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Azeroth Reinvented v1.10.6 Hotfix2

-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

Footage

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.

Map pictures are down. I will use this section to post video footage if there is any.
[/Spoiler]

-Hotfix 1 and 2: Game breaking Bugs fixed and Income System fixed, Old God Agent nerfed
-{General}
-Map name colored in orange in Map Selection so as to be more noticeable (Complaints have been made on this topic)
-Dev Creeps Removed
-All Attack Command Spell now works
-Age of Mythology Song Removed
-Control Points no longer Magic Immune
-Nordrassil, Sun Well, Remnant of the Sun Well and Tempest Keep are now considered as Sources of Power
-Trade Gold and Lumber now has correct keys
-Use -bases command to check for easy starting positions
-Players can no longer change their name ingame
-Tips off/on command added
-Alternate Form Ability no longer costs mana
-All Silence based spells nerfed duration
-Karazhan now has Lighthouse Reveal
-All Races now have their paths listed in their description when picking a race
-Dawnstrider Harbor can now attack only mechanical units
-Valgarde Removed from the game
-Tarren Mill Removed from the game
-Zul'farrak is now neutral hostile at the beginning of the game
-Items are now stackable
-Reworked CPs and CBs Triggers to use JASS instead of GUI (Dev Related | Should boost performance... a lot)
-{Humans}-
-Peasants now use Arms Up and Arms Down to turn into Militia and back
-Mass Teleport Cooldown Increased from 20 to 60 and casting delay from 3 to 5 seconds
-[Onslaught]-
-Slayer's Holy Strikes fixed
-Archers now have flaming arrows
-Scarlet DKs fixed
-Summon Raven now has R hotkey
-Banner of Command nerfed
-[Risen]-
-Scarlet Death Knights now turn into Fallen Paladins when going Risen
-Risen can no longer research Fel Flamestrike
-{Orcs}-
-[Fel Horde]-
-Magtheridon's Forces Infernal Juggernaut can now attack buildings
-[Dragonmaw Clan]-
-Deathwing Cataclysm cooldown increased from 90 to 120
-Zuluhed now works
-Summoning Deathwing now increases the amount of Black Dragons and Black Drakes you can get
-Black Dragonspawn Warriors are now known as Black Warriors and have Flame Breath Ability
-Black Dragonspawn Invokers are now known as Black invokers and can use Dark Sorcery Ability
-[Fel Warsong]-
-Convergence healing doubled
-[Dark Horde]-
-Voone and Nefarius Fixed
-Necrolytes now Have Dark Sorcery Ability
-Dragonspawn Warriors are now known as Blackwing Guards and have Flame Breath Ability
-[Frostwolf]-
-Thrall now gets Doomhammer as an item when he gets summoned
-{Undead}-
-Cult of the Damned and Ebon Blade Events now start in Northrend
-Destroyers are now trainable in Temple of the Damned
-Zombies have their hotkey and button position changed
-{Sentinels}-
-Passage Trees no longer attack
-Hyppogryph Riders are now properly limited for all paths and base race
-[Sisterhood of Elune]-
-Tyrande's Elune's Protection range buffed
-Amara's Expanding Knowledge mana gain buffed
-Beastmasters now have Beast Summon ability instead of Summon Beasts. Beast Summon ability summons 4 Raging Bears that last 60 seconds.
-Rallying Call now works properly
-Elune's Protection now works properly
-[Sentinel Army]-
-Freezing Ward should now target buildings only
-[Watchers]-
-Frenzy no longer requires Enrage
-{High Elves}-
-[Dawnseeker's Forces]-
-Last Rites no longer kills the caster
-Life Transfer now transfers 50 hitpoints
-Sword Master now gain bonus mana, mana regen and hitpoints from Sword Master Training
-Strike of the Necropolis no longer tries to genocide the blood princes(it was hugely ineffective in that regard anyway)
-[Ranger Corps]-
-Multishot Ability Fixed (This includes Vereesa for Dalaran as well)
-Areiel now has her Healing Wave on W
-Fury of the Sun fixed and buffed
-[Blood Elves]-
-Valeera base intelligence increased and growth increased
-Kathra'Natir Immolation buffed
-{Naga}-
-Can no longer build shipyards
