, the game does not recognize the file that I have.

EDIT: We're all playing the same version of 1.27B
That I am not sure how to fix. I can only suggest you try to reinstall the game, since many of the maps I had a problem(the problem you are having) with worked after I reinstalled.
 
Level 2
Joined
May 2, 2021
Messages
3
I love the map but the "path of the damned" seems to be broken. Everything is working just fine untill the summoning of the lich king, which does not work at all. The spell requires Arthas at lvl 15 or higher, but it won't detect it. I saw there is a warning of arthas lvl in the code, but it seems to be also absent in the game.
 
Level 7
Joined
Nov 27, 2015
Messages
137
I love the map but the "path of the damned" seems to be broken. Everything is working just fine untill the summoning of the lich king, which does not work at all. The spell requires Arthas at lvl 15 or higher, but it won't detect it. I saw there is a warning of arthas lvl in the code, but it seems to be also absent in the game.
did you try approaching frozen throne with arthas and waiting out the dialogue? (once arthas is level 15 and above that is)
 
Level 2
Joined
May 2, 2021
Messages
3
There was no dialog at all. I've been waiting with my dk arthas for 10 or so minutes but couldn't click the event spell. Tried it at lvl 15, 17 even 25 and nothing. I needed: "Arthas lvl 15" event though he was way higher then that.
 
Level 7
Joined
Jul 13, 2019
Messages
43
In 1.05a with Druids, when I have 5 Druid of the Claw in Bear form, any other turns into Bear form turn them in Druid of the Talon instead, I tested it a bit and it's from 5 turned Bear form on. After that they all turn into Druid of the Talons.
And with those Talons there are an unlimited amount of Crow Form you can turn in to.
 
Level 7
Joined
Jul 13, 2019
Messages
43
If you research Furion Stormrage without having the Arch Druid Hero he doesn't appear and you can no longer get the Arch Druid hero in the altar.
Also not sure if it's some intended mechanic or not but if you build inside Darnassus the building get's destroyed immediately.
 
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Level 7
Joined
Jul 13, 2019
Messages
43
Nerubian Monstrosity's Impaling Spikes and Grand Slam cost mana while he doesn't have any mana.
Also Nerubian Burrower isn't in the Nerubian egg and thus can't be made.
 
Level 7
Joined
Nov 27, 2015
Messages
137
In 1.05a with Druids, when I have 5 Druid of the Claw in Bear form, any other turns into Bear form turn them in Druid of the Talon instead, I tested it a bit and it's from 5 turned Bear form on. After that they all turn into Druid of the Talons.
And with those Talons there are an unlimited amount of Crow Form you can turn in to.
Will be fixed soon.
1.05a Dragonmaw Clan makes all buildings and cp and heroes hostile and you don't get mor'goth
Will be fixed soon.
If you research Furion Stormrage without having the Arch Druid Hero he doesn't appear and you can no longer get the Arch Druid hero in the altar.
Also not sure if it's some intended mechanic or not but if you build inside Darnassus the building get's destroyed immediately.
Will be fixed as well.
But wait forsaken doesnt exist?
Not yet.
Can play 1.24-1.28?
Not sure, but I think you cant.
Nerubian Monstrosity's Impaling Spikes and Grand Slam cost mana while he doesn't have any mana.
Also Nerubian Burrower isn't in the Nerubian egg and thus can't be made.
Will fix that as well.
 
Level 7
Joined
Jul 13, 2019
Messages
43
The Archmage has the normal Water Elemental spell text, it doesn't mention that he summons 3 Water Elementals.
In the human Arcane Sanctum, both the Hydromancer and the rally point use the Y hotkey, so if you press Y it selects the rally point.
Also the Chaplain Adept training and Master training use the C hotkey, which the Chaplain also uses.
The Water Elemental spell the Hydromancer has says it has 550 hp and 28-37 damage, while the Water Elemental actually has 500 hp and 19-23 damage.
Mana Scroll on Rhonin can be leveled up to level 3 while he is level 4.
When you turn New Dalaran's Arcanists into siege mode, you can remake Arcanist's until you have 12 spellcaster mode again, and that can be done infinitely.
Considering the unit limit on other siege units I'd thought I'd mention it.
Conjurer's Dalaran Ward ability says it uses Strength of the Wild and Reinforced Hides, not sure whether it's supposed to have New Dalaran upgrades or no upgrades at all.
When you click on/use the hotkey for Summon Lightning Elemental on Conjurer, it automatically actives Dalaran Ward, and the same happens when you activate Dalaran Ward, even when the spell you click on is on cooldown it activates the other.
Slow Time of the Kirin Tor Agent's card text says terget instead of target.
I do really enjoy the map, I find it fun to go through the units in single player and see what they do, hope it doesn't come of negatively that I'm just listing bugs/card text errors
(Edit) Stormwind's caster building(Church) has the E hotkey, same as with the Lumber Mill.
Command Aura can be leveled to level 2 when the hero hits level 2, and to level 3 when the hero hits level 4.
Varian's Roar also is the same, think it may be for all custom spells, would have to test to make sure though
 
