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Blood for Blood v6.42

From a project of edginess since high school day, I present to thee

Blood for Blood!!
392624-e9f70f36f3ee674307494c126ee72fd9.webp

Got a Discord now: Discord here!

2 factions are at war since the start of the history​


The island , it feast on war that's bloody

To please the god that cares nobody

One day, both factions thought

"Why don't we hire more mercenaries?"

And thus, Blood for Blood feeding frenzy


Quick start guide:

- Pick a hero, pushes lanes, wins game
  • This is an AoS map with 3 lanes with the main objective of destroying enemy's Crystal Core, each enemy structure destroyed increases attack damage and armor of heroes in your team.
  • Middle lane has a Scout camp instead of a tower, this will spawn Scout creeps periodically until there are 3 of them, and then they'll march toward enemy base. Destroying the building will stop them from spawning.
  • Side lane in the river gives you regen for a respective side.
  • Hero reaches full potential at level 30, with ultimate ability learnable every 5 levels
  • Each creep have unique strength and weakness, and some spawn at later time with bigger power.
  • Most heroes have custom abilities, some used basic ability with cranked up numbers because I'm running out of ideas.

Changelog

v.6.42
  • v.6.42
    • Crimson Blade's Swift Strike now can target ground to randomly select target within cast range. Chaos Swirls damaging duration reduced to 2>0.5 second but damage per second increased.
    • Gunslinger's Slide cooldown increased to 5/4/3/2>6/5/4/3.
    • Warden new innate: Preparation.
    • New Item added to Damage 2: Ballista
    • Fixed Pushforce/Helping Hand duration ending earlier than intended, push/pull distance changed to 600(Pushforce)/800(Helping Hand).
    • Impaler moved to Utility Item.
  • v.6.41b
    - Updated the hero revive trigger that it doesn't loop the message that your ally hero is revived, and allow it to revive more than 1 hero per player.
  • v.6.41
    • Troll Tribe capturing quest removed, may we remember them.
    • Bridges on the mid lane removed, now just use the default clift because there was a terrian adjustment in an area between Trolls camp and the Gold Mine.
    • Fixed Guts and Gory being able to get backpacked and droppable after unloaded into a hero.
    • Capture Point entrances lowered to 4>3.
    • Sea Giants and Dragons creep camp moved next to the side of the lane on left/right side of the map, outside a base and next to Bloodbag cave.
  • v.6.40h-j
    v.6.40j
    • Omnivore icon changed. (it was using the same as Orb of Concentration)
    • Pushforce cast range increased to match the push distance 800, push duration increased to 0.3>0.4, and not sharing cooldown with Portal Splitter.
    • Added upgrade form of Pushforce: Helping Hand.
    • v.6.40i
      General changes:
      • Mortar Team now spawn on every lane. Destroying Workshop will stop all from spawning.
      • Scout Creep delay for each spawn increased to 5>10 seconds.
      • Adeptus only deals bonus damage on damage that's greater than 75.
      • Imagine: Dragon icon changed.
      Hero changes:
      • Aspect of Death's Desolation target is closer to you after teleporting, terrain around that area changed.
      • Elementalist's Storm Pulse AoE increased to 1,000.
      • Rifleman's Kill Shot distance reduced to 6,000>3,000, but bullet travels time decreased to 0.33 second.
      • Trapper's Spike Trap fixed not going the full AoE represented. Bola Throws projectile speed increased to going full distance in 1>0.5 second, range increased to 800>1,200. Leap doesn't grant bonus Agility but instead reduces cooldown of your skills by 2/3/4/5 seconds on cast, cooldown increased to 10/9/8/7 seconds.
      • Wtich Doctor's Voodoo Protection duration increased to 10>16, cooldown changed to 16/13/10/7 and stop if target dies.
      Misc:
      - Some small(but a lot of) bug fixes in the triggers here and there. Spawn boxes for some Neutral camps are bigger. Base got lil touch ups.
    • v.6.40h
      • New item added to Utility and Consumable: Pushforce
      • Anti-Mage's Phoenix Ray changed to Mana Burn. No Magic changed to just remove target's mana, then dealing damage from missing mana on cast and then silence, no waiting, cooldown reduced to 60>40, also fixed not actually dealing damage from missing mana.
      • Gunslinger's Find a Lead changed to Slide.
      • Phoenix's Searing Arrows changed to Phoenix Ray.
      • Fixed Spirit Walker's Vengeful Banish can target ally units, and yourself.
      • Walking Dead's Subjugate cooldown reduced to 45>35.