-Mass Teleport Cooldown Increased from 20 to 60 and casting delay from 3 to 5 seconds
-Sea Wyrms damage nerfed -Spiked Shell Nerfed
-{}-Illidan must now be freed at Warden's Sanctum through a research
-[Illidari]-
-Illidan Agility growth nerfed from 2.4 to 1.9 per level -Ancestor's Call should work properly now
-[Nazjatar]-
-Hydras Nerfed
-Royal Vault build time fixed
-Royal Couatl nerfed
-Leviathan's Rush nerfed
-{Demons}-
-[Burning Legion]-
-Kazzak's Cleave nerfed
-World Destroyer buffed
-Jaraxxus Legion Flame nerfed
-Fel Reaver Remains are now considered as a structure
-Fel Evolution should be fixed
-Tichondrius now gets an ability to summon Archimonde when he reaches level 15
-Devour Magic Fixed
-Legion Succubi now get a buff when Jaraxxus is summoned
-Fel Guards, Overlords and Fel Stalkers get a buff when Hakkar is summoned
-{Nerubians}-
-[Fallen Nerubians]-
-Poison Sting upgrade removed from Horror Spire
-Royal Beetle Guard's description fixed
-Lord Kryxix gets turned into a Swarmlord upon event research (Too many problems he raises)
-Earth Borer's Poisoned Mandibles nerfed
-Stinger's Sticky Webbing can now target only air units and is nerfed
-Arcanist fixed
-Shadow Weaver fixed
-Nerfed Spiked Carrapace and fixed
-Nerfed Webspinnner
-Arcanist's Arcane Shell Nerfed
-Tol'Vir Magic Destroyer Armor Nerfed
-Carapace Improvement is now researchable -Impaler Damage nerfed
-Warrior Beetles now dispelable
-{Dragons}-
-Main Building can now summon Lightning Elementals instead of Ascended Lightning Elementals
-Mana Restore can no longer target the caster
-{Trolls}-
-Serpent Wards summon number nerfed from 3,4,5 to 1,2,3
-All Hydras Nerfed
-[Sandfury Tribe]-
-Kulratha's Crushing Wave buffed
-Witch Doctors Fixed
-Sacrifice Cooldown Lowered
-{Old God Servants}-
-Changed Music for Ny'lotha Event (Will Be Changed further later down the line)
-Aqir Shadowcrafters and Shadowpriests now have magic damage
-Void Shift ability now works differently
-Old God Agent's spell kit changed, more summon based
--HOTFIXES ARE INCLUDED AT THE BOTTOM--
-{General}:
-All Event heroes now inherit the bonus stats given by tomes to base heroes (Example: You can now use tomes with Basic Archmage and the stats you gain from the tomes will be transfered to Antonidas when you go Dalaran Event)
-All Base Races and Event Based Races now have the ability to train Workers at Lore related Capturable Buildings (Example: Forsaken can train Workers at Brill, Capital City, Andorhal and so on)
-Income and Multiboard should be fixed now
-All Air units got a nerf to their movement speed (Those fuckers are too fast to catch and they harass to much)
-All flying heroes movement speed slightly reduced
-All non-hero CC abilities have reduced effectiveness against heroes
-Some Icons replaced
-Ambermill now respawns
-Income Command now shows lumber income for Sentinel players
-Fixed the Mana problem on capturable buildings
-Scrolls of Town Portal nerfed: Casting Delay from 7 to 10 seconds, Can target only your own units now, Can no longer target Control Points
-Region Control Insurance now increases Control Point Hit Points by 400, Hit Point Regeneration by 100% and armor by 10 | Now Requires Tier 3 Main Building and 500 Gold and 250 Lumber
-Updated Race descriptions
-Exp Gain Buffed
-Max level raised to 50
-Buildings now give exp
-Trees around the Mana Forge now regenerate HP
-Improved Masonry now requires Main Building Tiers
-Scholomance Instance removed, From now on all Cult operations in Lordaeron will be conducted from House of Barov on island of Caer Darrow
-Goblin Laboratory Reveal Cost increased to 250 gold, range lowered from global to 5000
-Capturable Buildings Removed: Sanctum of the Sun, Scholomance, Thundermar, Dun Modr,
-Base Heroes No Longer Cost Food
-Mana Scrolls replaced with Potions of Mana
-Stone of the Wisp changed to Stone of the Wilds (Regrows trees)
-All Devour Magic type abilities except the undead one cost 100 mana
-Demi-Heroes now have Hero armor and damage

