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[Strategy / Risk] Battle for Icecrown

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Battle for Icecrown (B4IC) is a spawn based strategy map set in the Icecrown Zone of WoW. It uses events/units/heroes found in the actual game, with a few creative none-cannon events here and there. The map was originally inspired by Strife in the Plaguelands (War in the Plaguelands (WIP) now) and Wrath of the Lich King several years ago but put on hold for college.

The map is currently in its alpha stage. Content is still being created, balance is in flux (especially balancing Dark Green and Green's fight, its a nightmare), bugs are being ironed out, while the shape of the map and bases are set the terrain is bland and needs work. Nothing is necessarily set in stone, many things about the game can still change if need be.

I try to test and update the map daily rather than test for a large period of time and do a big patch change. Map is up on make-me-host, see the second post for the changelogs.

If anyone would be willing to help spice up the terrain, could you contact me?


The Scourge:

Blue: Icecrown Citadel
Teal: Western Icecrown Scourge
Purple: The Vrykul
Grey: The Fleshworks
Dark Green: Eastern Icecrown Scourge
Brown: The Host of Suffering (Death Knight Order)

Allied Forces:

Red: The Alliance
Yellow: The Argent Crusade
Orange: The Argent Tournament
Green: The Horde
Pink: Heroes of Azeroth (Nameless WoW Players)
Light Blue: Knights of the Ebon Blade



-Full QWER system for all heroes and elite units.

-Automatic spawn, you dont have to manually create units. Units spawn every 2 minutes. Each color except for Dark Green, Green, Brown, and Light Blue has a spawn cap of 100. Dark Green and Green have a cap of 160, while both Brown and Light Blue have a spawn cap of 30.

-Rally-Point System.

-Automatic Tier system, players start at 0 Tiers and upgrade a Tier every 10 minutes to a maximum of 4. New tiers increase spawns and the types of units spawned.

-A variety of elite units. Unlike Strife/War in the Plaguelands, there is more than just a few elite units (Templars/paladins/death knights) that you can make a hero group with. Each color (except for brown/pink/Light Blue) has access to several different elite units to pair with their heroes. Some elite units are exclusive to one color only. Besides starting elite units, *most* elite units start spawning at Tier 3. There are a few exceptions.

-Capturable tower system similar to many different Spawn Based Strategy maps. There are also elite tower plots that cost more lumber to create and are more powerful.

-Limited portal bases. There is only one portal base in the game (The Frozen Halls dungeons near Icecrown Citadel). It has 2 different entrances, one inside and one outside Icecrown Citadel.

-Less AoE to win. Many different units have a spell resistance ability that reduces spell damage taken by 20-40%. All spell caster units have at minimum the 20% resistance while all elite units have 40% spell resistance. So the squishy back-line casters are not as easily butchered by spells. Many melee units have a Heavy Plating style ability that reduces attack damage taken. Some melee units have both spell resistance and heavy plating. All elite units have resistant skin to prevent charming. While many heroes do have AoE, some heroes are more specifically dueling oriented with single-target abilities, or are more support oriented heroes.

-More item spice! Unlike Strife/WIP which only had a few items on specific heroes. Almost every hero will have a item based off quest rewards found in WoW, or based off Lore Objects. Most of these items drop on death, so be careful about losing them to the enemy. Most items though are not extremely powerful like the Crown Heal or like Ashbringer, but still, having a full inventory is going to empower a hero greatly.

-Camera commands, players will be able to type -cam #### to set the camera. Camera automatically sets to 2500 at the start of the game.

-Scoreboard similar that tracks unit and hero kills.

-200 wood is given to each player every 2 minutes.

-Anti-Team kill trigger to prevent trolling. (Includes no Target Area on siege units)

-Variety of battlefields. The map ranges from wide open maneuverable spaces to well defended bases to choke points. Players must adapt and use their terrain to their advantage.

-Hero spell ranks, some heroes might have Holy Light while others might have Elite or Master Holy Light, which are more powerful. This extends to ultamites and auras as well.



Unlike Strife in the Plaguelands, every single faction except for Pink has one revivable main hero. These heroes will be revivable until their color's main base is destroyed, upon which they will be permanently killable.

All other heroes can be trained once and only once from various bases on the map. Any one player, except for Brown and Pink can have a maximum of 3 heroes out at a time (including the main hero), event heroes allow you to breech this cap, but you cannot train more heroes until you fall back below 3 heroes. These secondary heroes, and all event heroes, DO NOT REVIVE. Once a hero dies, another can be trained. Trained hero level increases steadily as the game progresses, 1 additional starting level per 10 minutes.

This hero system was chosen to make the map more newbie friendly, and to keep players in the game. Currently, in War in the Plaguelands, 99% of the time if someone loses all their heroes, or even just their most powerful hero (Alexandrous Mograine for example) they outright ragequit without question. This causes a strain on the rest of their allies who now have to manage the leaver's army and any other heroes they might have or acquire later on, and in worse case, it causes a chain of leavers and ruins then game. Now, if a player's most powerful hero is revivable, they are more inclined to keep playing. Of course, once their main base is gone, and their hero is dead, the player is pretty much defeated and free to leave the game.

And unlike Strife/War in the Plaguelands, the heroes are not set. Each color (except Brown) has a different amount of heroes to choose from, each are trained from different bases. Some have access to more heroes, while some have access to less. Blue for example has access to the greatest number of heroes in the game, and can keep training replacement heroes, making blue a more newb friendly color. It also means Blue has the highest hero variety in the game as well, masters of the color will come to know what various hero compositions will do for them. This allows each game to be a little different than the last, as some events are hero specific, and if that hero is never trained then the event wont happen.

Heroes have a maximum level of 15, and all heroes can learn attribute Bonus, this level cap may or may not change depending on testing.

Brown and Pink:

Brown starts with 4 elite death knight heroes, out of these 3, only Orbaz Bloodbane is revivable until 40 minutes unto the game when Malkyriss: The Vile Hold finishes construction.

At that point ALL of his heroes are revivable and brown gets a death knight unit spawn until the base is destroyed. If the base is destroyed prior to its construction completion they will never be revivable. If one of browns heroes dies before the construction is complete that hero is still dead. Its up to brown to survive while still contributing to the game, brown is a less newbie friendly color and meant to be very similar in play style to the old hero squad only brown in Strife in the Plaguelands.

Pink is somewhat similar to brown. Pink has a max hero cap of 4 heroes out at a time. They cannot revive. Pink spawns no units whatsoever besides his powerful heroes. Its up to pink to make an impact and protect his heroes.




The win or lose conditions are simple.

If the Frozen Throne and the Lich King are both destroyed, its game over for the Scourge. (The Lich King is revivable until the Frozen Throne is destroyed)

If the Argent Vanguard base, Tirion Fordring, and Darion Mograine are all destroyed/killed then its game over for the Allied forces. (Both heroes are revivable until their command tents in the Argent Vanguard are destroyed.)

If any of the mentioned heroes are already dead when that base is destroyed, the will automatically revive near them so they can be killed so the game can actually end.






Red's main base is the Skybreaker, his main hero is Justin Barlett. He controls the Skybreaker Troop Transport, and the Silver Covenant Pavilion up in the Argent Tournament Grounds. He also has a tent in the Argent Vanguard where he can train a hero.

Description:
His main opponent is Dark Green, his bases start split off from one another. His course of action should be to choose his heroes, and then attack Dark Green from his front while his allies attack him from theirs. Alternatively, he can coordinate with Orange should he decided to come to his aid.

Trainable Heroes:
Skybreaker: Mark Jackson
Skybreaker Troop Transport: Koup
Silver Covenant Pavilion: Noozle Whizzlestick, Jaelyne Evensong, Ambrose Boltspark, Marshal Jacob Alerius, Lana Stouthammer, Melador Valestrider, Anthar Forgemender, Baelnor Lightbearer.
Druid's Tent: Liliandra.

Events:

Return from the Frozen Halls: 10 minutes into the game, Jaina Proudmore will arrive at the Argent Vanguard under Red's control.

Crusader's Pinnacle: If all of Scourgeholme is destroyed, Archmage Rhydian will arrive under red's control.

First Legion Forward Camp: If Dark Green loses the Bombardment, Red will recover the remains of the FLFC and gain another base/spawn.

The March on Icecrown Citadel: If the Court of Bones is taken, Red will gain Muradin Bronzebeard as a hero.

Fall of the Skybreaker: If red loses the Skybreaker, he will gain a small back-up spawn in the Argent Vanguard, and King Varian Wrynn will arrive under his control.

A Love Betrayed: If Jaina Proudmore dies, she will drop her corpse as an item. If the Lich King should acquire her corpse, he will raise her as a unwilling, but powerful agent of the Scourge.

The Rider of Truth: Should the Skybreaker fall, and should Justin Barlett be killed, Brown will receive him as a powerful death knight hero.



Blue is the leader of the Scourge, controlling Icecrown Citadel and Arthas, the Lich King. Arthas is obviously his main hero, and the Frozen Throne is his main base.

He controls the Frozen Throne, the Frostwing Halls, the Plagueworks, the Crimson Halls, the Lower Spire, the Forge of Souls, the Pit of Sauron, and the Halls of Reflection.

Description:
Blue has a fairly good sized starting army, and MANY heroes to choose from. His base is also fairly safe from any enemy attacks until the near end of the game should the Scourge start to lose. His first course of action should be to gather his army, and march northward to help his allies destroy Ogrim's Hammer and the Blackwatch.

Trainable Heroes:
The Frostwing Halls: Sindragosa
The Crimson Halls: Lanathel, Keleseth, Valanar, Taldaram
The Plagueworks: Professor Putricide, Rotface, Festergut
The Lower Spire: Lord Marrowgar, Lady Deathwhisper, Deathbringer Saurfang
The Halls of Reflection: Marwyn, Falric
The Pit of Sauron: Tyrannus, Garfrost, Krick and Ick.
The Forge of Souls: Bronjahm, Devourer of Souls.

Events:

Scourgebane's Fall: If Light Blue should train and lose Crok Scourgebane, Blue will gain Sister Svalna as a hero.

A Love Betrayed: If Jaina Proudmore dies, she will drop her corpse as an item. If the Lich King should acquire her corpse, he will raise her as a unwilling, but powerful agent of the Scourge.

Saurfang's Revenge: If Blue should train and lose Deathbringer Saurfang, Green will receive Varok Saurfang as a powerful hero.





Teal controls a large portion of the Western Icecrown Glacier. His main base is the Shadow Vault, and his main hero is General Lightsbane.