Creep Wave Info
  • Melee&Ranged creep: Your primary ally in your lane every 20 seconds.
  • Mortar Team: Spawn at team 1's left side and team 2's right side every 1 minute, they're specialized in dealing damage to tower and will stop spawning if either team's Workshop is destroyed.
  • Medium Wave: Spawns every 2 minutes.
    • Raider: This dragon guy move fast, attack deals bonus damage to tower, he also have tower damage blocking ability and tough to normal attack damage but weak to magic.
    • Axe Thrower: Ranged attacker guy pack with muscle, he's a bit beefy with armor but also weak to magic.
  • Special Creeps: Spawns every 10 minutes.
    • Golem: Spawn at mid lane, has high armor, high hit points, chaos damage, immune to magic
    • Alpha Wolf: Spawns at team 1 top lane, team 2 bottom lane. Has high hit points with 6 regen, moderate armor, come with Command Aura(25% damage aura) and Crushing Blows(each attack deals 50 bonus damage and never miss).
    • Magic Wagon: Spawns at team 1 bottom lane, team 2 top lane. Low damage, low armor, low hit points, has Devotion Aura(2 armor) and Regeneration Aura(7 regen).
    • Frost Wyrm: Spawns every 20 minutess. Has high damage, high armor, 70% magic resistance, attack slows enemies and freeze building.
Game modes:
Player 1 can input these commands at the first 10 seconds of the game or else it goes with a classic (must type a mode individually, like -bm and then -tw, not -bmtw)
-bm: Blitz mode, max level and extra gold at game start
-tw: Total War, lane creep spawns, move and attack faster, but takes more damage
Sub objectives:
  • - Tomb of Spiders (not anymore)
  • Circle of Power(it looks like a square but uhh you get the idea): Located at the middle of the map, standing on it rewards exp for heroes.
  • Troll Tribes: Located at top right and bottom left of the map, capture the tribe by attacking the hut violently until it explodes, once it does: periodically spawns 3 Axe Thrower running down the nearest lane for you.
  • Capture Point: Standing on the hill next to the top left and bottom right lane to start the capturing process, once reached 100%, enemy tower start taking damage overtime until the point is taken back by the other team. Reverse the capture process by standing on the point.
  • Blood for Blood God: Killing Bloodbag located in the cave at left and right most of the map to earn point, once reached 6, summon Bloodgod on the killing team's middle lane to run down the lane.
  • Gold Mine: You can start mining gold from the mine by capturing the Miner Tower next to it via a spell in your Utility Spell book. Each controlled Miner Tower yield 3 gold per second.
  • BOSS: There are 2 boss that spawns after 20 minutes, and 5 minutes after their dead:
- The Ravager grants bonus damage aura provided to every allied heroes for 3 minutes.
- The Purifiers grants life regeneration from 2% of maximum health and refunds mana after every spell manual cast for 25% of mana missing.

Only the killer get their bounty gold.