-{Humans}-
-Dark Knight requirements fix
-[Saidan's Crusade]-
-Abbendis partially reworked
-Landgren has a new innate
-[Saidan's Crusade]-
-Castles stopped worshipping Old Gods
-Renault and Saidan reworked
-Sally has a new Innate
-[Dalaran]-
-New Dalaran now gets destroyed by killing the Flying Citadel or destroying Crystal Controler
-New Dalaran Defenses are now destroyable

-{Orcs}-
-Devour Magic Should be fixed now
-Lesser Voidwalkers hp nerfed, now get damage and armor upgrades
-[Fel Horde]- -Dimensional Gateway Tooltip fixed

-{Undead}-
-No Longer have Dreadlord Insurgent as an event, Moved to Demons
-Ghouls now have Infectious Claws ability
-Abomination Cannabilize buffed, lasts 10 seconds and regenerates 80 hitpoints per second
-Impale Nerfed
-Units raised by Reanimate and Jailor of the Damned should now be dispelable
-Raise Dead now summons 1 Skeleton Warrior on level 1 and 1 Skeleton mage on level 2
-Zombie Poison Bite now deals 1 damage every second (Dealt 2), lasts 20 seconds (Lasted 10), and costs 15 mana (Costed 20), cooldown is now 5 sceonds (Was 10)
-[Cult of the Damned]-
-Path Reworked and now starts in Northrend
-2 additional Plague events that cover Southern Eastern Kingdoms and Kalimdor
-[Ebon Blade]-
-Path Reworked and now starts in Northrend
-Has new heroes -Thassarian adjusted

-{Druids}-
-Gift of the Forest heal nerfed from 400 to 200
-[Cenarion Circle]-
-Cenarion Circle can open a portal to the Emerald Dream
-Green Dragons nerfed
-[Nature's Wrath]-
-Tooltips Fixed
-Sappling Duration increased to 5 minutes
-Nature's Wrath overall stat nerfs

-{Sentinels}-
-Tree Nurseries now get more hitpoints and armor the greater level they are
-Lumber Increment and Decrement fixed
-Tree Nurseries description changed
-Spirit of Vengeance cd nerfed
-Demi Hero now has Endurance Aura instead of Trueshot Aura
-[Sentinel Army]-
-Lay Eggs replaced with Beast Summon
-[Sisterhood of Elune]-
-Priestess of the Moon cost raised
-Well Spring and Backpack hotkey fixed
-Elun'tara now summons an Owl Scout
-[Watchers]-
-Wardens are now melee

-{High Elves}-
-Arcane Blast Fixed
-Critical Strike upgrade fixed
-Ranger Corps can now turn into Forsaken
-Removed Activate Defenses and Runes upgrade in Sanctum of the Sun
-Incineration Bolt now targets only structures
-[Blood Elves]-
-Event moved to Ambermil
-Rommath can be trained at Ambermil
-Lady Liadrin is still trainable in Silvermoon

-{Naga}-
-Summon Naga Myrmidons in Main Building changed to Summon Mur'gul Reavers
-Main building now generates 10 food when built
-[Nazjatar]-
-Makrura description fixed
-Naz'jatar Path Reworked
-Both Athissa and Raj are required to get Nazjatar Empire and Azshara
-[Illidari]-
-Akama's Wolves should now be dispelable
-Quest Log Event Description updated (edited)

-{Demons}-
-Now has Dreadlord Insurgent Event
-Summon Fel Guards now summons 3 instead of 6 Fel Guards
-[Burning Legion]-
-Archimonde Aura of Dread ability description fixed
-Fel Reaver now dies permanently when killed on Argus
-World Breaker Icon Changed (Will stay grayed out, cant do anything about it)
-Hakkar's Fel Stalkers should now be dispelable
-Antorus The Burning Throne's Reing of Chaos and Demonic Invasion now require Archimonde in his Defiler form to be casted
-Legion is now summonable with Book of Medivh (edited)

-{Nerubians}-
-Spiderlings Buffed (Spiderlings spawned through spells and summons are now dispelable)
-Broodlauncher Eggs are now dispelable
-Nerubian Warrior spawned through Fuse ability is also dispelable, buffed and now lasts longer
-Guardian and Seer Tooltip Fixed
-Matriarch Lay Egg Sack ability modified (edited)

-{Trolls}-
-None

-{Dragons}-
-Hero requirements fixed
-Blue Dragons nerfed
-Scalewarden Fixed (edited)

-{Old God Servants}-
-Call of the Void fixed
-Old God Agent can no longer pickup Staffs of Teleportation and Scrolls of Town Portal
-Crusher Tentacle ability range slightly buffed