He has control of the Shadow Vault, the Weeping Quarry, the Ironwall Rampart, the Valley of Fallen Heroes, the Conflagration, Corp'Rethar: The Horror Gate, the Cathedral of Darkness, and the Court of Bones.

Description:

Teal has a collection and variety of many different Elite Units to choose from should his bases make it to tier 3, no other color in the game has the variety and number he has.

His first task should be to gather his army at two points, North of Green's base, and South of Yellow's Blackwatch base and await the arrival of his allies. After they come, he should proceed to help them destroy the Horde and Blackwatch before moving east.

Trainable Heroes:
The Shadow Vault: Vile, Lady Nightswood, the Leaper.
Ironwall Rampart: Grimkor
The Cathedral of Darkness: Basaleph
The Court of Bones: Thexall Deathchill

Events:

Lord of Western Icecrown: If General Lightsbane reaches level 15, the Lich King will empower him, making him a substancially stronger hero. He is still revivable as long as the Shadow Vault is under Scourge Control.

Fall of the Shadow Vault: Should the Allied Forces take the Shadow Vaults, Light Blue will gain it as a spawn.

Freedom from the Scourge: Should Vile, Lady Nightswood, or the Leaper die, Light Blue will gain them as heroes.




Purple controls the Vrykul forces bases at Ymirhelm and the greater Jotunheim region. His main hero is Overthane Balargarde, and his main base is Balargarde Fortress.

He controls Ymirhelm, Ufrang's Hall, The Savage Ledge, the Underhalls, Valhalas, Njorndar Village, Hall of the Ancestors, Kul'galar Keep, and Balargarde Fortress.

Description:

Purple controls a very large collection of bases, most of which are accessible only through one main entrance, making it easier for him to try and keep a choke hold on his enemies. Purple also has access to a lot of different heroes, allowing him to customize his hero squad easily to his liking. His first task should be to gather his armies and help assault the Horde.

Trainable Heroes:
Ufrang's Hall: Thane Ufrang
Savage Ledge: Hroegar, Onu'Zun, Sigrid Iceborn, Efrem, Tinky.
Valhalas: Banahogg, Khit'rix, Carnage, Prince Sandoval
The Underhalls: Illskar, Osterkilgr
Ymirhelm: Thaldren

Events:

The Ancient Hero: 12 Minutes into the game, Iskalder will spawn under Purples control at the Hall of the Ancestors.

Taking Ymirhelm: If the Allied Forces take over Ymirhelm, Mariel Trueheart (Orange) will free the captured miners there and set up a refugee camp, gaining another spawn.

I'm also thinking about an event during the lategame if Valhalas is still alive.





Yellow is the Argent Crusade, led by Tirion Fordring. His main base is the Argent Vanguard. He controls the Argent Vanguard, Blackwatch, and two tents based at Ogrim's Hammer and Skybreaker where he can choose to train a hero. He can also gain a new spawn if all of Scourgeholme is destroyed.

Description:

Yellow's first task should be to decide where to train his heroes, and then rush out to attack Scourgeholme before Dark Green can reinforce it. He must also be mindful of his base to the west, if green is in trouble he NEEDS to support him.

Heroes:
The Argent Vanguard: Entari, Marisse, Dalfors, Sunborn, Gustav.
Skybreaker Tent: Maraad
Ogrim's Hammer Tent: Brother Keltan.
Blackwatch: Kamros, Olakin Sainrith.

Events:

Crusader's Pinnacle: Once all of Scourgeholme has fallen, yellow will gain Crusader's Pinnacle as a base.

Fate of Olakin Sainrith: Should Olakin Sainrith die, he will be cut into pieces and used to make a powerful abomination hero for grey. Should this abomination be killed, Sainrith will be resurrected.

The Fall of Blackwatch: Should Blackwatch be destroyed, Gray will gain Ghostwing as a hero.





Orange is the Argent Tournament, led by Justicar Mariel Trueheart. The Argent Tournament Grounds is the only base OJ controls at the start of the game, although he can gain another later on.

Description:

Orange has two choices of where to go, there are two seperate paths southward, one towards Sindragosa's Fall and Scourgeholme where Yellow will be attacking, and the other leads towards Red. Its up to him to decide where to take his heroes and army. His army will tip the scales of either fight, but the other may not be able to win alone without him, although Yellow is in much less danger of being counter-attacked and killed off without OJ.

Heroes:
The Argent Tournament Grounds: Paletress, Silverdawn, Adelard, Rhydalla.

Events:

Taking Ymirhelm: If the Allied Forces take over Ymirhelm, Mariel Trueheart will free the captured miners there and set up a refugee camp, gaining another spawn.

Assault on the Argent Tournament: 20 minutes into the game, Anub'Arak and Deathspeaker Kharos will arrive at Deathspeaker's Watch leading a large army to the west of the Argent Tournament Grounds. Eadric the Pure will arrive at that point with a few elite units to try and help hold off the assault.

Fall of the Argent Tournament: Should the Argent Tournament Grounds be destroyed, the Scourge will corrupt it and use it as a base.

The Rider of Anguish: Should the Argent Tournament Grounds fall, and should Mariel Trueheart be killed, she will be raised as a powerful death knight hero for Brown.




Green is the Horde based at Ogrim's Hammer, his main hero is Korm Blackscar. He controls Ogrim's Hammer, Ogrim's Hammer Troop Transport, and the Sunreaver Pavilion over in Oranges base. He gains a backup base if Ogrim's Hammer falls.

Description:
Green is one of two 'Vanguard' races, he, like Dark Green, most hold out for as long as possible against overwhelming odds to buy time for his allies to wipe out their obstacle player. If his allies cannot reach him in time, he WILL eventually lose to his opponents. As such, Green is arguably the hardest Allied Forces faction to play successfully.

Green is surrounded on all sides by the armies of the Scourge. Teal, Purple, and Grey are his immediate adversaries, and Brown and Blue will be on their way towards him very quickly. His only nearby ally is Blackwatch to the south.

He has two choices: Bunker down, or strike.

Bunker down is as it suggests, attempting to hold out as long as possible against the might of the Scourge. Ogrim's Hammer is positioned within a mountain and choke point with several towers, and the ship itself deals a great deal of damage.

He can strike out, his starting army is strong enough to defeat the starting army of any one color of the Scourge. So if the Scourge allies of that chosen color are slow to react, green could do a lot of damage and destroy a few bases. However, doing so will leave his base and Blackwatch vulnerable, and his army will be fighting without his choke point / towers. It will quicken his defeat, but could potentially do some long lasting damage to the Scourge.

Should Ogrim's Hammer Fall, Green effectively becomes a hero squad faction.

Heroes:
Ogrim's Hammer: Mulga, Copperclaw, Utamu
Ogrim's Hammer Troop Transport: Xutjja
Sunreaver Pavilion: Narrhok Steelbreaker, Malithus Brightblade, Caiphus the Stern, Maz'dinah, Harkzog.

Events:

Saurfang's Revenge: If Blue should train and lose Deathbringer Saurfang, Green will receive Varok Saurfang as a powerful hero.

Return from the Frozen Halls: 10 minutes into the game, Slyvanas Windrunner will arrive at the Argent Vanguard under Green's control.

Fall of Ogrim's Hammer: Should Ogrim's Hammer be destroyed, Green will gain a minor spawn at the Argent Vanguard, and Garrosh Hellscream will arrive under his control.

The Rider of Hate: Should Ogrim's Hammer fall, and should Korm Blackscar be killed, the Scourge will raise him as a powerful death knight for Brown.




Pink is unique amongst the game. He is a hero ONLY faction, he controls no army, nor spawns any Elite Units. He is meant to represent the WoW players who journeyed into Icecrown. His 'Heroes Tent' is located at the Argent Vanguard. His main role is to support his allies with his powerful heroes.

He has 10 different heroes to choose from: A Warrior, a Rouge, a Hunter, a Warlock, a Priest, a Paladin, a Death Knight, a Druid, a Shaman, and a Mage.

Unlike other colors, he has a hero cap of 4 heroes out at a time. If one falls, he can train another as a replacement.

Pink currently has 0 events for or against him, I am undecided as to whether or not I want him to have any.




Grey controls the Fleshworks led by Master Summoner Zarad. His main base is the Fleshworks Summoning Portal. He controls the Summoning Portal, the Sanctum of Reanimation, the Flesh Giant Lab, the Abomination Lab, and the Fleshworks Plague Cauldron.

Grey controls few heroes compared to other colors, and unlike other colors, he has a very focused role: To raise as many dead as possible. His heroes and elite necromancers are very good at raising a large number of units to bolster his forces. It also makes him very good at stopping enemy resurrections by stealing their corpses from them!

Description:

Grey's first task is to quickly gather his forces, his base is compact, allowing him to do so quickly. He should be ready to assist teal or purple should Green decide to rush them, or to try and hold his own entrance if he is the target. Once his allies have gathered their armies, he should join them and crush the Horde and Blackwatch.

Heroes:
Sanctum of Reanimation: Patches, Dr. Sabnok
Flesh Giant Lab: Morbidus
Fleshworks Plague Cauldron: Dr. Terrible (He is on loan from the Underhalls >.>)

Events:

Patches!?!: If Grey trains Patches, and loses him, Patches will join whatever color killed him.

Fate of Olakin Sainrith: Should Olakin Sainrith die, he will be cut into pieces and used to make a powerful abomination hero for grey. Should this abomination be killed, Sainrith will be resurrected.

The Fall of Blackwatch: Should Blackwatch be destroyed, Gray will gain Ghostwing as a hero.





Light-Blue controls the Knights of the Ebon Blade led by Darion Mograine, as long as the Ebon Blade Command Tent in the Argent Vanguard is alive, Darion will be revivable. He is a hero group only faction, he will only control his heroes and his elite units, as such he has a spawn cap of 30 Ebon Blade Death Knights.

Description:
While Darion Mograine starts out in the Argent Vanguard, Light-Blue does not have to train the rest of his heroes there. He has tents at the Blackwatch, Ogrim's Hammer, the Skybreaker, and the Argent Tournament where he can train heroes from, allowing his hero group to have a presence all around the map should he choose to train them there. It is up to him to decide where to best focus his efforts.

Heroes:
Ebon Blade Command Tent: Jayde, Munch
Ebon Pavilion: Crok Scourgebane
Thassarian's Tent: Thassarian
Koltira's Tent: Koltira Deathweaver
Blackwatch: Darkrider Arly, Margrave Dhakar

(Event Base The Shadow Vault: Baron Sliver, Duke Lankral)

Events:

Fall of the Shadow Vault: Should the Allied Forces take the Shadow Vaults, Light Blue will gain it as a spawn.