    • v.6.40g
      - Fixed Heap of Wood not being in Tier 1 shop (I forgot, my bad).
    • v.6.40f
      • Cheese cost lowered to 500>175.
      • New item added: Spell Breaker
      • Demon Hunter's Royal Guard now detect only damage greater than 0.
      • Stardust Princess' Star Struck damage per wave increased to 80 and now following the caster's position over the duration rather than on cast point.
      • Winter's Whisper's Bond of Winter also apply Total Chill on linked target on cast, Total Chill AoE decreased to 500>300. Chill Out now regenerates mana instead of freezing it, gaining damage reduction over the duration.
      • More text indicator on shops cuz why not.
    • v.6.40e
      • Butcher's Cleaver Trick now deals damage on attack land, Cleaver Throw now slow target in fog.
      • Crimson Blade's Swift Strike now show the actual cooldown time on target rather than a number countdown.
      • Grandmaster's Happy Hour! effect now scaling with hero's level, Breath of Fire added to replace Drunken Brawler and swapping button placement with Three Palm Strikes.
      • Tooltip fix for Rifleman's Camper.
      • Added extra neutral camps next to mid lane.
      • Kobold camp adjusted, now having lower level and stats.
      • Less thing to block Faceless Monster's camp entrance.
    • v.6.40d
      • Charger Boots fixed(for a second time) sometimes you'd go full noclip when passing through other units.
      • Timecrawler's Bash changed to Timely Strikes.
      • New item added: Cold Sphere
    • v.6.40c
      • Fixed Batrider's Ignite dealing more damage than intended(it was dealing at lvl 4 8% per second rather than 0.8% in a single stack), %maxh health damage rescaled to 0.5/1/1.5/2% per second.
      • Crown of Martyrdom now redirects the damage type the target is taken rather than pure.
      • Bloodbag reflects the same type of damage it's taken, visual effect removed (prevents lag).
    • v.6.40
      Hero changes:
      • Alchemist's Muscle Synthesizing now procs on attack land, check AoE increased to 700>900.
      • Pale Rider's Death Caress icon changed when the effect is active, adds a % of your total health into attack damage over the duration. Imperial March damage type changed from magic to physical, %health into damage lowered from 2/3/4/5% to 1.5./2/.2.5/3% but cooldown is lowerd by 1 per level to 6/5/4/3 and duration slightly increased, added spawn effect on skelly bros.
      • Heavy Machinery hero type changed to Strength, Power Cogs summons 3 each cast, Headbutt deals in 275 AoE around the main target, Magnetic Bolt(and its item version) can be target-selected, duration is down by 0.2 second.
      • Scorpion King's Petrify also deals damage per second to the main target, intial nuke damage lowered.
      Item changes:
      • Prickle Plank now returns same damage taken type back to the attacker instead of pure damage, passive reflect now works on ranged unit.
      • Fixed Impaler's wrong stats in item descriptoin.
      Item Shops change:
      • Stats&Damage shop changed to Damage and Offensive&Movement changed to Damage 2. Both shops are moved closer together.
      • Added a dedicated shop for Aura and Lifesteal&Heal Cut items, Mask of Death and Immortal Poison are moved to these shops.
      • Heap of Wood and Third Leg removed from recipe shop. Heap of Wood can be purchased from Tier 1 Item instead. (They can still be crafted using item from recipe.)
      • All 3 Dagger upgrades and Magnetic Orb moved to Utility Item shop.
    • v.6.39g
      • Improved Unit Takes Damage event to not use up unnecessary memory.
      • Gyrocopter innate changed to Armor-piercing Shot to Machine of War. Attack cooldown lowered to 1.2.
      • Headhunter's Far Sight changed to Bleeding Edge.
      • Chaos Rider's Momentum Blows now deals damage on attack land.
      • Added various "ward spot bumps" around the map, they're very sticking(heh) out so you'll notice them when you see them.
      • Illusion from Quickmaster's Flash Trick is now controllable, but they're now vulnerable. Can have more than 1 illusion based on level.
      • Fixed transforming hero would sometime missing some spells in Utility Spells when transforming.
      • Doubled Alligator's now deals bonus target %health as separated instance rather than added to the attack damage, bonus proc damage lowered from 100>70, chance improved to 70%.
      • Less trees in base.
      • v.6.39f
        • Tooltip fix for Corroding Mail recipe.
        • Fixed Sword having 5 more damage than intended.
        • New Item added: Pithruar.
        • Removed True Sight from Scout Towers.
        • Hunger/Omnivore visual fx changed.
        • Power Supply removed from Utility and moved to Defense&Mana shop.
        • Mini base entrance removed.
      • v.6.39d
        • Added extra high ground for defending base near tower on the rim of the base.
        • Fixed Backpack being able to use Teleport when having mana.
        • Insta shops realigned to match recipe shops' placement.
        • Added entrance to the left side of Team Red Eagle's jungle area(it supposed to have one I don't know how long it hasn't been), outer side of both base have a "pond" area added. (2 Murlocs camp bunched together there)
        • Fixed Heavy Machine Gun not working on Gunslinger cuz I changed his weapon type to Instant, now it is Missile type again.
        • New Item added: Bow, Thunder Bringer.
        • Camps near the Gold Mine are moved slightly away.
        • Rifle weapons damage increased.
        • Cloak of the Vampire's damage aura removed, cost decreased to 1,200. (Pimp Cane Epic also has its damage aura removed)
        • Phalanx now reflect on damage land rather than on being attack, recipe changed to use Periapt of Vitality instead of Wooden Shield.
        • Shield type (Wooden Shield and its upgrade) item block more damage for creeps
        • Storm Stormer's mana regen part from its components now is included.
        • 12k and 12k Alligator removed from shop.
        • Agility Stick now moved to Secret Shop.
        • Doubled Alligator now deals bonus damage equals to 8% of target's health.
        • Warrunner's attack cooldown time is lowered over the duration of Rip and Tear.
      • v.6.39c
        • Added Backpack, they're your second inventory with 4 slots, access using F2 button and B N keys for their functions. You can send your item to your backpack using D>B key.
        • Added a leaderboard that shows your teammate's networth. (it's still very much experimental and I hope I got it right)
        • Changed controlling Miner Tower to just control the Gold Mine directly.
        • Changed Crystal Core's Flare ability model to lessen lags. Intial damage increased to 150 and dps to 30.
        • Team Red Eagle's Boots Shop moved up so she's easier to spot.