Last edited:
Level 7
Joined
Jul 13, 2019
Messages
43
Both the Naga Siren and the Naga Summoner have the S hotkey.
Dragon Turtle says it has an unit limit of 12 and 6 for Illidari, I can make 12 with Illidari though, is it supposed to be the other way around?
If you research Oppose Magtheridon you get the Draenai Settlement instead of the Mur'gul Pool, but if you haven't researched the upgrades that need Mur'gul Pool like Ensnare and Submerge you can't research them anymore.
In the Draenai Settlement both the Mur'gul Slave and the Draenai Vindicator have the V hotkey.
The Demon Hunter unit you get when you research Illidari cost 1 food, is that intentional?
Kargath Bladefist's ultimate says it gives 150% bonus damage, 5 bonus armor and 25% life regeneration, is it supposed to be 150%?
It's a pretty huge increase so thought I'd ask.
 
Level 7
Joined
Jul 13, 2019
Messages
43
When I summoned Burning Legion with the Book of Medivh the portal opened to the bottom right part of where the legion is, I didn't gain control of anything when summon was complete and I couldn't move towards the other areas.
I tested it with Guldan level 10 and Eye of Sargeras and that worked fine, got control over Archimonde and the bases.
 
Level 7
Joined
Jul 13, 2019
Messages
43
With Sentinels, the Hippogryphs aren't affected by the research upgrades with them having Strength of the Wild and Reinforced Hides.
If you make the 8 Hippogryphs and make Hippogryph Riders you can make more Hippogryphs again and make a max of 12 Hippogryph Riders which the Hippogryph tooltip doesn't mention.
With some further testing I noticed that there is a bit of a delay between mounting archers and the max of 12 setting in. If you have Hippogryphs and Archers close by each other you can make more Hippogryphs then the max, I got to a total of 23 Hippogryph Riders with that method.
If they are spread out and not close to Archers it will stop if you hit 12.
With the Warden Blink has a 15 sec cooldown and costs 50 mana on level 1, 2 and 3. I tried testing the range but it didn't seem to change either.
Both the Warden and the Watcher in the Watcher's Hall have the W hotkey.
The Warden's (the unit) spells (Exploding Trap and Entangle) both have the E hotkey
 
Level 7
Joined
Nov 27, 2015
Messages
137
Why this map dont work un old warcrafts any more :cry:
like warcraft 1.26
The playerbase was mostly on reforged. Had to switch.
When I summoned Burning Legion with the Book of Medivh the portal opened to the bottom right part of where the legion is, I didn't gain control of anything when summon was complete and I couldn't move towards the other areas.
I tested it with Guldan level 10 and Eye of Sargeras and that worked fine, got control over Archimonde and the bases.
Fixed it.
 
Level 2
Joined
Sep 6, 2020
Messages
14
Hello! I have to ask something. I have the latest version of this map and I noticed something with my attempt's with the Illidari path. Mainly that everything goes great until the part where I have to go to the ruins of Dalaran and get the portal open. I go there and and a portal doesn't appear and there isn't even a command to make it appear. Am I missing something here? Help would greatly be appreciated!
 
Level 7
Joined
Nov 27, 2015
Messages
137
Hello! I have to ask something. I have the latest version of this map and I noticed something with my attempt's with the Illidari path. Mainly that everything goes great until the part where I have to go to the ruins of Dalaran and get the portal open. I go there and and a portal doesn't appear and there isn't even a command to make it appear. Am I missing something here? Help would greatly be appreciated!
You enter dalaran dungeons and enter the first room on the left with Illidan. There an archamge will spawn that will attack you, kill him if you want to or not it doesnt matter. Once you enter that room with Illidan, Illidan will get an ability to open the portal, which will summon lady vashj for him and open the portal to Outland.
 
Level 2
Joined
Sep 6, 2020
Messages
14
Ok I see. One last thing and I will be out of your hair. the mage hunter path with the blue dragonflight. I know the steps and it goes without saying that I would guess in order to perform the research necessary to summon malygos I need to capture the nexus but the problem is I get to it at all because of the fact that it surrounded by mountains which shouldn't be a problem but none of my air units can get through them. That is my last question and after that I'll fell great! Love the map by the way!
 
Level 7
Joined
Nov 27, 2015
Messages
137
Ok I see. One last thing and I will be out of your hair. the mage hunter path with the blue dragonflight. I know the steps and it goes without saying that I would guess in order to perform the research necessary to summon malygos I need to capture the nexus but the problem is I get to it at all because of the fact that it surrounded by mountains which shouldn't be a problem but none of my air units can get through them. That is my last question and after that I'll fell great! Love the map by the way!
I just fixed that problem in version b, forgot to change the pathing for pathing blockers.
 
Level 2
Joined
Sep 6, 2020
Messages
14
That explains quite alot and thankfully a just downloaded the latest version. Thank you very much for your patience with me! Have a good day and thank you again!
 