Freedom from the Scourge: Should Vile, Lady Nightswood, or the Leaper die, Light Blue will gain them as heroes.

Scourgebane's Fall: If Light Blue should train and lose Crok Scourgebane, Blue will gain Sister Svalna as a hero.

Ashbringer: Should the Argent Vanguard fall, and should Tirion die, he will drop the Purified Ashbringer. Should Darion re-claim the sword of his father, he will be purified and become an incredibly powerful hero. Purified Darion is NOT revivable, and once he dies, the game over timer starts.
(This is mostly a flavor last stand event for fun, as Purified Darion kicks some serious ass, allowing the allied forces to go out with a bang)




His main base is Aldur'Thar: The Desolation Gate, and his main hero is Alumeth. He controls a vast region of bases in the Eastern Icecrown Glacier and a very large but separated starting army. He controls all 3 parts of Scourgeholme, Mord'Rethar: The Death Gate, The Broken Front, The Valley of Lost Hope, The Bombardment, Sindragosa's Fall, and Aldur'Thar: The Desolation Gate.

Description:
Dark Green is one of two 'Vanguard' races, he, like Green, most hold out for as long as possible against overwhelming odds to buy time for his allies to wipe out their obstacle player. If his allies cannot reach him in time, he WILL eventually lose to his opponents. He is arguably the hardest Scourge faction to play successfully.

He will be attacked on 2, potentially 3 sides. From red at the Bombardment, from yellow at Scourgeholme, and potentially from Orange at Sindragosa's Fall, although Orange can decide to help Red instead of heading down to help yellow.

Dark Green must gather his armies as quickly as possible and choose his course of action. He, like Green, can choose to bunker down and attempt to hold in the Allied Forces for as long as possible, or he can attempt to re-gather his army at one point and make an assault.

When bunkering down, Scourgeholme and the Broken Front have excellent choke points, making those 2 bases key places to hold. Having a larger than normal spawn cap and starting army, Dark Green can try to hold these 2 places, attempting to hold more positions though will most likely lead to his quick defeat. Losing Scourgeholme however will lead to a quicker defeat, as he loses 3 spawns, and Yellow will gain a spawn.

If he should by chance decide to gather the full force of his army into one mass and march, none of his opponents can stand in his way, but he must be quick to do this, as his opponents are most likely NOT going to give him the time to gather, and will react if they see him try this strategy.

Heroes:
Scourgeholme: Salranax
Scourgeholme Temple: Yath'amon
Scourgeholme Slaughterhouse: Underking Talonox
Mord'Rethar: The Death Gate: Coprous
Aldur'Thar: The Desolation Gate: Faedris, Veraj, Jhaeqon, Savryn

Events:

Crusader's Pinnacle: Once all of Scourgeholme has fallen, yellow will gain Crusader's Pinnacle as a base. Deathbringer Halof will arrive under Dark Green's control at the Valley of Lost Hope if this happens.

Assault on the Argent Tournament: 20 minutes into the game, Anub'Arak and Deathspeaker Kharos will arrive at Deathspeaker's Watch leading a large army to the west of the Argent Tournament Grounds. Eadric the Pure will arrive at that point with a few elite units to try and help hold off the assault.

Fall of the Argent Tournament: Should the Argent Tournament Grounds be destroyed, the Scourge will corrupt it and use it as a base for Dark Green.




Brown is the Host of Suffering based at the incomplete Malkyriss: The Vile Hold. He is the Lich King's new Death Knight Order to replace the Ebon Blade. He is a hero group only faction, he will only ever have his heroes and his Death Knight units. Orbaz Bloodbane is his main hero, and is revivable as long as Malkyriss is alive.

Brown controls Orbaz Bloodbane the Hand of Suffering, Rokir the Rider of the Unholy, Sapph the Rider of Frost, and Baelok the Rider of Blood. He can gain new Death Knight heroes as the game progresses. If he can keep his heroes alive until late game, they will become revivable. It is up to him to make an impact on the game while keeping them alive.

Description:
Brown is a group of pure death, created in memory of the original Brown from Strife in the Plaguelands. He has a choice in where to focus his efforts: Helping his fellow western scourge destroy the Horde, or riding past to aid Dark Green against his main foes.

It is much easier to get at heroes in the east, although the AoE you have may help crush the Horde faster.

Events:

Countdown to Doomsday: Should Malkyriss: The Vile hold still be alive at the 40 minute mark, it will finish its construction. At that point all of browns heroes will become revivable and he will start spawning a large amount of death knights. (All heroes have a base 2 minute revival time)

The Rider of Hate: Should Ogrim's Hammer fall, and should Korm Blackscar be killed, the Scourge will raise him as a powerful death knight for Brown.

The Rider of Anguish: Should the Argent Tournament Grounds fall, and should Mariel Trueheart be killed, she will be raised as a powerful death knight hero for Brown.

The Rider of Truth: Should the Skybreaker fall, and should Justin Barlett be killed, Brown will receive him as a powerful death knight hero.


As a note, my internet blows, so it takes forever to upload stuff, so this post may not have the most up-to-date version attached. The latest version however is always up on Make-Me-Host. Always check the 2nd post to see what the current patch # is.
 

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Current Version:

Patch 3.4a

-Red, Yellow, and Orange's spawn caps have been increased to 130. (Back-up bases have been left the same)
-Added a new Elite Unit for Orange and Yellow, the Argent Savant, it has Holy Light, Resistant Skin, Master Spell Resistance, Dispel Magic, and Redemption.
-Added Argent Savants to Orange and Yellows starting troops and tier 4 spawns at their main base only.
-Increased Holy Wave's cooldown to 12 seconds at all levels.
-Crusader Sunborn now has Holy Wave and Healing Wave as his Q and W abilities. Updated Tooltip.
-Crusader Silverdawn now has Holy Barrage and Life Wave as his W and R abilities. Updated Tooltip.
-Andther Forgemender now has Life Wave as his Ultimate. Updated Tooltip.
-Kamros now has Renew instead of Power Word: Fortitude. Updated Tooltip
-Gustav now has Holy Burst and Divine Shield as his Q and W. Updated Tooltip.
-Brother Keltan now has Life Wave as his R. Fixed his training tooltip, was a carbon copy of Olakin.
-Ashbringer's Wrath now has a different art effect, and now decreases its cast time per level. It should no longer be spell steal-able either.
-Added a Grand Build Plot to where Crusader's Pinnacle Spawns.
-Added a 2nd Grand Guard Tower to Red's main base, adjusted the position of the first. Added in an Arcane Tower as well. Re-organized the positions of a few towers/tents.
-Increased the size of the ramp connecting Scourgeholme and the Valley of Lost Hope by 2 units.
-Fixed some unit ownership mistakes.
-Muradin will now arrive at whatever level Justin Barlett is.
-Updated Red and Teal's tooltips to reflect recent event additions.
-Changed Crusader's Pinnacle to a Scout Tower model to be more accurate.
-The Frostwing Halls should no longer be Targetable by catapults shooting from where the Lower Spire once was.




Patch 3.4

-Greater Spell Resistance now properly reduces spell damage by 40%!
-Renamed Greater Spell resistance to Elite Spell Resistance, added in a Master Rank of Spell Resistant that only mage Elite Units have.
-Added Muradin Bronzebeard as an event hero for Red should the Court of Bones be taken.
-Added a new event for Teal, should General Lightsbane reach level 15, the Lich King will empower him, making him an incredibly powerful hero. He is still revivable if the Shadow Vault is alive for the Scourge.
-Darion Mograine now has Master Death Coil and Master Shadow Wave as his Q and W.
-Ogrim's Hammer and the Skybreaker now have Splash on their attacks, changed their attack type to Siege.
-Scourgelord Tyrannus now has a new ultimate, Unholy Power, a very strong version of the Avatar ability. Updated his training tooltip as well.
-Koup is now a ranged hero! he has a the rifleman model/soundset and has had his War Stomp replaced with Barrage and Reincarnation replaced with Battle Orders. His starting stats and per level gain have been adjusted.
-Increased the cooldown of all ranks of Shadow Wave to 12 seconds.
-Added the Light's Grace passive to Argent Crusade Archers and Master Archers. It reduced Peircing damage taken to 75% and Magic/Spell damage taken to 80%.
-Holy Protection (Hero Skill) has been renamed Light's Grace and given a new Icon.
-Reduced the damage of all "Starfall" type abilities to 35 per wave per unit, down from 50.
-Changed regular Starfall to be more in-line with the mana cost/duration of the other "Starfall" type abilities.
-The Dynamite ability's damage now scales with level, updated its tooltip, and reduced its mana cost. The mine's duration has been changed to a flat 45 seconds at all levels.
-Utamu now has Rain of Fire and Trueshot Aura instead of Snipe and Critical Strike.
-Pink's Death Knight hero now has Master Plague Strike.
-Increased General Lightsbane's starting stats, per level gain, and base armor.
-Lightsbane is now properly killable when the Shadow Vault falls.
-Increased the size of the Argent Vanguard Bridges by 10%.
-Active Black Arrow now has the proper Icon placement.
-Goblin Sentry should now have a model shown.
-Game over timer should now be more accurate.
-Reduced the mana cost of the Heal unit ability to 4, down from 5.
-Increased the mana cost of Remorseless Winter to 13 per second, up from 10.
-Re-arranged purple's spawn priorities.
-Fixed a missing pathing blocker at OJs base.
-Adjusted some pathing blockers around the Argent Vanguard again.
-Added 2 more Guard Towers to Blackwatch.
-Increased Yellows starting units at the Blackwatch and the Argent Vanguard,
-Increased Red's starting units at his troop transport.
-Increased Headhunter attackspeed.
-Added towers and starting units to a mountain pass north-east of Green's base for teal.
-Increased the HP of most Horde units.
-Slightly increased Oranges Tier 3-4 spawn.
-Increased Red's Tier 2 spawn at the Skybreaker.
-Increased Oranges starting units.
-Acolytes, Peasants, and Peon's now cost 10 lumber to build.
-Purified Darion is now set to be level 15 with all abilities already learned.

Patch 3.3e:

-Utamu is now correctly trained from Ogrim's Hammer, my bad.
-Increased the size of the northern mountain path between Deathspeaker's Watch and the Argent Tournament by 3 units.
-The 2nd portion of the Southern Mountain pass between The Broken Front and the Argent Vanguards should work correctly now.
-Many human bases that has cost gold to repair no longer do.
-The Skybreaker, Ogrim's Hammer, and the Alliance Vanguard are now spell immune to prevent exploitation.