        • Lifesteal from item is now no longer an attack modifier, Storm Stormer now proc on hit rather than on attack.
        • Pack Horse is now Pack Sheep, and fly.
        • Hit detection for Holy Knight and Warrunner's passive improved, Storm Stormer now procs on hit rather than on attack.
        • Attack speed penalty for Gunslinger's Spray n' Prey changed to -50>-30%.
      • v.6.39b
        • Changed game beginning sound.
        • Towers in general have their armor, health, and damage increased.
        • Scout Tower's sight range decreased.
        • Area at the middle of the map has broader area to play around.
        • Bonus income from player Red Eagle and Black Raven are disabled, they're now free from taxes.
        • Added a circle around Miner Tower to make it more obvious on what to aim for.
        • Rearranged the shop to make them more apart and suits stages of the game, plus some more texts!
        • Commander Boots cost increased to 2,500.
      • v.6.39
        • Bonus from stats adjusted, mostly up, just small numbers let's say it's not to worry about.
        • Added a Gold Mine around the jungle area which can start mining for gold by control the tower next to it using a spell in your Utility book.
        • Jungle area pathing changed, removing the bush that is in front of Jungle Stalkers camp, the fountain in the middle removed and added a high ground ward spot.
        • Mortar Team attack cooldown time increased by 1 second.
        • Added extra entrance around Bosses pit to move through via Makruras camp.
        • Some Scout Towers are separated into different part of the maps near the jungle creep camps, some packed near the Control Point like before but on the single side for each team.
      • v.6.38b
        • Fixed Gunslinger and Spacefire icon not showing on multiboard.
        • Fixed Berserker's Troll Berserker attack speed bonus giving too much than expected. (for spoilers: it was 100% at 90% health)
      • v.6.38
        • Fixed player 5 not getting their extra income from a player who left the game.
        • Fixed Team Red Eagle getting a shared gold instead of Team Black Raven from the player who left.
        • Player now get extra gold from player Red Eagle/Black Raven (based on team you're on) by 10% of their total gold every 5 seconds shared amongst players in the team. Missing last hits hurts, but this make it hurt less. (do try to last hit creep though)
        • Pocket Army cooldown lowered to 60>17. They now spawn with Ghost (you can walk through them)
      • v.6.37b
        • One Trunk Man's ult changed to ground-targeted.
        • Gunslinger's Flaming Shots changed to Framented Shells
        • Some tooltip fix.
      • v.6.37
        • A Net can be upgraded 3 times.
        • Added new items: Cheese, Blood for Blood
        • New hero added to Dusk Tavern: Berserker
      • v.6.36c
        • Fixed Holy Knight's Leap of Faith not stunning, applies current level of Moment of Courage on cast finish and move next to the target. Retribution aura also reduce incoming damage.
        • Impaler now moves you next to your target instead of on.
      • v.6.36b
        - Fixed Pocket Army failed to check for unit type in the party and spawn the incorrect order of creep.
      • v.6.36
        • Batrider's Ignite now changed to an attack modifier skill instead, duration and damage increased. Fire in the Hole changed how it works (no longer channel, turned into AoE damage dealing+slows skill).
        • Fixed Pocket Army using the wrong model for their team.
        • Added a secret tunnel for each towards Bloodbag. Bloodbag move speed and attack speed increased.
      • v.6.35b3
        • Fixed Pocket Army would spawn endlessly for Team Black Raven. Sorry!
        • Wider entrance for base to accommodate an Army that'd follow you around.
        • Added boundary in an area where you're like, shouldn't be there.
        • Fixed Batrider's Ignite vfx would stay even after it's expired.
      • v.6.35
        • Fixed Demon Hunter not having a Waygate in his Utility Spell.
        • Pocket Army is now a passive ability that generate unit over time and can be actively used to teleports them to your target location.
        • Intelligence now amplify your outgoing damage by 0.001% for each point.
      • v.6.34
        • Crystal Core's Flare cooldown increased from 0.25 to 0.5, attack damage changed to 200>150.
        • New hero added to Nostalgia Tavern: Lich
      • v.6.33f
        • Added a description for Utility Spells to include Pocket Army and Waygate ability in tooltip.
        • Fixed Minotaur's Ancestral Might sometimes missing some part of the ability it supposed to gives.
        • Crystal Core's damage and health increased, its Flare ability now deals damage per second on target hits for 5 seconds.
      • v.6.33e
        • Fixed Charger Boots sometimes clips you through a building.
        • Added more decoration for side lanes that in a way guiding creeps to meet.
      • v.6.33d
        • Fixed Heavy Machinery's Overheat unexpected damage (it was rocking base 100 dps), now it deals damage based from hero level. Also updated his guide.
        • Both team's Crystal Core is now in a paused state when their surrounding towers are active.
        • Insta buyout shops now have unique model.
        • Added bushes around the side of middle lane, troll tribes and jungle area entraces, and under water creep camps. They're basically a sight line blockers.
        • Fixed a bug where when using a shop with Immortal Poison and its upgrade equipped would proc its effect on a shop, it effect will stop if affected unit is dead.
        • Sea Giants camp combat stats are doubled, along with their bounty and level.
        • Axe Thrower, Mortar Team and Dragon Raider now only use 1 attack type.
      • v.6.33c
        • Some tooltips updated.
        • Mana Eater moved to Utility Item Recipe.
        • New item added to Utility: Pimp Cane Epic.
      • v6.33b
        • Update description of Inferno Stone using wrong shop for its components, Charger Boots its active duration, Bombo Clad its cooldown.
        • Blink Dagger price increased to 2,100 along with its other upgrade form, fixed Blink Wand using base Blink Dagger for its sell price.
        • Wtich Doctor's innate Healing Ward mana cost lowerd to 75 . Stasis Curse stuns delay changed to 3 seconds and damage per second changed to 60/80/100/120. Voodoo Protection duration and cooldown changed to from 4/9 10/19.
        • Greed icon changed (again) along with its visual fx, Hunger icon changed and yes, its fx too.
      • v.6.33
        • Added extra effect to Crystal Ball: convert damage taken into mana.
        • New item added: Gargoyle Wings
        • Greed icon changed.
      • v.6.32c
        • Fixed Existence Eraser total price being cheaper than it supposed to be.
        • New item added: Commander Boots, Bombo Clad.