-{Broken Ones}-
-Due to some very interesting and unplanned circumstances, we now have goat people as a playable race

Version 1.08B HF1
-All of the reported and recorded bugs have been fixed
-Human Paladins no longer have Plagued Grain
-Scroll of Town Portal now teleports 150 units (Previously 50)
-Sludge Belcher no longer costs food
-Lucid's Diary Droppable on death
-Broken One Workers untrainable
-Broken One Windwalk nerfed
-Dust of Appeareance reveals buildings
-Scarlet Crusade Icons fixed
-Nathanos model fixed
-Players turn hostile when they leave
-Thane Korthazz should spawn now
-Forsaken Zombies now get upgrades
-Forsaken Cemetery no longer has Fortified upgrade
-Nathanos now has Plagued Arrow innate
-Troopers have Poison Bite is now autocast when trained
-Dark Rangers have Plagued Arrows are now autocast when trained
-Destroy Pedestal and Locate New Dalaran now have X and Z hotkeys respectively
-Death's Embrace now has the proper upgrade
-Val'kyr abilities fixed
-Apothecary have Induce Plague is now autocast when trained
-Fel Horde Pitlords now have War Stomp back
-Val'kyr now get upgrades
-Faranel now has Disease Cloud on D and works correctly with Perfected Plague
-Sally can now revive Renault properly
-Forsaken Guard Towers now have Plagued Arrows
-Dark Rangers Aimed Show has the correct upgrade
-Wraith Fixed

Version 1.08B Official HF2
-Arcane Affinity Icon fixed
-Multiboard fixed
-Nerubian Town Hall Egg Spawn fixed
-Fixed Captain Size for Humans
-Abbandis Description fixed
-Cult Meat Wagon corpses fixed (Cult of the Damned)
-Broken One Catapult hotkey changed to E (Broken Ones)
-Remnant of the Sun Well no longer transportable by Zeppelins and Transport Ships
-Shelter Load Range Increased (Broken Ones) (edited)
-Shelter Sight Range Decreased to 250 (Broken Ones)
-Statis Ward and Rain of Fire Hotkey and Position Fixed (Broken Ones) (edited)
-Vindicator Hotkey Fixed to W (Broken Ones)
-Vindicators limited to 12 (Broken Ones)
-Capturable Buildings now all have Fortified Armor and 5 base armor, and are also affected by Region Control Insurance
-Fel Elves Fel Wave Buffed now heals 4 targets instead of 3 and 100 damage to the first target (Fel Elves) (edited)
-New Dalaran Wards no longer invulnerable (Dalaran) (edited)
-Val'kyr Raise Dead fixed (Forsaken)
-Blood Elves no longer require Tranquillien and Silvermoon (Blood Elves)
-Life Consumption Fixed (Dreadlord Insurgents)
-Forsaken Town Halls now have Plague Bolt Barrage instead of Devour Magic
-Forsaken Guard Towers now have mana -Val'kyrs have Raise Dead autocast
-Sayaad Lumber cost lowered
-Slamander Damage nerfed
-Salamander Firebolt changed to Breath of Fire
-Salamander Limit changed from 12 to 8
-Dalaran now gets destroyed once the flying citadel is destroyed
-Dreadlord Insurgents can now build the Summoning Pit
-Large amount of units should now have correct autocast abilities on autocast when trained (Already trained units will have to have their ability manually activated once the research is complete)
-You get a warning now when the vital buildings in New Dalaran, Acherus and Naxxramas are destroyed and are about to kill your units.
-Dark Archers, Dark Rangers and Guard Towers now have the correct version of Plagued Arrows
-Hero Level Limit returned to 25
-Instance Entrances now damage structures
-Fel Reaver now perma reviveable
-Mass Banish should work now
-Burning Legion cannot open Gateways to Outland any longer
-Some bugs remain because there are planned reworks for certain units

Version 1.08B Official HF3
-Multiboard and Income now account for the people that disconnect on the start of the game due to reforged problems
-Instance Portals that prevent tower spamming are now fixed
-Broken Ones buffed