Patch 3.3d:

-Damage calculations have been changed:
-Divine armor now takes 200% of the attack damage from Chaos, 75% of the attack damage from heroes, 60% from Magic/spells, and 50% from everything else.
-Heroes now take 150% of the attack damage from Chaos, 100% of the attack damage from heroes, 75% of the damage from magic/spells, and 60% from everything else.
-Fortified Armor has been left unchanged.
-Large armor now takes 75% of the attack damage from heroes, 150% of the damage from magic attacks, 80% from normal and piercing attacks, and 125% from siege attacks.
-Medium armor now takes 85% of the attack damage from heroes.
-Small armor now takes 95% of the attack damage from heroes.
-The Lich King, Tirion Fordring, and Purified Darion now have Divine armor.
-Increased the Region Box Size for the Argent Vanguard.
-Goblin Sentry now has a proper required level of 6, I swear for real this time.
-Removed Exhume corpse/get corpse from meat wagons.
-Added another portion to the Mountain Pass Trigger, connecting the Broken Front and the Argent Vanguard region to remove the final major pathing issue (that I have noticed).
-Canceling a tower upgrade will now completely refund the cost.
-Decreased the collision size of most medium sized units to 25, down from 32.
-Decreased the collizion size of most smaller units to 14, down from 16.

Patch 3.3c:

-Green has a new hero! Utamu can be trained from Ogrim's Hammer.
-Goblin Sentry should now have a proper model, and a required level of 6.
-Reduced Greens starting units.
-Slightly increased the health of Ogrim's Hammer Grunts.
-Increased the health of Ogrim's Hammer Raiders, increased their armor to 4, and changed their armor type back to heavy.
-Increased the health regeneration of green's troll units.
-Slightly reduced Green's Tier 0 spawn.
-Adjusted some pathing blockers inside of greens base to try and make it less congested.
-Removed Kodo Beasts from the game.
-Mutated Plaguestorm should now work correctly.
-Brother Keltan now has Holy Aura instead of Command Aura.
-Arcane Towers no longer cost gold to repair.
-Dark Ranger Elite units now have Black Arrow activated by default.
-Dynamite now has a cast range.

Patch 3.3b:

-Added a new hero for green, Chief Engineer Copperclaw! He can be built from Ogrim's Hammer.
-Changed Dr. Terrible's W to Animation.
-Changed Bastillas/Catapults/Meat Wagons to Missle (Splash) instead of Artillary to prevent abuse.
-Fixed Acid Bomb's icon placement.
-Removed the cast time from Frost Bomb.
-Fixed some typos.
-Changed up the mountain pass trigger to be much more simpler without risk for error.
-Adjusted some pathing blockers around the Argent Vanguard.
-Increased Ogrim's Hammer and Ogrim's Hammer Troop Transport's spawn cap to 160.
-Gave Green a few more starting troops.
-Increased the Collision size of most units and heroes again. Most small units now have 16, most heroes/medium sized units have 32. Most larger units have somewhere between 35 and 40.
-Added a lift between Mord'rethar and Ymirhelm.

Patch 3.3a:

-Fixed incorrect hero limits for teal and dark-green.
-Fixed a mistake that allowed heroes to breech the lvl 15 level cap.
-Fixed a mistake that disabled global experience
-Deathspeaker's Watch now has proper base HP and armor.
-Mariel Trueheart now has a hero glow
-Fixed a bug with the Mountain Path between Corp'rethar and the Broken Front.
-Updated many heroes tooltips to reflect 3.3 changes.
-Changed Sylvanas's Q to Mind Flay, buffed Black Arrow.
-There is now a cap of 12 Silver Covanent Guardians and 12 Sunreaver Guardians allowed on the map.
-There is now a cap of 12 elite units that Red and Green's backup bases can produce.
-Red and Green's backup base now has a maximum food limit of 50 each.
-Decreased Brown and Light Blue's unit cap to 30.
-Increased Iskalder's size.
-Fixed Festergut's inhale blight.
-Fixed a number of spelling mistakes with certain hero names.
-Fixed control of a stray Spirit Tower at Aldur'thar.
-Orbaz's item is now droppable.
-Undead Justin Barlett now has a proper revival time.

Patch 3.3: Major Patch

-Changed the XP values most units are worth.
-GREATLY increased the experience value that the Lich King and Tirion Fordring are worth. Increased the XP value other main heroes are worth. This is to make targeting them actually worthwhile.
-Certain event heroes have also had their XP values increased as well.
-Eadric the Pure is no longer trainable from the Argent Tournament Grounds.
-Eadric the Pure has been changed to an event hero that comes out for OJ during the Assault on the Argent Tournament Grounds event.
-Pink's death knight now has Dark Barrage instead of Unholy Aura.
-BASE TRANSFERS: Teal now owns the Shadow Vault, the Weeping Quary, and the Valley of Fallen Heroes. Dark Green now owns Mord'rethar and Aldur'Thar. Their main heroes have been swapped and spawns have all been adjusted.
-Updated Blue, Teal, Dark Green, Purple, and Grey's intro text.
-Gorrash Hellscream and Varian Wyrnn are no longer revivable.
-Bumped up Teals spawn cap to 100.
-Decreased Dark Green's spawn cap to 160.
-Fixed a bug where browns DKs would still spawn after the base was destroyed.
-Watch Towers now properly have Fortified Armor.
-Cut a few starting units off of Dark Green.
-Kro'Krun Elites now have Critical Strike instead of Cleaving Attack.
-Ogrim's Hammer Grunts now have Minor Bash. (Minor Bash does NOT effect heroes)
-Tauren Warrior's now have Bash.
-Increased Green's tier 0-1 spawns.
-Increased Green's starting units.
-Increased Green's spawn cap to 120.
-Increased the health of Ogrim's Hammer Raiders by 100, changed their armor type to medium.
-Gave a 2nd Grand Watch Tower to Green, adjusted the locations of his Grand Watch Towers.
-Increased Red's starting units.
-Added two spirit towers to Sindragosa's Fall.
-Ogrim's Hammer and Skybreaker now both have 8000 hp and Volley.
-The Argent Tournament Grounds now has a healing aura for allied units.
-Increased the cooldown of Tranquility to 120 seconds, its required level to 10, and decreased its duration to 20 seconds. Increased its heal amount to 30 per tick.
-Removed Yellows minor spawn at Ogrim's Hammer and the Skybreaker.
-Increased the spawn cap for the Argent Vanguard to 120.
-Orbaz Bloodbane, Rokir, and Baelok now have new items! Renamed Sapph's Cleaver as well.
-Lady Nightswood now has a new QWE set of abilities! Q = Chilling Wave, W = Mass curse, E = Brilliance aura.
-Reduced the required level of anti-magic shell to level 6, and buffed its magic damage absorbed up to 800.
-Bumped up the damage Chilling Wave deals by 20 at all levels.
-Replaced Alumeth's Death's Embrace with Elite Animation.
-Replaced Feadris' Death Coil and Life Drain with Elite Death Coil and Brilliance Aua.
-Replaced Falric's Death Coil with Elite Death Coil, increased his base armor to 4.
-Festergut's Inhale Blight ability can now be used on allies!
-Increased the AoE size, and AoE damage of Krick and Ick's Poison Nova to 450. It also now slows enemies attack and movespeed by 30%.
-Bonestorm should now have an animation to indicate it's working.
-Lord Marrowgar now has a base armor of 4, up from 0.
-Krick and Ick now have a base armor of 3, up from 0.
-Garfrost's armor has been increased to 4, up from 2.
-Upgraded Lord Marrowgar's Spiked Carapace to its master version.
-Marwyn now has a base armor of 4, up from 2.
-Professor Putiricide now has Master Raise Dead instead of Raise Dead.
-Rotface's Ooze Flood is now an AoE.
-Replaced Savryn's Wind Walk and Avatar with Dark Barrage and Mutated Plaguestorm.
-Increased Mark of the Fallen Champion's damage to 200 every 3 seconds, up from 150.
-Replaced Deathbringer Saurfang's Frenzy with Heavy Plating.
-Prince Valanar now uses the correct Shockwave, also replaced his Howl of Terror with Healing Wave, and Endurance Aura with Elite Endurance Aura.
-Replaced General Lightsbane's Death Strike with Dark Barrage.
-Replaced Deathbringer Halof's Frenzy with War Stomp.
-Replaced Salranax's Frost Armor with Frost Aura.
-Replaced Darion's Death Strike with Master Death Strike.
-Replaced Arly's Death Strike with Dark Barrage.
-Replaced Baron Sliver's WER with Elite Animation, Elite Unholy Aura, and Death and Decay.
-Replaced Duke Lankral's Plague Strike and Elite Unholy Aura with Master Plague Strike and Master Unholy Aura.
-Updated Death Pact's tooltip.
-Updated Highlord's Wrath's tooltip.
-Thassarian now uses the correct Shockwave.
-Balargarde now has Overlord's Wrath instead of Bladestorm.
-None-blademaster heroes with Bladestorm now have an animation to show that the ability is working.
-Osterkilgr now has Frost aura instead of Frost Armor.
-Varian Wyrnn now has Battle Roar instead of Frenzy.
-Attempted to correct level skip requirements for many abilities.

Patch 3.2a:

-Pinks new heroes now properly have death events and should be counted for his total cap.
-Added in a mountain pass between Corp'Rethar and the Broken Front. This path only becomes active if either Corp'rethar or the Argent Tournament Grounds are destroyed. This was to help with major pathing issues when attacking from one corner to the other.
-Added Deathspeaker Kharos and 2 master necromancers to Dark Green's event.
-Removed a little bit of unneeded space to the east of the Broken Front.
-Ashbringer's Wrath should only be castable on self now.
-Impale should have the correct button position now.
-Orb of Annihilation's turn off button should have the correct position now.
-Moved the Druid's tent in the Argent Vanguard.
-All units at Dark Green's event location now properly start as neutral passive.
-Reduced the damage return on Thorns Aura to 5/10/15%, down from 10/20/30%.
-Healing Ward now has the R hotkey.
-Weakened Green and Red's backup spawn.
-Altered Dark Green and Orange's intro text to reflect the event added in 3.2.