        • Charger Boots price changed to 1,350
      • v.6.32b
        • Added a little choke on the top right of lane so lane creep would have easier time meeting.
        • Stairs added around control points.
        • Fixed Gyrocopter's Rocket Barrage not using correct level on use.
        • Sea Giants camp moved to outer top right/bottom left of the map so you could roam from mid to side lanes with less beating.

        • Fixed Tidewarrior's Depth Charge destroying bridge/wall, added a link effect, duration scales with level and allow spell casting during dash. Let the Body Hit the Floor turns him invulnerable for the flight duration. Watery Minion summoned by killing unit has 10 seconds expiration time.
        • Sea Witch's Tornado II now starts at her position and slowly spiral outwards, duration increased to 24 seconds, cooldown to 60.
        • Heavy Machinery's Overheat deals %max health damage but no speed bonus. Magnetic Bolt(and item version) attract duration reduced by 0.5 seconds and width decreased by 25 units. Fixed Precision Strikes being blocked by wall.
      • v.6.32
        • Charger Boots boost now adds flat amount of movement speed and effect no longer removed after casting a spell.

        • Keeper of the Grove spells changed: Forked Lightning>Drain Garden, Entangling Roots>Entangling Seeds. Force of Nature Treants' damage increased to 51-53, has Ghost (other units can walk through them), duration/cooldown changed to 15/15.
        • Witch Doctor's Confusion visual effect changed.
        • Healing Fountain AoE increased to 1,350 units.
        • Some extra doodads here and there for your base.
      • v.6.31
        • Ranged creep per wave is now 1.
        • Anti-mage's Wit Ends now deals bonus damage from your Int. Phoenix Ray now deals/heals %max health damage.
        • Added text indicator for shops.
        • Last 4 towers are now clumped together to prevent creep randomly backing out because tower being out of sight while the Core is invulnerable.
        • Added a bridge that would connect middle lane to the Secret Shop.
        • Respawn time lowered from (hero lvlx3)+2 to (hero lvlx2)+5
      • v.6.30c2
        - Fixed a bug where MOUNTAIN KING would lose his BASH when an illusion procs it.
      • v.6.30c
        • Inferno Stone's active damage lowered from 10+12>8% of target's current health.
        • Existence Eraser recipe now properly removed after purchasing it.
      • v.6.30b2
        - Fixed Chaos Rider's The Hunted pulls speed not scaling properly new cast.
      • v.6.30b
        - Fixed Chaos Rider's The Hunted not draggign the target after cast.
      • v.6.30
        • Added Way Gate located next to both side lanes and a sub spell to use them in Utility Spellbook.
        • Huntress' Blackened Roar deals damage, debuff now affects normal units.
        • Recall now works in a way that you can Shift-queue an order after teleporting (used to not able to).
  • v.629e3
    - Adeptus components description corrected.
  • v.6.29e2
    - Tooltip update for new heroes' skill
  • v.6.29e
    - Damage text now only shows to the allies of damage dealing unit.
  • v.6.29d
    - Due to the bug, Gyrocopter's Rockets! replaced with Focused Barrage. (Using item with Mirror Image skill caused the skill to not working properly) Self-sustaining Engine changed to Rocket Barrage. Attack projectile changed.
  • v.6.29c
    • When Rocky is gone :( no longer left a lingering stone.
    • Number of extra units hit by Heavy Machine Gun from 5>3.
  • v6.29b
    - Fixed Mortar Team not spawning.
  • v.6.29
    - Water level in base ground removed, added a path to walk through trees on the base.
    388051-b5c30f2c6acc1660e66608d7335bf05f.webp
    388052-6eee80e8df1b7364beaf22f72723ba38.webp

    • Chaos Rider's innated changed to Hot Steed (grants bonus damage from your move speed).
    • Dark Ranger's Banshee's Veil grants permanent invisibility. Piercing Shot deals target %max health damage.
    • Mountain Giant's innate gives damage block. Rocky friend model changed.
    • Rosaria's Null Void base damage rescaled to 100/125/150/175 and cast range to 325 with cooldown to 5 at all levels, Prep Work returns her to previous position after teleporting, Clean Sweeps AoE increased to 325>500 and has bonus target's missing health damage.
  • v.6.28b
    - Updated Wizard's Piercer description to use the correct shop for the item it needed and its price (3,990>3890 gold).
  • v.6.28
    • New hero added: Sea Witch
    • New items added: Night Prawler, Existence Eraser, Lance-a-lot