Version 1.08B HF 4
-Tree nurseries limit fixed
-Tree nurseries fixed
-Varimathras Soul burn nerfed
-Acherus death text fixed
-Orc Racial Gimmick added
-Eredar Felmancer Nerfed
-Item shops completely overhauled
-Fallen Nerubians nerfed
-Scarlet Onslaughty light nerfs
-Scarlet Onslaught heroes mostly reworked
-Light houses and other observatory buildings nerfed
-Tree Nurseries now have an Icon stating exactly how much lumber they give at each level
-Broken Ones Catapult's now affected by weapon upgrades
-Green Dragons damage type change to magic and removed splash
--Changed the format of versions to more easily put what hotfixes are and what general version are--
-{General}-
-Now supports 24 players (Go wild and test stability for me)
-Wide fixes for hero level up abilities being available before intended
-Terrain Reworks: Eastern Kingdoms, Echo Isles, Nazjatar
-Terrain Added: Zandalar
-Elun'tara now drops on death
-Gorehowl should now be activeable
-Scepter of the Shifting Sands now deals 3000 damage instead of 1000 damage
-Essence of Sun Well now indestructible
-Number of Creeps and Control Points in Ashenvale, Felwood, Moonglade and Mount Hyjal has been reduced
-Azshara Region now has more creeps
-Lighthouses now have increased line of sight
-Capturable Buildings now give 25 food
-Capturable Buildings removed from the game: Tempest Reach, 1 Mana Forge (Next to the Dalaran Portal), Highbank, Twilight Citadel (For Now), Stormwind Cathedral (For Now)
-Fountains of Mana now have vision
-Spectate command now removes all resources and income from the player that used it
-Scroll of Regeneration now has a cooldown
-All Flying Heroes Movement Speed nerfed
-Illusion abilities can no longer target Mechanical Units
-The -name command has returned (Use it to change your name during the game)
-Event Names in the multiboard are now colored to be more noticeable
-New command "-clear" can now be used to clear walls of text on the screen
-Vision radius on CP's heavily reduced
-Healing salves replaced with Potion of Invulnerability in item shops
-Summoned units from Book of the Dead can no longer be made permanent
-Staff of Teleportation cast delay increase, can only tp to player and allied owned structures
-Teleport spells can no longer target suicidals
-Shredders removed and Lumber Harvesting nerfed (This is a test)
-All Siege Units have lost the Demolish Innate Ability
-Scroll of Restoration now has cd

-{Humans}-
-Chaplain Icon changed
-Granary now provides 15 food, cannot train Militia and is available to Argent Crusade, Saidan's Crusade, Dalaran and Abbandis' Crusade
-Summon Militia now summons 3 Militia
-Call to Arms has returned to Peasents
-Inner fire nerfed from 5 armor to 3
[Argent Crusade]
-Recruitment Camp now provides 5 food -Resurrection mana cost increased from 150 to 250
[Dalaran]
-Arcane Generators now provide 5 Food
-Siege Mode Arcanists no longer attack air and have had their attack speed lowered
[Kingdom of Stormwind]
-Varian Shockwave damage nerfed
-Varian now gets spawned when event gets researched
-Inner fire nerfed from 5 armor to 3
-Seal of Protection nerfed from 3/4/5 armor to 1/2/3
-Resurrection mana cost increased from 150 to 250
-Stormwind gunship siege attack only targets structures
-Varian Ultimate cooldown increased from 80 second to 120 seconds
-Varian Ultimate Cleaving Attack Nerfed from 40% to 20%
-Varian: Cleaving Attack base ability replaced with Bash
-Item Shalamayne now give Incinerate instead of Critical Strike
[Scarlet Crusade]
-{Both Crusades} Risen Path now inherits caster and paladin upgrades
[Arthas]
-Going Undead now inherits caster upgrades

-{Orcs}-
-Certain Fel Orc Unit Types now have Unit Inventory
-Bladestorm Nerfed from dealing 110 damage per second to 75 damage per second
-Grunts no longer have Critical Strike (This includes paths as well)
[Warsong Clan]
-Casters reworked
-Stormreaver Warlock renamed to Dark Shaman (Spellkit Changed)
-Fel Orc Warlock renamed to Warlock (Spellkit Changed)
-Eredar Necrolyte renamed to Eredar Summoner (Spellkit Changed)
-Iron Stars Removed
-True Horde now has Demolishers
-Siege Iron Juggernaut Movement speed increased to 220 from 180
[Fel Horde]
-Lilinneth and Azul'throl are obtainable now
[Dragonmaw Clan]
-Going Dragonmaw now changes Multiboard name to Legionmaw
-Black Warrior armor increased by 2
-Deathwing Ultimate Cooldown nerfed from 120 to 180 seconds
-Flame Breath Range Nerfed - Applies to Dark Horde as well
-Argus Strike Movement Speed Increased
-Getting Nek'rosh Skullcrusher now requires a separate research
-Infernals Armor and Damage Nerfed
-Kil'Jaden Ult nerfed
[Dark Horde]
-Blackwing Guards now require Blackwing Lair