Patch Notes for 3.2:

-Added in 2 new heroes for pink to chose from! A druid and a death knight!
-Anub'arak has been buffed quite a bit, and has been removed from his former trigger involving the defeat of the Argent Tournament.
-Added in a new event! At the 20 minute mark (Tier 2 start) Anub'arack will appear leading a large scourge army at Deathspeaker's Watch to the west of the Argent Tournament Grounds. (Credit to Krazlo for the event idea!)
-Fixed Green's back-spawn's rally point.
-Fixed Red's back-spawn's rally point.
-Corrected Tier message error.
-Decreased the attack damage of Argent Peacekeepers, Arch-Mages, Crusader of Virtues, Silver Covenant Guardians, Sunreaver Guardians, and Skybreaker Elites.
-Decreased the attack damage of Garrosh Hellscream, Mulga, and Korm Blackscar.
-Decreased the duration of Sylvanis' Silence to 3/3.5/4 seconds, down from 4/6/8 seconds. Decreased the AoE size from 200/275/350 to 200/250/300. Increased cooldown at all levels to 22 seconds, up from 20.
-Added in allied control if a player's slot is empty at the game start. (Mostly for testing purposes)

Patch Notes for 3.1c:

-Finally fixed the long-standing issue with Confession Aura and Aura of Suffering affecting the wrong targets.
-Finally fixed the long-standing issue with Upgrades not applying to units created pre-upgrade, it was my mistake in the first place for checking off the wrong option.
-Increased the collision size of all medium sized unit and heroes to 30.
-Large heroes/units were increased to 35.
-Decreased Koltira's size.
-Sylvannis has her proper title.
-Many scourge bases that previously cost gold to repair no longer do.
-Cut down on most players starting units.
-Decreased the size of the entrance to purples base slightly.
-Added a 2nd Grand Spirit tower to the entrance of purples base, moved the first one closer to the entrance.
-Added 1 Grand Spirit Tower and 2 regular spirit towers to the Bombardment.
-Decreased the attack speed of Watch Towers and Grand Watch Towers.
-Added two Grand Spirit Towers and 2 spirit towers to the entrance of Icecrown Citadel and decreased the width of the entrance.
-Removed the damage cap from Breath of Fire and Breath of Frost.
-Salranax and Prince Sandoval now use the correct Breath of Fire.

Patch notes for 3.1b: (Edit: Tested Fixes did NOT work >.<)

-Changed a few triggers up to reduce chances of Desync. (Thx Metadeath (triggerer))
-Increased the range of Breath of Fire to 500, up from 375.
-Testing out a fix for the long-standing Upgrade Bug.
-Testing out a fix to make ashbringer's wrath auto-cast on self without having to click or turn on auto-cast.
-Testing out a fix to the long-standing issue with Confession Aura and Aura of Suffering.

Patch Notes for 3.1a:

-Added another ramp to Scourgeholme
-Fixed Green's event spawn.
-Fixed Red's event spawn.
-Abolish magic is now auto-activated for Tauren Spell Warders
-Spirit Towers and Nerubian towers now cost no gold to repair.
-Saurfang's Cleave has been reduced to 50/60/70%, down from 50/75/100%.
-Saurfang's Rage has been reduced to 50/60/70% attack speed and 20/30/40% movespeed, down from 50/75/100% and 40/50/60%.
-Saurfang's Might has been reduced to 600 bonus health, +20 damage, and 30 second duration, down from 800 bonus health, +30 damage, and 80 second duration.
-Updated unit Frost Bolt's tooltip.
-Deathbringer Halof now spawns at the Valley of Lost Hope.

Patch Notes for 3.1

-Event modifications! When the Skybreaker/Ogrim's Hammer are destroyed, in addition to getting their backup-hero group, red and green will also gain a base and a small spawn inside the Argent Vanguard. As long as these bases are alive, Varian Wyrn and Gorrash Hellscream are revivable.
-Aura of Suffering should now only affect enemy units.
-Fixed a pathing issue with Orange's main base.
-Reduced Undead Justin Barlett's size.
-Arch Druid Lilliandra now has Renew instead of Redemption.
-Increased the heal amount of the unit Heal ability from 25 to 35.
-fixed a pathing issue around green's base
-Changed animation for Blight Rain
-Kro'Krun Elites now have cleave.
-Updated War Stomp's tooltip.
-Starfall now has a proper required level of 10.
-Decreased Sindragosa and Ghostwing's size.
-Storm Bolt now deals 100/175/250 damage and stuns for 1/1.5/2 seconds and has a cooldown of 12 seconds at all ranks, updated the tooltip.
-Reduced Snipes damage by 50 at all ranks, increased its cooldown to 12 seconds at all ranks.
-Increased the cooldown of Radiance to 120 seconds, up from 60 seconds.
-Decreased the duration of counterspell to 5 seconds, down from 10.
-Replaced Lanathel's Dominate Mind with Bloodbolt Whirl.
-Replaced Lady Deathwhisper's Dominate mind with Animation.
-Increased the minimum # of units summoned for Soldiers of Lordaeran at lvl 2 and 3 to 3 and 5.
-Splintered Door of the Citadel now drops on death.
-Lady Nightswood now has Death's Embrace instead of Dominate Mind.
-Updated Brown and Grey's intro text to reflect recently added events.
-Buffed Melt's HP and armor.
-Added a new unit for Green, Tauren Spell Warder, it has the Abolish Magic, Dispel Magic, and Greater Spell Resistance abilities. These have been added to his starting units and to his spawns.
-Fan of Knives now has no damage cap.
-Twisted Fate now only lasts 5 seconds on heroes.
-Scourgelord Tyrannus now has Empowered Runeblade instead of Bash.
-Krick and Ick now have Battle Roar instead of Frenzy.
-Prince Keleseth now has Mana Sap Aura instead of Brilliance Aura.
-Blood Nova now slows nearby units attackspeed and movespeed by 30%.

Patch 3.0:

-Changed pinks max hero cap to 4, got rid of the +1 per 2 tiers cap increase and edited his starting text.
-Added three new events for brown! Should Korm Blackscar, Justin Barlett, and Mariel Trueheart be permanently killed, they will be raised as powerful death knights!
-Added a new event for Grey, should Blackwatch be destroyed, he will gain the frost wyrm Ghostwing as a hero!
-Increased Aura of Suffering's effect from -.25/.75/1.25 to -1/2/3 regeneration.
-Increased Korm Blackscar's base stats and per level gain.
-Justin Barlett has had a complete skill-set makeover! His new skills are Storm Bolt, Heavy Plating, Champion, and Battle Orders.
-Decreased Tirion's per level agility gain and base armor.
-Koltira Deathweaver is no longer revivable.
-Greatly increased the effects of Mana Sap Aura.
-Replaced Lady Deathwhisper's Frost Bolt with Frost Nova.
-All tiers of Holy Light and Death Coil damage/heal were decreased by 100 per level, down from 200 per level, increased their cooldowns to 12 seconds, up from 10.
-Removed all blink abilities in order to remove over 200 thousand pathing blockers, reducing map size by over 100kb and reducing map saving time by like 5 minutes each time.
-The Leaper now has Battle Roar instead of Leap.
-Banahogg now has War Stomp instead of Leap.
-Feadris now has Counterspell instead of Arcane Shift for an ultimate.
-Ambrose Boltspark now has Arc Lightning instead of Arcane Shift for an ultimate.
-Prince Keleseth and Baseleph now have Dark Barrage instead of Dark Conversion.
-Holy Blessing, Healing Salve, and Death's Embrace now have their own buff, making them stackable with one another.
-Eadric the Pure now has Battle Roar instead of Frenzy.
-Reduced the attack damage of Master Necromancers.
-Frozen Throne now has 20 armor.
-Greatly increase Varok Saurfang's base stats and per level gain.
-Master Summoner's staff now has a proper description.
-Duration of the Champion ability has been reduced to 10 seconds at all levels.
-Thane Ufrang now has the correct Shockwave ability.
-Fixed a typo in the hero version of Death's Embrace's tooltip, also buffed the heal to 400/600/800.
-Increased Renew's heal to 400/600/800.
-Fixed Divine Storm and Soul Storm, they should deal the correct amount of damage now.
-Increased the damage per second of Remorseless Winter to 60 up from 50, increased its AoE range to 600 up from 500, and reduced the mana cost per second to 10 down from 15.
-Reduced the cast range for Soldiers of Lordaeran to 500, down from 800.
-Increased maximum mana for Argent Crusade Master Archers to 150, up from 100.
-Changed the starting mana for many different units.
-Reduced the maximum mana for Wyrm Reanimaters to 250, down from 400.
-Increased the size of certain heroes to make them stand out from their elite unit counterparts.
-Greatly reduced the attack speed granted from all tiers of Endurance Aura.
-Reduced the damage of Frostbolt, Firebolt, and Shadow bolt to 100/150/200 down from 100/175/250.
-Decreased the tier 1-2 spawns for the Halls of Reflection.
-Decreased the tier 1-2 spawns of the Lower Spire.
-Decreased the tier 1 spawn of Aldur'thar.
-Decreased the tier 0-1 spawn of Ironwall Ramparts.
-Decreased the tier 1 spawn for the Conflagration.
-Replaced the Tier 2 elite unit spawn of the Cathedral of Darkness with normal units.
-Decreased the tier 1 spawn of the Court of Bones.
-Decreased the tier 0-2 spawns of the Fleshworks Portal spawn.
-Decreased the tier 1-2 spawns of the Scourge Shadow Vault.
-Decreased the attack damage of Darkfallen Advisors.
-Decreased the attack damage of Fallen Champions.
-Added a closing comment to the defeat triggers to visit www.gamerisle.org to comment on the map.



Patch 2.9:

-Hero Experience is now global **This needs to be tested severely to see how it affects balance**
-Reduced Argent Vanguard Spawn tier 1-4.
-Reduced Blackwatch Tier 1-2 spawns.
-Reduced Crusader's Pinnacle Sapawn for tiers 1-4.
-Reduced Ogrim's Hammer tier 0-2 spawn slightly.
-Reduced Ogrim's Hammer Troop Transport spawn slightly.
-Reduced Refugee Camp's tier 1-2 spawn slightly.
-Reduced Skybreaker Tier 1-4 spawn slightly.
-Reduced Skybreaker Troop Transport's Tier 1-4 spawn slightly.
-Reduced First Legion Forward Camp's Tier 0 spawn.
-Cut out a few of yellows starting units at the Argent Vanguard.
-Re-added Rokir's item.
-Fixed Brown and Pink's intro text to reflect recent changes.
-Teal's cauldrons by Aldur'thar have their abilities automatically active now.
-Replaced Sapph and Zerod's Frost Nova with Master Frost Nova.
-Buffed Sapph's starting strength.
-Buffed Marwyn and Falric's mana regeneration slightly.
-Removed the damage cap of Blizzard and Master Blizzard.
-Frostbrood Matriarchs now properly have resistant skin.
-Reduced the duration of Intervention and Unholy Protection to 10 seconds, down from 15.
-Fixed some typos.
-Nerfed all ranks of brilliance aura.
-All tent based buildings now have a proper repair time and repair cost.
-Dr. Terrible is now properly limited this time, I swear.
-Replaced Patches' Frenzy and Vampiric Aura with Howl of Terror and Elite Vampiric Aura.
-Vile and Sainrith Abomination have War Stomp instead of Frenzy now.
-Savryn now has Shockwave instead of Mutilate.
-Replaced the Skeleton Warriors teal started with at Morde'Rethar with the correct type of Skeleton Warriors.
-Dark Green now has a specialized spawn counter. He starts with 200 spawn cap, if he loses all of his eastern bases, he falls to 100 spawn cap.