Level 7
Joined
Jul 13, 2019
Messages
43
So in the Dragonmaw clan's options it mentions that in the Black Dragonflight Allience and the Burning Legion Alliance it mentions that you can get Deathwing and Kiljaeden as a 4th hero respectively.
So far I haven't been able to find the paths for that, did I just miss something?
The Nether Drake requires a Bastion and the Infernal and Doom Guard in the Burning Legion Alliance, are they supposed to require that and I just missed the way to get them or is that a bug?
 
Level 7
Joined
Nov 27, 2015
Messages
137
So in the Dragonmaw clan's options it mentions that in the Black Dragonflight Allience and the Burning Legion Alliance it mentions that you can get Deathwing and Kiljaeden as a 4th hero respectively.
So far I haven't been able to find the paths for that, did I just miss something?
The Nether Drake requires a Bastion and the Infernal and Doom Guard in the Burning Legion Alliance, are they supposed to require that and I just missed the way to get them or is that a bug?
Deathwing and Kil'Jeaden havent been added yet, they were planned for this patch but since I had to release the patch sooner to fix some bugs they didnt get in. As for Infernals, Doom Guards and Nether Drakes they will get fixed in next version.
 
Level 7
Joined
Jul 13, 2019
Messages
43
The Nether Drake's limit of 8 doesn't work, I could build an unlimited amount.
Could there maybe be an explanation in the quest tab on how to summon Kil'Jeaden?
I couldn't find the summoning method when I tested it for a bit.
 
Level 7
Joined
Nov 27, 2015
Messages
137
The Nether Drake's limit of 8 doesn't work, I could build an unlimited amount.
Could there maybe be an explanation in the quest tab on how to summon Kil'Jeaden?
I couldn't find the summoning method when I tested it for a bit.
Fixing it currently

Can i get a discord invite?
 
Level 4
Joined
Nov 12, 2018
Messages
21
Jocker, is the terrain really made from scratch? The map seems to be inspired by Darklycan or Sexylycan's World of Azeroth, which is fine, but the terrain definitely seems to be a modified version of it. It looks WAY too similar, so I assume it's either modified or based off it. Just wanted to tell you about this since I'm curious and I'm actually working on my own version of WoAR atm. My bad if I got something wrong.
 
Level 7
Joined
Nov 27, 2015
Messages
137
Jocker, is the terrain really made from scratch? The map seems to be inspired by Darklycan or Sexylycan's World of Azeroth, which is fine, but the terrain definitely seems to be a modified version of it. It looks WAY too similar, so I assume it's either modified or based off it. Just wanted to tell you about this since I'm curious and I'm actually working on my own version of WoAR atm. My bad if I got something wrong.
To be honest I tried to make it as close to WoW terrain as possible. And yes the map was heavily inspired by Darklycan's and Sexylycan's World of Azeroth. The terrain was made from scratch using the tilesets from Eaglehawk's Azeroth Wars since at the time when I started making this map I didn't know how to make custom tilesets. The map required me to make it from scratch since redoing regions like Mount Hyjal which had a lake on top it was impossible for me at that time.

I also don't want the map to end up as a copy of Darklycan's and Sexylycan's World of Azeroth and therefore I don't plan on adding every starting race like in those two maps and plan on adding only a select few while making events around the added races.

In all honesty the terrain is bound to look somewhat the same, since Azeroth will always be the same.
 
Level 4
Joined
Nov 12, 2018
Messages
21
To be honest I tried to make it as close to WoW terrain as possible. And yes the map was heavily inspired by Darklycan's and Sexylycan's World of Azeroth. The terrain was made from scratch using the tilesets from Eaglehawk's Azeroth Wars since at the time when I started making this map I didn't know how to make custom tilesets. The map required me to make it from scratch since redoing regions like Mount Hyjal which had a lake on top it was impossible for me at that time.

I also don't want the map to end up as a copy of Darklycan's and Sexylycan's World of Azeroth and therefore I don't plan on adding every starting race like in those two maps and plan on adding only a select few while making events around the added races.

In all honesty the terrain is bound to look somewhat the same, since Azeroth will always be the same.
Ah I gotchu, thanks for responding, this is helpful insight. Anyway yeah it seems Azeroth will always look similar.
Either way, I liked the map, good job on making this, it was fun!
 
Level 7
Joined
Nov 27, 2015
Messages
137
Ah I gotchu, thanks for responding, this is helpful insight. Anyway yeah it seems Azeroth will always look similar.
Either way, I liked the map, good job on making this, it was fun!
Glad you liked. Tho the terrain is gonna change. Guys in discord server want the timeline to start from Third War, so many regions now may look a lot like something you may see in LTF or Azeroth Wars. Anyway good luck with your map!
 
Level 7
Joined
Nov 27, 2015
Messages
137
Looks like a really cool map, its a pity its only for Reforged :(
If you mean about the version, then I am sorry. At one point it worked for both reforged and version 1.26, but people werent playing it on 1.26 so I moved it directly on reforged.

Although if you are talking about graphics it supports both reforged and classic.
 
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