-{Undead}-
-Bonewraith and Sacrifice ability now require Cemetary building
[Cult of the Damned]
-F9 Description Fixed
[Ebon Blade]
-F9 Description Fixed
-Unholy Deathknight summon sludge belcher ability changed

-{Sentinels}-
-Passage Trees are now destroyable
-Tree Nurseries gold cost increase
-Tree Nurseries no longer cost lumber
[Watchers]
-Watchers are now melee
[Sisterhood of Elune]
-Tyrande Lunar Flare damage nerfed
-Tyrande Elune's Protection armor nerfed from 3 to 2
-Starfire maximum damage nerfed from 1000 to 750

-{Druids}- [Cenarion Circle] -Ysera now spawn in the Emerald Dream

-{High Elves}-
[Kingdom of Quel'Thalas]
-Rune Stone Summon Wisps now summons 6 Wisps
-Added an additional Rune Stone in Quel'thalas
-Already existing units now gain the abilities that newly trained units get when the event is researched
-Halduron now has Critical Strike instead of Trueshot Aura
[Ranger Corps]
-Ranger Corps are no longer researchable in Windrunner Spire
[Dawkseeker's Forces]
-San'layn Bloodlust State buffed now starts at 75% hitpoints, states change at 50% and 25% hitpoints
-Corrupted Quel'Delar Thorns Aura Buffed from 15% to 50%
-Limit of Queen's Maidens increased to 12
-Whirlwind damage boosted from 10 to 20
-Shroud of Sorrow no longer damages the caster
-San'layn now changes color to Maroon

-{Naga}-
[Illidari]
-Demonic Empowerment no longer gives bonus agility, attack speed and movement speed bonus have been reduced to 5%, 10%, 15% (edited)

-{Demons}-
-Infernals Armor and Damage Nerfed
[Dreadlord Insurgents]
-Felmancers now have Fel Rage instead of Fel infusion
-Path Gold Cost and Lumber cost Fixed
-Balnazzar's Horn now summons Fel Stalkers as well
-Pacify nerfed, no longer guarantees miss, instead it is a percent chance for enemies to miss attacks, movement speed decrease amount increased as compensation
-Spawn interval on Felmancer nether portal increased
[Burning Legion]
-Tichondrius now has new ultimate which gives him bonus damage and lifesteal

-{Nerubians}-
-Nerubian Ziggurats no longer can Web ground targets
-Nerubian Broodlaunchers attack speed nerfed from 6 seconds to 8 seconds, now spawns one spiderling, spiderling lasts 8 seconds now

-{Dragons}-
-Total Rework for Dragon base race and all events

-{Trolls}-
-Sandfury Drudge Movement Speed fixed
-Gahz'rila Movement Speed reduced
-Sacrifical Altars now alert the owner when Sacrifice ability is ready

-{Old God Servants}- -Total Rework for Old God Servants base race

-{Broken Ones}-
-Warlocks Limited to 8
-Warlocks' Rain of Fire Damage Decreased
-Increased Slayer armor by 1.
-Increased Nether Ray hp by 200.
-Nerfed duration of Wind walk by 5 seconds, increased cooldown by 1 and increased damage by 10
-Slayer and Ambusher gold costs marginally decreased
-Ellek hp increase by 200
-Vindicator, Ambusher, Slayer, base damage increased
General:
-Icecrown Obelisks have Fortified armor and have their hp increased
-Flying Fortresses no longer get destroyed when they are destroyed from the outside, instead they fall to the ground creating a permanent instance which anyone can take
-Naxxramas Terrain Reworked
Blue Dragons:
-Empowerment research time reduced
-Empowerment cost lowered
-All units gained increased damage and hp
-All unit upgrades now are based on empowerment level
-Dragonspawn General Frostbite Aura adjusted
Human:
-Scarlet Crusade and Argent Crusade now spawn less units upon completion of their event
-Stormwind Outriders now have Charge ability
Naga:
-Illidan duping fixed
Night Elf:
-Archer HP decreased
Old Gods:
-Vision of the Old Gods Tooltip fixed
-Vision of Old God range increased
-Void maw tool tip now properly says what is summoned and over what period
-Void maw size reduced by nearly half-Void beasts can now attack structures
-Beckoners gold cost increased
-Research costs for Old God Servants increased by 50-100% across the board
-Behemoth base damage lowered
-Increased projectile Speed of Void MawLevel 2 and Level 3 version of Void maw has attack
-Can no longer tp to Void Maw
-Open Maw can no longer target inside instances
-Exp gain from Sacrifice buffed
Orcs:
-Fel Horde caster tooltips polished up
-Mannoroth ult castime fixed
-Fel Warsong Dark Shaman Life Drain damage nerfed to 20 from 40
Trolls:
-Overhaul of the entire base troll roster
-Added racial berserk mechanic
-Added ward builings trolls can make
-Sacrifical alter adjusted
-Sandfury unit roster adjusted
-Sandfury hero kits adjusted
-All hydra's minus ancient no longer trainable
-Amani Tribe added to F9 menu
-Amani tribe added into the game
Undead:
-Units Possessed by Banshees now transfer damage upgrades but not caster upgrades
-Cemetery summoning abilities cooldown lowered
-Bone Wraith loses attack and now is invisible started at tier two town hall
General
-12 Player maps increased to 16 to make it more balanced
-Zeppelin's now have 10 carry capacity
-Broken Isle Supremacy requirements fixed
-Broken Isle Supremacy now has normal requirements