Patch 2.8a

-Pinks hero limit now works correctly.
-Testing out a fix for Dark Conversion
-Testing out a fix for upgrades not applying to already made units.

Patch 2.8

-Dr. Terrible now has a proper hero limit for Grey
-Pinks hero limit has been changed. He can train up to 3 heroes at the start, and gains +1 to his cap at tier 2 and another at tier 4.
-Light of Dawn's cooldown has been decreased to 3 minutes, AoE has been decrease to 1000, mana cost decreased to 180, updated its tooltip.
-Browns Malkyriss event time has been decreased from 50 minutes to 40 minutes.
-Maximum hero level has been decreased to 15.
-Nerfed Tirion's strength per level.
-Vile, Lady Nightswood, and the Leaper will now revive at certain locations when killed while under scourge control when transferring to Light Blue. If Light Blue has control of the shadow vault they will spawn there, else they will spawn at the Ebon Pavilion in Oranges base.
-Orbazz Bloodbane is now revivable as long as Malkyriss is alive.
-Buffed Orbazz Bloodbane's starting stats, per level stat gain, mana regeneration, and gave him +1 to base armor.
-Sapph now has the correct mana regeneration for an Int based hero, also buffed her int per level.
-Buffed Rokir and Baelok's mana regeneration.
-Buffed Roki's Strength per level a little but.
-Changed Tinky's death message.
-Arc Lightning now has a proper cooldown of 30 seconds, up from 9. Damage has been increased to 230, and damage reduction per jump has been removed.
-Chain lightning's damage reduction per jump has been decreased from 15/15/15% to 15/10/5%
-Frozen Throne now has 20 armor as most bases do, and is now properly classified as a building.
-Shockwave, Holy Barrage, Barrage, and Dark Barrage now have no damage cap.
-Sindragosa now has Frost Bolt instead of Frost Nova (since having 2 nova abilities causes ability conflictions), in return, Frost Bomb ultamite's AoE damage has been increased from 250 to 450 and cooldown has been decreased to 4 minutes down from 6.
-Frostbolt, Shadowbolt, and Firebolt's damage has been changed to 100/175/250.
-Cleaned up Firebolt's tooltip.
-Unit version of Frostbolt and Firebolt have had their cooldowns increased to 20 seconds, and stun duration lowered to .25 seconds.
-Harbinger of Horror's attack damage has been decreased by a good chunk, HP decreased by 50, and they no longer have the Lich Phylactery ability.
-Teal will not start spawning Harbinger of Horrors till tier 3.
-All small units have had their collision size increased from 10 to 12.
-Dawnbreaker Greaves now use the correct version of berserk and thus should now be useable.

Patch 2.7

-Frost Bolt (unit) no longer has a conflicting hotkey with Death's Embrace on Harbinger of Horrors.
-Rally Points for Teal's Court of Bones and the Conflagiration should now work.
-Professor Putricide is now ranged.
-Removed Burning Oil for Demolishers.
-Acolytes, Peasants, and Peons now have repair as their auto-activated ability.
-The items Bryntroll and Dawnbreaker Greaves can now use their activated abilities.
-Added a new Upgrade to the Tier list: Caster Tiers. Each Tier upgrade provides +25 mana, +10% mana, and + 15% mana regeneration. If it is a basic/elite unit, and it has mana, it uses this upgrade.
-Crypt Fiends and Crypt Seers now use the Upgrade System.
-Reduced Fallen Hero's Spirit's mana from 300 to 150.

Patch 2.6

-Fixed 2 terrain spots I missed.
-Thexal Deathchill is now properly limited for teal.
-Re-enabled starting cutscene.
-Death's Embrace (unit version) now has its hotkey labled.
-Dark green no longer gets 2 Argent Peacekeepers when the Argent Tournament Grounds die if Mariel is dead.
-Dark Conversion should now work properly.
-Reduced Dark Conversion's range from 1000 to 700, cast time from 5 seconds to 3 seconds, gave it a mana cost of 50/60/70, and it now displays the proper hotkey.
-Skybreaker Elites now have mana.
-Summon Skybreaker Elites now has the proper icon.
-Buffed Frostbrood Whelps a little bit.
-ALL Movespeed Aura's have been nerfed, HARD. Normal aura's movespeed has been reduced from 5/10/15% to 3/6/9%, Elite Aura's movespeed has been reduced from 10/15/20% to 6/9/12%, and Master aura's movespeed has been reduced from 15/20/25% to 9/12/15%.
-Replaced Pink's Master Endurance Aura with Elite Endurance Aura.
-Replaced Pink's Paladin Hero's Master Holy Light and Master Holy Aura with Elite Holy Light and Elite Holy Aura.
-Garfrost now uses the correct War Stomp.

Patch 2.5

-Removed all the cliff/raised terrain, replaced it with elevated terrain.
-Reduced the size of Icecrown Citadel by roughly 50% and remodeled it slightly, as such, starting units/towers have been changed.
-Moved Malkyriss to its more lore correct location next to the Court of Bones instead of Corp'Rethar, added a few more defensive towers around it.
-Added 3 more towers to Scourgeholme
-Reduced the collision size of one of the Blackwatch tents.
-Rokir has a new model and Icon.
-Updated the overview thread slightly.
-Added a few more units to Scourgeholme.

Patch 2.4

-Liliandra, Melador Valestrider, and Jaelyne Evensong are now properly limited to being able to be trained 1 time and are counted for maximum hero limits.
-Pinks heroes are now named after various players who scored some of the first few Lich King kills in normal/heroic 10/25 man raids for Horde and Alliance.
-Ebon Death Knights and Death Knights now have the same stats.
-Vile Gas now has a learning icon.
-Slightly buffed Doctor Sabnok's base strength and per level gain.
-Buffed Zarod's base strength and strength per level.
-Summon Pustulent Horror now has a 50 second cooldown, and summons 4 of them. These lasts 80 seconds.
-Buffed the Cultist unit a little bit.
-Valley of Lost Hope will now properly stop spawning when its killed.
-Re-ordered Dark Green's spawn priorities, favoring his eastern bases.
-Dr. Terrible now has Summon Nergeld as an ultimate skill instead of Animate Dead. Nergeld is a BAMF Flesh Giant unit.
-Dr. Terrible now has Shadow Bolt instead of Death Coil as a Q.
-Dr. Terrible has been relocated to the Fleshworks and is now one of Gray's heroes! He is trained from the Fleshworks Cauldron.
-Gave Grey an extra Master Necromancer to his starting units.
-Increased the width of the northern entrance to Corp'rethar slightly.
-Changed the bridge connecting the Fleshworks and Corp'rethar to its wider version.
-The Conflagration and the Court of Bones have been transferred from Dark Green to Teal. Their spawns have been adjusted to be more teal-ish.
-Harbinger of Horrors now have Death's Embrace.
-Silver Covenant Guardian's have lost Critical Strike but gained Holy Blessing.
-Skybreaker Elites now have healing Salve.
-Skybreaker Elites now correctly have Greater Spell Resistance instead of normal Spell Resistance.
-Blood Mirror now has its own buff, Crok looked a bit odd with spikes growing out of his chest.
-Brown will now start spawning Death Knights at Tier 3 rather than waiting for Malkyriss to finish construction.
-Added an event for Orange! Should the allied forces take Ymirhelm, Orange will set up a camp there and gain another spawn.
-Added an event for Red! Should he take the Bombardment, he will reclaim the ruins of the First Legion Forward Camp and gain a spawn.
-Jotunhiem Warriors now have the Defend ability, as do Ymirhelm Chosen Warriors.
-Slightly re-buffed Ogrim's Hammer Grunts.
-Buffed Soul Storm and Divine Storm's damage up to 450.
-Buffed the HP and armor of Bone Sentinels and Pustulent Horrors.
-Scourge Banner Bearers now have Minor Command Aura.
-The Shard of Despair now has the Grip of the Scourge ability, allowing it to mind control an enemy unit.
-The Shard of Horror now has the Horror Aura, which reduces the attack speed and movement speed of nearby enemy units.
-The Shard of Suffering now has Volley and a poisonous attack.
-Added Known Alpha Issues and Commands and Technical Features to the F9 Information.

Patch 2.3

-Terrain has had a slight makeover, tried to make Icecrown seem more of a glacier than it was. Replaced most of the dirt with ice/dark ice/snow. Raised Terrain will be tackled in later update.
-Teal's tier 1 spawns have been changed from Elite units to regular units to slightly cut down on the # of elite he gets.
-Players can now take over allied grand build plots (attack them).
-The Shards of Despair, Horror, and Suffering at the Gate of Horror can now be repaired.
-Blue's spawn order has been re-arranged in what bases spawn first to let him favor Death Knight Spawns.
-Onu'Zun now permanently dies when killed.
-Bone prison now uses the proper buff and its duration has been reduced to 2/2.5/3 seconds down from 3/4/5.
-Buffed the stats of MANY Scourge heroes.
-Savryn is now ranged instead of melee.
-Moved the Valley of Fallen Heroes' spawn to its correct location.
-Professor Putricide is now correctly an Int based hero.
-Mulga now uses the correct war stomp.
-Horde Shaman now has Chain Lightning instead of Thunderbolt as a Q.
-Horde Warlock now has Shadow Wave instead of Shadow Bolt as a Q.
-Sigrid now has Storm Bolt and War Stomp as her Q and W instead of Shockwave and Renew. She is now a much better brawler.
-Removed Lich Phylactery from Zarod, I believe this is what was messing with his revival. He should now be fully revivable as a main hero should be.
-Iskalder's Frenzy has been replaced by the Champion ability.
-Nerfed the power of Blue's secret hero's ult a little bit.
-Acid Bomb now has the proper hotkey of Q.
-Increased Red, Blue, Purple, Yellow, Orange, and Grey's spawn cap to 100.
-Deceased Brown and Light Blue's spawn cap to 50.
-Renamed a few buildings.
-Nerfed Green's Ogrim's Hammer Grunts a little bit.
-Increased the cooldown of the unit version of Master Raise dead from 12 to 15 seconds.