    • Hunger/Omnirvore's heal from damage bonus lowered from 20%>11%.
    • Gunslinger's attack cooldown time changed from 0.55>0.75, !@#$ Everything duration rescaled to 2.75/3/3.25 seconds stuns.
  • v.6.27
    • Added new game mode: Total War (-tw)

    • Spirit Walker will continue to attack the target that got Soul Bash'd rather than switching to a new target after proc like before, he'll look a bit silly doing it but still work as intended(I don't know how to fix it)
      . Vengeful Banish cast range decreased to 800/1,000/1,200 units.
  • v.6.26b
    • Stone Hug AoE increased to 500 and pull speed increased to 200.
    • Unit moved by Phase Back and Roll(except Rocky) will also destroy nearby trees around them, Phase Back speed increased per level.
    • One Trunk Man's Bulk Up won't detect blocked damage so he'd stop randomly farting.
    • Paladin and Minotaur moved to Nostalgia Tavern.
  • v.6.26
    • Removed Bash from Kobold, Kobold and Dragon camps has extra entrance to them. Troll Tribes are moved closer to the lane.
    • Top most lane's ground level is lowered by 1 so it's the even ground all the way from Scout Tower onwards until tier 3 tower.
    • Stormreaver and Skeleton bros camp has less members in it.
    • Elementalist:
      Blizzard leaving behind a slowing zone on case. Thunder Strike pulls target to the center. Shock Ball now actually charges only when there are enemy near it, not including ally, with a visual indicator to let you know when it does. Fixed a bug where it would continue the charge used from previous cast instead of starting over a new one on new cast. Changed the way it stuns target that it wouldn't causes lag as much. Recharge changed to Storm Pulse(dealing damage to nearby enemies and slows). Arcane Stream tick rate reduced from 0.03 to 0.1 to lessen lags. The skill would starts at 600 and grow its length up to 1,800 units.
    • Holy Knight's Searing Blade no longer work on structures. Leap of Faith stuns duration reduced by 1 second at all level.
  • v.6.25b
    • Fixed a bug where Chaos Mage's Raze visual effect would stay on target even after it's expired.
    • Scout Tower's sight range reduced to 800 day and night.
    • Fixed a bug where Spirit Walker's Spirit Charge would leave a lingering vision after stun proc.
  • v.6.25
    • Added a dedicated shop for purchasing consumables.
    • Dust of Apperance now leaves a lingering true sight on an area the caster used it on and cooldown reduced from 30>20.
    • Ranged Creep damage reduced by 20.
    • Abysm Ruler's Expulsion increased damage per level.
    • Blackbeard Warlord's Brisk duration from 10>5 seconds (heals faster), Face to Face duration from 3>5.
    • Pale Rider's Mortal Reminder Skeletons last 2 seconds.
    • Fixed a bug where Witch Doctor's Hex Ward would crash the game. New skills added: Acid Bomb>Stasis Curse, Death Ray>Voodoo Protection, Maledict Aura> Confusion.
  • v.6.24c
    - Hero selector no longer moving around as it was causing leak.
    v.6.24b
    - Fixed a bug where using Metal Boots to return damage to unit with Spiked Shell would crash the game.
    v.6.24
    • Spartan cost reduced to from 5,460 to 3,000 and stats changed, affecting Phalanx total cost(total 3,500).
    • Illusion no longer proc Storm Stormer's lighting.
    • -Guide updated to match the item update from earlier patches.
    • Red General's Berserker also deals damage.
    • Tidewarrior's Depth Charge duration reduced to 1 second, Drowning Pool: actually drowning(target are pulled to the center at 10 units a second).
  • v6.623b
    - Due to an oversight, Pack Horse can now Recall again (wasn't able to because the button was hidden).
    v.6.23
    • Gameplay changes:
      - Melee and Ranged lane creep base health increased by 200, ranged projectile speed from 1900>700.
      -Hydras pit entrance is wider with mroe trees around it.