Demons
-Weaponry building has cleave upgrade for Overlord

Dragons
-Blue Drakes and Blue Whelps can now TP with teleport scroll
-Senegos should now summon properly

High Elf
-Selin Fireheart's model appears now

Nerubians
-Burrower unit has transport capacity of 8 now
-Burrower has proper burrowed form-Nerubian moving buildings can now enter transports
-Nerubian Watcher Rejuvination replaced with Anti-magic Shell

Old Gods Servants
-Devour Sanity Mana cost lowered
-Brother Gold cost increased to 175 gold
-Old god vessel should no longer be able to teleport with scroll of teleportation
Orcs
-Dragon rider no longer have burrow ability

Risen
-Removed Critical Strike from Risen Archers
-Fixed the bugs with High Elven and Naga Hero picks
-Nerfed hitpoints of Zombies from 300 to 250 and Cult of the Damned Zombies from 400 to 325
-Multiboard has been fixed and no longer shows player 25
-Neutral Hostile should no longer be allied to players if the lobby is full with 24 players
-Active Players now have their name written in green on the mutliboard
-Players that have left the game are now marked with red on the multiboard
General
-
Consolidated units, abilities, and triggers, to increase performance and reduce overall load time of the map
-Multiboard fix
-Blackwing Lair Removed from the game
-Hero Event: Victor Nefarius
-Moved to Blackrock
Island Creeps have been buffed to slow down Island Hopping

Broken Draenei
-
Ashtongue Tribe added to Black Temple
-Added true sight to nether ray
-All Broken Ones buildings, excluding the boulder tower, now have hide ability

Demons
-
Summoning Legion via Book has been disabled until we can fix it's summoning in instances

Dragons
-
Greater Arcane Elemental no longer has Spiderling Spawn ability

Humans
-
Gryphon Riders now turn into Hawks when going Dalaran
-Catapults now turn into Arcanists (Siege Mode) when going Dalaran
-Hydromancers now turn into Monks when going Stormwind
-Arthas Expedition Event based nerfed: Castle replaced with Town Hall, Workshop to Lumber Mill, Arcane Sanctum to Barracks, one tower removed

Naga
-
Naga Warlord now has Endurance Aura that buffs attack speed by 6% / 12% / 18% without movement speed
-Snap Dragons Damage type change to Pierce

Nerubians
-
Spiderlings and Beetles from Summon Spiderling for Nerubians War Spinner, Magic Weaver, Genespinner and Plague Carrier are now permanent duration, but still despawn if you try to summon while there are existing spiderlings.
Sentinels
-
Kalen Trueshot tooltips fixed
-Sentinel Army Beast Tamer Beast Summon nerfed, now summons 2 Raging Bears instead of 4

Trolls
-
Darkspear Tribe added to Echo Isle
-All Trolls Wards now have Permanent Invisibility
-All Troll Wards except Sight Ward now have reduced vision
-Unstable Concoction Buffed, now deals 300 damage in a radius of 50 units and 150 damage in a radius of 200 units