Patch 2.2

-Arthas has been moved to Icecrown Citadel to encourage blues to actually use their army. . .
-Fixed up a number of misleading hotkey tooltips.
-Fixed a number of abilities that had the incorrect hotkey.
-Reduced the duration and movement speed slow of Banish.
-Reduced the duration of entangling roots.
-Gave Mulga a female sound-set.
-Fixed Koltira deathweaver's training tooltip.
-Buffed Ymierhelm's defenses.
-Gave purple more starting units in the Jotunheim region.
-Gave grey a few more starting abominations and some meat wagons.
-Gave blue a few starting meat wagons.
-Added Meat Wagons to Grey and Purple's late game spawns and to Blue Tier 1 and 2 spawn.
-Buffed Green's spawn cap to 100.
-Changed 2 towers in Teal's inner part of Aldur'thar from regular Spirit Towers to Grant Spirit Towers.
-Altered Blue's intro-text.
-Added two more towers to Blackwatch.
-Buffed Grand Watch Towers to actual Grand Tower level.

Patch 2.1:

-Infested units that die and spawn minions now properly changed ownership to blue. Thanks to the testers who pointed that this wasn't working out to me! Lich King shouldn't create Scourge for his enemies :p.
-Mass Infest now spawns different units depending on level: Ghoul/Geist/Plagued Fiend.
-Bone Sentinels now properly have Resistant Skin! No more MCing armies of them with Lady Nightswood!
-Nerfed the movement speed reduction of Sorceresses slow to 30%, down from 60.
-Fixed Sindragosa's stats and lowered her collision down to 30.
-Fixed Slayer of the Lifeless' tooltip.
-Changed the unit version of Master Raise Dead's Hotkey/Icon position to W to avoid conflicting with Death's Embrace.
-Fixed Ashbringer's Wrath tooltip and buffed the damage increase to 15/30/45% up from 10/20/30%.
-Ashbringer's Wrath now properly uses its own buff.
-Increased the damage Ashbringer grants by 10.
-Vorpal Blades no longer have a tech dependency.
-Unit version of Frostbolt now properly has a Q hotkey.
-Brown's heroes now properly have a revive time for when they become revivable. 2 minutes per hero, same as main heroes.
-Added a note about rally system in the intro text to let players know there is one.
-Horde Warrior now has the correct Q based Shockwave.
-Warlock heroes now have a proper acquisition range, they should stop waddling off randomly now.
-Updated Horde Shaman's training tooltip.
-Soul Storm and Divine Storm should now deal their proper damage.
-Leaderboard now sorts itself to show whose in the lead kill-wise.
-Buffed the HP of Crypt Rippers, Crypt Fiends, and Crypt Seers.
-Fixed the HP of many items, they should no longer be accidentally killable.
-Changed the bridges at the Argent Vanguard to their wider versions.
-Added another gated Tower cluster south of Orange's base to help hold him off and give Dark Green time to gather his forces.
-Buffed Yellow, Oranges, and Red's lategame spawn.
-Valhalas Champions have had their critical strike replaced with Healing Salve and have been given mana.

Patch 2.0:

-Many Heroes now have items! Some heroes, such as pinks, still lack them though. Its a work in progress.
-The game now has a scoreboard to keep track of kills.
-Rebuffed Abominations, Harbinger of Horrors, and Crypt Lords.
-Slightly re-buffed many scourge units HP wise, damage left mostly alone.
-Master Necromancers have had their Minor Brilliance Aura replaced with Death's Embrace.
-Master Necromancers now have a full QWER set. Q = Master Raise Dead, W = Death's Embrace, E = Unholy Frenzy, R = Cripple.
-Increased Master Necromancer's base mana and mana regeneration.
-Cripple now costs 100 mana but has had its effects reduced.
-Unholy Frenzy now costs 40 mana, but has had its effects reduced.
-Toned down the health upgrade units get per upgrade tier.
-Toned down the damage and attack speed units get per upgrade tier.
-Light Of Dawn now has a resurrection cap of 36 units, down from infinite units. Tirion should be powerful, but reviving 3 players worth of armies is something I should have thought about beforehand.
-Added a new elite unit, Dark Ranger, they have the Life Drain and Black Arrow abilities. Two of them spawn with Sylvannis Windrunner when she arrives. Currently these will be the only two that spawn while they are tested out power-wise, as a full hero group of them might be OP. May be added to a spawn later on.
-Reduced the mana cost of unit and hero versions of Black Arrow slightly, increased the bonus dmg of lvl 1 Black Arrow to 5.
-Two arch-mages now spawn alongside Jaina when she arrives.
-Added a Nerubian Tower to the entrance of Scourgeholme.
-Moved the 2 Grand Spirit Towers near the entrance to Scourgeholme slightly closer to the entrance.
-Added a few more starting units to Scourgeholme and the Bombardment.
-Added two Nerubian Towers to the defenses at the Bombardment.
-Removed a small # of yellow's starting units at the Argent Vanguard.
-Clarified the Lich King's 'Infest' ability, changed its name to "Mass Infest" and reworded its tooltip to say it spreads to other units, buffed its damage from 5/10/15 per second to 8/12/16 per second. Also gave it a mana cost of 80 since I forgot to give it one to begin with LOL.
-Ogrim's Hammer now correctly has Summon Kro'Krun elite instead of the Troops Transport.
-Basaleph is now ranged instead of melee, shuffled around his base attributes.
-Changed Alumeth's ultimate from Avatar to Soul Storm.
-Rokir now has Dark Barrage instead of Dancing Runeblade.
-Doctor Sabnok now has Elite Brilliance Aura instead of Elite Unholy Aura, buffed his base HP a little as well.
-The Good Doctor's Ward now has a learning Icon.
-Buffed Highlord's Wrath's damage by 50 and final area AoE by 50.
-General Lightsbane now has Heavy Plating instead of Cleaving Attack, also buffed his base HP a little as well.
-Eadric the Pure's ultimate has been changed from Heroic Strike to Radiance, a large AoE ability that blinds all enemies in target area, giving them a 60% chance to miss for 10 seconds.
-Dr. Terrible's W has been changed from Death's Embrace to Dark Barrage.
-Ostrikilgr's W has been changed from Breath of Fire to Death's Embrace.
-Buffed War Stomp's damage, but brought its stun duration in-line with other AoE stuns, also increased its cooldown by 2 seconds.
-Buffed Holy Barrage, and Barrage's damage up to 60/120/180 per level from 35, 60, 100. Increased their cooldowns by 2 seconds.
-Increased the base armor of many heroes.
-Increased the cooldown of Soldiers of Lordaeran by 5 seconds.
-Meat Wagons, Bastillas, and Demolishers have had their range reduced by 200.
-The Suffering Dead now properly has a required level of 10 instead of 6.
-Deathbringer Halof, Salranax, Thaldren, Sigrid, Banahogg, Osterkilgr, Hroegar, and Ufrang are now classified as Undead.
-Impale now has a W hotkey.
-Got rid of the Air Time scaling on Master Impale, it looks really awkward.
-Divine shield now has its proper values of 3/4/5 seconds, down from its initial ridiculous duration.
-Game over timers should now correctly display. Game end has been increased from 60 seconds to 120 seconds to give people a little while longer to chat.
-Buffed the base and per level gain stats of all of Pinks heroes.
-Horde Shaman and Warlock now properly have intelligence has their primary attribute.
-Took a few units off Scourge's lategame spawn.
-Added a few units to OJ's tier 1 and 2 spawn.
-Added a few units to Scourgeholme and the Broken Fronts Tier 0 spawn.
-The Valley of Lost Hope now has a spawn and a death message, don't know how I missed that.
-Changed the loading screen slightly.



Patch 1.9: Balance Changes

-ALL Scourge units (not heroes) have had their damage reduced and health reduced by 50-300 depending on the specific unit.
-ALL Scourge units (including heroes) have also had their health regeneration lowered to normal. I had switched their HP regen type to always, but forgot to change their rather big health regen they normally had while on blight. This should change how long-lasting scourge armies are.
-Some scourge units have had their armor type changed.
-Some Scourge units have had their maximum mana reduced as well.
-Removed some of Blues starting units in ICC.
-Cultists no longer have the Curse ability.
-Wyrm Reanimators no longer have Frost Attack.
-Blues secret hero is now properly classified as undead.
-As a counter-balance though, some starting areas for the Scourge have been unscattered a little. Most units now start at least within 1 screen or 2 from a base. This will particularly help out Dark Green. (Scourge units right next to Argent Vanguard have been left untouched for thematic reasons)
-Green and Yellow have been given control of the tower clusters near Ogrim's Hammer and Blackwatch. Fences have been placed to make them harder to take, and starting units have been placed at these locations.
-Dark Green has also had one of these fenced tower clusters created in the east. It is located west of the Valley of Lost Hope.
-Small fences have been place in-front of Ogrim's Hammer and Skybreaker's front 2 towers, slightly narrowing the choke point into their base.
-Argent Battlecaller's scaling size has been reduced.
-Mana cost of Witch Doctor's healing ward has been reduced to 150.
-Some of Red and Yellow's starting units in the east have been removed since they have been crushing east almost as bad as west Scourge crushes west Allied Forces.
-Removed 2 starting Crusader of Virtues from the Argent Vanguard.
-Add more starting units to Scourgeholme and other eastern bases for Dark Green.
-Added a 2nd ramp to get to the 2nd floor of Scourgeholme, allowing more mobility.
-Meat Wagons, Bastillas, and Demolishers no longer cost gold to repair.
-Peons, Acoloytes, and Peasants now take 1 second to build, down from 15. This actually allows base aiming to be countered now if your paying attention.
-Master Command Aura now has the correct Icon Placement.
-Mulga now has a training tooltip.
-Increased Korm Blackscar, Mulga, Xutjja, and Garrosh's base HP by 100 and base armor by 2.
-Korm Blackscar's Q and W have been changed from Mutilate and Battle Roar to Shockwave and Heavy Plating.
-Xutjja's Q has been changed from Shockwave to Mutilate.
-Reduced the required level to learn the Battle Orders ult from 8 to 6.
-Movement speed of all mounted units and heroes has been changed to 300.
-Movement speed of all none-mounted elite units and heroes has been changed to 280.
-Many allied forces units have had their HP increased by 30-150.
-A few allied forces units have had their armor type changed.
-Ogrim's Hammer now has a Summon Kro'Krun Elite ability that will summon 4 of these elite units to fight for 60 seconds, 60 second cooldown. Skybreaker also has the same ability, except it summons Skybreaker Elites instead.