      Item changes:
      • Pipe of Vitality is back on Defense&Mana Item(previously removed unintentionally, sorry!)
      • Third Leg now also available in Boots Shop.
      • Impaler changed from using Sword to The Rock as components with a stats change according to the item.
      • Crown of Martyrdom recipe using Gem of Health changed to use Periapt of Vitality(was unintended due to the item change patches ago, fixed now).
      • General Item II Recipe name changed to Utility Items Recipe.
      • New items added: Hidden Cloak, Endure.
      Hero changes:
      • BB Warlord's Wall now stick more to the ground.
      • Holy Knight's Searing Blade damage now scale with level, Moment of Courage attack speed changed from flat 400% to 100/200/300/400% based on skill level.
  • v.6.22b
  • - Recipe shops realigned based on priority from early to late game.
    • Added 2 new items to Tier 3: A Net and The Rock
    • Fixed a weird low-groud spot between team 2's tier 1 and tier 2 tower.
  • v.6.22
    - Rifleman got a new spell: Smoke Bomb, Quicken buffed, Kill Shot no longer requires Camper ready, but cast time increased to 1.5.
    • Hippogryph Rider's Range Improve now also damage improve (based on distance)!
    • Pocket Army no longer summon a dragon, and cast range from 800 to 500.
    • Dragons camp are, once again, moved to the outer side of the map instead of being in the pathway to jungle.
    • Murlocs camp now have their own dedicated pond you can hopefully not afk in it.
  • v.6.21
    - Base changed, both team now has full visibility over it and due to this change, middle lane tier 2 tower is moved to high ground. Also middle lane terrain changed (again) with more tree surround their obe side of each, opposite to each otehr.
    v.6.20b
    - Fixed old item recipe working despite being retired because I forgot to disable them ehe.

    v.6.20
    - New items added for streamlined gameplay at early stage, many small items that use recipe are removed. Item that used the changed item are adjusted accordingly(assuming I didn't forget any).
    • General Item recipe guy is gone, maybe we miss him dearly.
    • Onslaught recipe was wrong, you don't need a recipe for it (fixed, sorry!).

  • v.6.19
    • Prep time is now 1 minute (30 seconds faster than before).
    • Terrain for middle lane changed, it's now a straight line towards enemy base.
    • New item added for Support Recipe: Dispeller
    • Murlocs camp moved to the side of middle lane, on the lower ground.
    • Terrain around outside of main base has more space to play around.
    • Selling item now returns 75% of total value(from 50%).
    • Creeps now attack faster, ranged creep projectile speed increased.
  • v.6.18
    • Added: Murloc Creeps, the always respawn 20 seconds after their death at their starting location.
    • Red General's Berserker regen changed from 3/5/7/9 to 4/5/6/7.
    • Added model for Space Fire (previously it used Space Marine model) by General Frank.
    • Recall changed, you can now either cast it from a spell book with D>R or double tapping Esc key to quick cast it.
  • v.6.17
    • New 3 Items: Not-dumb Bell, Feuer Frei, Adeptus.
    • Crimson Rose moved to Spell Caster Recipe, Bloodstone % health regen up to 2%.
    • Bonus damage by Phalanx now classified as reflected damage.
    • Guide updated up to full-build level.
    • Alchemist's Muscle Synthesizing won't proc its effect while the hero is dead, Chemical Rage base attack time on each level to 1/0.9./0.8.
    • A Cookbook now also gives 6 damage.
    • Added new jungle entrance around Team Red Eagle's Crabs camp.
    • Aspect of Death's Drain and Batrider's Ignites won't add bonus damage on reflected damage.
    • Damage text now always shoots down below the damaged unit.
  • v.6.16c
    - Fixed Star Struck's interval to 0.5 to not cause lag(was 0.1), reduce cd.
  • v.6.16b
    • Fixed a bug where Team Black Raven's creep wouldn't go up the high ground on middle lane.
    • Scout Tower's collision removed, so you don't get stuck when teleported on at some angle.
  • v.6.16
    • Damage text now use a color representing the player.
    • New shop added: Support Item Recipe, Prickle Plank moved to Defensive&Mana Recipe Shop and Anti-magic Shell moved to Support Recipe. Newly added items: Wood Face, Heap of Wood, Crown of Martyrdom, Nature's Blessing and Inferno Stone.
    • Ganeral Item Shop>General Item Shop (this was taking a lot of versions to realize there's a typo)
  • v.6.15c
    - Fixed Anti-mage's No Casting so that it only silence enemy hero to not cause a super lag spike, Wit Ends now should show bonus damage text like it's intended.
  • v.6.15b
    • Fixed Far Seer's icon not showing up in multiboard and being able to learn ultimate without needing 5 level skip for each level.
    • Changed the text color on early game briefing so it's easier to read.
  • v.6.15
    • Fixed tooltip mistakes on hero select indicating wrong attack range.
    • Reduced Crystal Core's selection scale.
    • Added new hero: Far Seer
    • Corroding Mail now reduces buildings armor.
  • v.6.14
    - Added new objective: Capture Point
    After first creep wave spawns, the point on the upper right and lower left corner of the map will be open, standing on them for 10 seconds to fully capture it, once done, enemy towers that are not invulnerable start taking 10 damage per each controlled point until their health are at last 5%.

    Added new mode: Blitz Mode (Player 1 type -bm at game start before 10 seconds pass)
    - Hero selected will have their level instantly up to 30 and player has 30,000 gold added at start.