Undead
-
Skeletal Mages Max Mana Reduced to 100 from 200, and mana regen reduced to 0.15 from 0.5
-Chains of Domination and Frozen Heart fixed
- Lich King Player's units now properly turn hostile when Lich King dies not Arthas
- Akama now spawns only once when going Ashtongue
- Arthas no longer has Jailor of the Damned even in Human Form
- Regrow Trees now actually work
- Multiboard Fixed
- Hideaway, Barracks and Shelter buildings for Broken Ones now require the Broken Ones Race upgrade
- Removed Hideaway from Slayers and Deathsworn
General
- Mass Banish given a 45 second cooldown
- Pillage now works on capturable structures
- Capturable structures supply provided reduced from 25 to 5
- Spiked Barricades spike damage reduced from 50% at max level to 30%
- Cost and durability of towers increased
- Burning Legion Messages fixed to show only for Legion Player
- Sweeping changes of towers in capital and general locations around the map

Broken Ones
- Ashtongue Tribe Elite Assassin damage type changed from siege to Normal
- Building sizes increased to prevent blocking off with buildings

Demons
- Tichondrius cleaving attack damage percentage nerfed, area of effect increased
- Tichondrius Carrion Empowerment overall healing output adjusted to reflect the tooltip
- Mongrethod Aura of Dread replaced by Command Aura
- Archimondes Aura of Dread reduced from -20/40/60% to -15/30/45% damage reduction
- Felmancer spell hotkeys fixed
- Fel dragon ground attack damage changed to magic

Dragons
- Elemental Dispel bug fixed
- Den now required manual upgrade
- Second and Third hero training fixed
- Malygos shouldn't perma die until absorbing Focusing Iris

Humans
- Abbendis Risen now works properly
- Arthas now gets stats transfered when he becomes the Lich King
- Arcanist limitation and cloning bugs fixed
- Total number of arcanists (Both Siege and Normal) now limited to 12

Naga
- Snap Dragon cost increased by 20 gold and 5 lumber

Orcs
- Infinite dragon and infinite drake aoe spell damage decreased

Night Elves
- Fixed bug that was causing Sentinel Paths to not be able to mount Hippogryphs
- Expanding Knowledge gives mana properly now

Trolls
- Darkspear Raptor Riders are now properly trainable
- Troll Wards now have slight vision, while Vision ward has high vision radius
- Trolls have spiked Barricades removed from buildings

[Version 1.10.6 Hotfix1]
General
-Arthas not transfering his stats over to Lich King has been fixed
-Mal Ganis Bypass for Arthas now works

-Added zoom command that works with -zoom X (Where X is used to represent how much you want to zoom in or out)
[Version 1.10.6 Hotfix2]
General
-San'layn has been disabled due to being bugged
[/Spoiler]

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

Azeroth Reinvented (Map)

Azeroth Reinvented (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 2
Joined
Nov 8, 2020
Messages
8
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 68
Joined
Jun 4, 2009
Messages
18,706
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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MELEE MAPS
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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.
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Level 8
Joined
Nov 27, 2015
Messages
157
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 15
Joined
Feb 2, 2009
Messages
154
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 8
Joined
Nov 27, 2015
Messages
157
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 8
Joined
Nov 27, 2015
Messages
157
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 8
Joined
Nov 27, 2015
Messages
157
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 8
Joined
Jul 13, 2019
Messages
57
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 8
Joined
Jul 13, 2019
Messages
57
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 8
Joined
Jul 13, 2019
Messages
57
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 8
Joined
Nov 27, 2015
Messages
157
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 8
Joined
Jul 13, 2019
Messages
57
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 8
Joined
Jul 13, 2019
Messages
57
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 8
Joined
Jul 13, 2019
Messages
57
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 8
Joined
Jul 13, 2019
Messages
57
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 8
Joined
Nov 27, 2015
Messages
157
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 4
Joined
Sep 6, 2020
Messages
29
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 8
Joined
Nov 27, 2015
Messages
157
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 4
Joined
Sep 6, 2020
Messages
29
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 8
Joined
Nov 27, 2015
Messages
157
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 4
Joined
Sep 6, 2020
Messages
29
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 8
Joined
Jul 13, 2019
Messages
57
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 8
Joined
Nov 27, 2015
Messages
157
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 8
Joined
Jul 13, 2019
Messages
57
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 8
Joined
Nov 27, 2015
Messages
157
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 7
Joined
Nov 12, 2018
Messages
47
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 8
Joined
Nov 27, 2015
Messages
157
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 7
Joined
Nov 12, 2018
Messages
47
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 8
Joined
Nov 27, 2015
Messages
157
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 8
Joined
Nov 27, 2015
Messages
157
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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