Patch 1.8

-Tier Upgrades are now every 10 minutes instead of 15.
-The level of newly trained heroes depends on the time of the game. Every 10 minutes, the level variable is increased by 1.
-Rokir's item now drops on death.
-Cultists are now unarmored instead of heavy armored.
-Light blue now correctly has control of the Ogrim's Hammer Ebon Blade Tent.
-Some typos fixed, please point out more to me.
-Fixed breath of frost's hotkey.
-Corrected my level skip requirement mistake for most abilities. I set it to 1 when it should be 2 (which it now is)
-Dynamite now has a learning Icon.
-Had to remove Mirror image from Mulga and Devourer of Souls, it messed up their death triggers :/. Mulga now has War Stomp, and Devourer of Souls now has Feedback.
-Replaced Iskalder's Cleaving Attack with Heavy Plating, buffed his per level stats and base stats as well.
-Balargarde and Iskalder now have a hero glow.
-Iskalder now arrives at lvl 4 instead of 1.
-Unit Raise Dead base ability now only raises 1 skeleton from a corpse instead of 2.
-Master Raise Dead now only raises one unit from a corpse. Plagued Fiend/Vargul/Abomination are the types for level 1/2/3.
-Raise Ghouls now raises 1/2/3 spiked ghouls, down from 2/3/4.
-Added a new unit to the Argent Crusade and the Argent Tournament: Argent Battlecaller - Has the Bloodlust ability and the Redemption ability, which revives 1 nearby allied unit, 100 mana cost 30 second cooldown.
-Added Argent Battlecaller to yellow/oranges spawn and starting units.
-Shamans were given a clone of Redemption called Ancestor's Call, this should help out green IMMENSELY if he is quick with his hotkeys before the Scourge can take his corpses.
-Hotkeys for Drain Life, Silence, and Black Arrow are now properly labeled.
-Horde Shaman's Q and W were changed from Firebolt and Chain Lightning to Thunderbolt and Healing Wave.
-Increase Thunderbolt's damage to 200/300/400 for level 1/2/3.
-Fixed up Firebolt and Frostbolt's tooltip.
-Changed Rhydian's Q from Thunderbolt to Firebolt to avoid conflicting activatestrings with her ultamite.
-Increased the maximum damage Blizzard, Master Blizzard, Holy Barrage, Barrage, Soul Storm, and Divine Storm could deal.
-Fixed up Blizzard, Master Blizzard, and Barrage's tooltip.
-Fixed Well of Corruption's mana cost.
-Alliance Mage's W ability was changed from Polymorph to Blizzard.
-Swapped around Scourge spawns, some colors now spawn Necromancers when they previously didn't, some colors that spawned necro's in bulk have had some of their necro's swapped out with cultists to decrease raise dead spam (Gray mainly).
-Increased the cooldown of Redemption (hero version) to 30 seconds.
-Fixed Mana Flare's Icon Position and tooltip hotkey.
-Buffed Orbaze, Rokir, Sapph, and Baelok's base stats and per level gain.
-Fixed Harkzog's training tooltip.
-Malkyriss will now finish its construction at 50 minutes instead of 60.
-Increased the HP of Kro'Krun elites from 700 to 1250.
-Skybreaker and Ogrim's Hammer can now attack enemies.
-Buffed Green's Tier 0 spawn.
-Increased # of starting units at the Blackwatch.

Patch 1.7
-Onu'Zun now correctly costs 0 gold/lumber and has the right training tooltip.
-Re-did Blue's secret hero's title/entrance text, it was dumb and beyond lore conflicting. The Lich King also only has to acquire a certain item to get this hero rather than get the item and bring it to the Frozen Throne.
-Nerfed Ashbringer's Wrath damage increase from 30/60/90% to 10/20/30%. Was definitely too OP.
-Changed Horde Shaman's attack animation.
-Gave Gnome Mage hero's a projectile animation and projectile speed.
-MANY abilities that did not have a level skip requirement now have one.
-Unholy Protection now lasts the correct 15 seconds instead of 30.
-Shadow Walk now correctly has a required level of 8.
-Well of Corruption now correctly has a required level of 10.
-Changed Horde Shaman's Thunderbolt skill to Firebolt to prevent skill conflict.
-Removed Life Drain from Darkfallen Advisors.
-Changed ownership of the Skybreaker Ebon Blade tent to Light Blue as its supposed to be.
-Decreased Paletresses' movespeed from 320 to 270, standard movespeed for none-mounted units.
-Changed the duration of the Argent Shieldmages Frost Armor slow to 3 seconds from 45 seconds, my bad there >.>
-Reduced Purple's spawn cap to 80, down from 100.
-Swapped Bronjahm's Life Drain with Death's Embrace.
-Frostbrood Matriarchs now have a hero glow.
-Frost Bolt can no longer hit towers.
-Many bases now have different models for diversities sake, these are still not final however and will most likely be changed.
-Argent Vanguard Command Tent's HP and armor is now in-line with other bases.
-Frost attack now has been properly nerfed down to 15% attackspeed and 5% movespeed.
-Removed some starting units from purple, gray, teal, blue, Dark Green, and Red. Increased Green's starting ranged unit count.
-Increased the width of the 2 entrances into Ymirhelm.
-Increased the width of the path between Mord'Rethar and Scourgeholme, also spread out the tower cluster there.
-Based on Feedback and lack of interest in General Lightsbane (Dark Green's main hero), changed his Q and W spells from Plague Strike and Death's Embrace to Elite Death Coil and Death strike to increase his power and make him much more durable.
-Animation and Master Animation W abilities now have a 30 second cooldown, up from 20.
-All small units now have 10 collision size, all large units now have 20 collision size, most heroes have 20 as well, except for gnomes, they have 10. Sindragosa is a huge dragon, she has 35 collision size.
-Some items have been implemented! Rokir, Tinky, Vile, Gustav, Onu'Zun, Efram, Jayde, Lady Nightswood, Sigrid, and Baron Sliver now have items! These items drop upon death.
-Arthas now has Frostmourne as an item, it is a very powerful none-droppable item.

Patch 1.6:

-Hero system now properly calculates the new hero limit cap when a hero dies. The Hero System is now FULLY operational, finally.
-The Frozen Throne is now actually called The Frozen Throne.
-Death's Embrace now costs 75 mana.
-Removed the pre-placed Salranax from the map.
-Fixed the hotkeys/tooltips for the unit version of Drain Life and Siphon Mana.
-Tirion's name is now spelt correctly on his in-game unit.
-Workers no longer cost food.
-Bloodlust and Healing Ward have had their tech-tree requirments removed.
-Kro'Krun elites now have mana to use their abilities with.
-Mana Burn now has the correct Q hotkey.
-ALL main heroes now have a 2 minute base revival time.
-All ranks of Holy Light and Death Coil now have a 10 second cooldown, up from 5.
-Cultists are now classified as undead.
-The Good Doctor's Ward now has a cooldown.
-Light Blue's secret hero's death trigger is now enabled.
-Cooldown of all Raise Dead autocast abilities have been increased to 12 seconds.
-Cooldown of all ranks of the W hotkey Animation skill have been increased to 20, up from 15.
-Frost Attack slow reduced to 10% attack speed and 25% movespeed down from 25% attackspeed and 50% movespeed.
-Removed the pre-placed Thexal Deatchchill.
-Gorrash Hellscream is no longer revivable.

Patch 1.5:

-Re-imported the hero system file, manually tested, HERO SYSTEM NOW WORKS!
-Well of Corruption now has a learning Icon.

Patch 1.4:

-Fixed the import path of the hero system text file, hero system should now work.
-Almost every hero got a buff to their mana regen, amount depends on type of hero.
-Mortal strike no longer can be used on buildings, removed uneeded animation.
-Removed uneeded animation from Death Strike and decreased its cast time to prevent interrupting it.
-Breath of fire now has the right tooltip/hotkey.
-Marwyn and Falric are now correctly classified as undead.
-Frost Shock now has an Icon.
-Increased the level requirment of Death and Decay to 10, deceased its duration from 35 seconds to 20 seconds.
-Ashbringer's Wrath now has its own specific Buff.
-Ashbringer pickup message should now only display for the player that tries to pick it up.
-Jaina and Sylvannis now have an arivval message.
-Allied Forces defeat condition should now work.
-Replaced Sylvannis's Charm ult with Shadow Walk, an incredibly long lasting Wind Walk.
-Fixed Attribute Bonuse's tooltip.

Patch 1.3:

-Flesh Giant Lab, Abomination Lab, and the Shadow Vault now spawn at the correct locations.
-Jaina now correctly drops a certain item upon her death.
-Grand towers now all take 100 seconds to build, rather than 35/50 seconds.
-Hero system should now work.
-Leaver control system should now work.

Patch 1.2

-Red's heroes no longer get stuck when reviving/training at the Skybreaker.
-Hopefully fixed the hero system. Main revivable hero deaths no longer increase the hero cap anymore while their main base is alive.
-Killing a build plot no longer compleatly removes the build plot.
-Light Blue can no longer get his secret hero early.
-Buffed Jaina's stats.
-Varien Wyrn now spawns with 4 Silver Covanent Guardians.
-Confession Aura hopefully now only effects enemies.
-Workers can no longer construct buildings.
-OJ can now build peasants.
-Conflagiration will no longer spawn units on a mountain.
-Tiron no longer drops the Ashbringer if he picks up an item.
-Ebon Blade Shadow Vault now has a spawn (oops).
-Grand Spirit towers no longer cost gold to repair.
-Increased the movespeed of Argent Peacekeepers and Mariel Trueheart.
-Holy rain *hopefully* doesn't effect enemies anymore.
-Decreased the scaling size of cultists.
-Iskalder is no longer revivable.
-Sylvannis is no longer revivable, buffed her stats as well.
-Fixed normal holy light's tooltip.
-Death Knight Elite Unit's Death Coil was replaced with Death's Embrace.
-Crusader of Virtue's Holy Light was replaced with Holy Blessing.
-Anub'arack is no longer revivable.
-Fixed a few typos in the intro text.

Patch 1.1:

-Dark Green can now only train 1 Vile, Lady Nightswood, and the Leaper.
-Alliance Mage and Varian Wyrnn now permanently die when killed.
-Players no longer have unit control over one another.
-Orange can now build towers.
-Increased the size of several choke points around yellow's base.
-Build plots now have collision.
-Scourge now gets control of blue when he leaves.
-Acoloytes, Peons, and Peasants no longer cost gold to build.
-Anub'arak's icons should be in their proper places now.
-Buffed Darion Mograine's stats.
-Removed some starting scourge units, gave some more starting units to the Allied forces.
-Removed 6 towers from Aldur'Thar: The Desolation Gate.
-Gnome mage heroes are now ranged.
-Buffed all gnome mage heroes base health by 100.
-Hopefully fixed hero system.
 
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