  • v.6.13
    • Innate changed for Hippogryph Rider: Fly now turns you into a flying unit with more range but slowed movement speed.
    • Immortal Ender recipe moved to General Item II Recipe.
    • 3 new Items added: Blind Faith, Power Supply and Quiet a Talon.
  • v.6.12b
    - Blink Dagger (and its upgrades) is changed that it also has it cooldown reset when taking damage while it's disabled.
  • v.6.12
    • New Hero added: KING OF THE MOUNTAIN
    • Witch Doctor's Death Ray base damage increased.
    • Paladin has new Innate: Fury, Holy Light adjusted to Holy Light II.
    • Added a new: Water Lane, a lane where your hero gain increased health regen and move speed while in it, one for each team.
    • Magic Key Chain now additionally provides 200 health.
    • A bit of a terrain updated.
  • v.6.11b
    - Winter's Whisper: Fixed a bug where sometimes Total Chill wouldn't be able to prevent lethal damage and the countdown time is BIGGER, like, you can really see it, A Little Hearth to Hurt changed to Wind of Change.
  • v.6.11
    - New items:
    Base items: Boots in Utility shop replaced with Orb, Maul (Offensive), Crown (Secret Shop)
    Recipe Items Upper Hand, Imagine: Dragon, Phalanx, Corroding Mail, Prickle Plank, Basher
    - Pack Horse now has spell immune, horse pen now has an aura that increase their armor.
  • v.6.10
    • Added new hero: Dark Slayer
      preview:
    • Demon Hunter's dashes distance improves with levels, Royal Guard cooldown reduced and shows damage accumulated on block.
    • Skills that negates damage will now not also block the disable effect.
    • Mid lane now use equal ground all the way, with added side ramps.
    • Chaos Rider's Moment is less clunky to activate via auto attacks and charge with Wild Ride, The Hunted now drags enemy and deals damage.

  • v.6.09
    • New hero added: Demon Hunter.
    • Gunslinger's Limit Break boots less, but learning reduce the penalty from Sprey n' Prey's damage reduction, Find a Lead now adds 300 ms at all level for 1/2/3/4 seconds duration.
    • Guts and Gory cannot be dropped.
    • Spiders Camp's poison duration is decreased by a lot, so you can Recall sooner.
  • v.608b
    • Fixed Black Raven's Ranged Creep moving faster than intended.
    • Fixed Pathing issue around Stormreavers camp.
  • v.6.08
    • Item cost change: Sword 2500>2000, War Axe> 3,000>2,800, Long Sword 6,000>3,600, items associated with them also have their price adjusted accordingly.
    • Some Neutral Creep camps has more variety, some increased in numbers, more gold, more risk!
    • Wizard's Piercer active changed to Pierce (dealing 150 damage+20% of target's current health and stuns.)
    • Increases number of Ranged Creep by 1 per wave.
    • Warden's Fan of Knives changed to Entangling Bind.
  • v.6.07
    • Added new hero: Alchemist, Spacefire is now considered melee, Gyrocopter's attack cooldown 2>1.5.
    • Horn of the Smokers' active immunity duration 2.5>3.5 but damage bonus is removed, also show remaining time and new effect.
    • Fixed Platinum Armor's tooltip using wrong item and price.
    • New Spell Caster Recipe shop added, contains mostly Int item that has active in them, other items are moved to their fitting category.
    • Added new item: Guts and Gory.
  • v.6.06
    • Added 2 new heroes: Gunslinger and Spacefire
    • Storm Stormer's chain lightning damage from 200>180 and targets from 4>3.
  • v.6.05

    • Crystal Core now has Barrage and hits up to 9 targets.
    • Shorten lore for Anti-mage, it was too long of a read.
    • BFG's tooltip fix (wrong shop indicated)
    • Dark Ranger's attack cooldown time to 1.5.
    • Hammer Warrior got 2 new skills (Might and Swing It (damage boost to self based from total health), changed how To Battle! works).
    • Da Queen now last 70 seconds like it's intended (was 120).
    • 2 new items: Pointer and Heavy Machine Gun(Row III Recipes)
    .05b-> Fixed Heavy Machinery's Magnetic Bolt not dealing damage on tag.
  • v.6.04c
    • New skill added to Utility Spell: Pocket Army (summons a creeps to fight for you, using your level as their power), lane melee creeps can target air units, along with Bloodbag.
    • Items: Cloak of Vampire price down to 2,200, attack damage changed to aura that boost % damage,
    new item: Impaler (Row III Recipe), B.F.G. (Expensive Items Recipe)
    • Blackbeard's War-fair fixed, again, please work this time.
    • Hero skill adjustments: Dark Assassin (New skill), Mountain Giant (Slams only apply to him+Rocky and not all units under control), Scorpion King (Can activate Eruption, ult damage buffs), Warden (Shadow Strikes DoT increased), Witch Doctor (Death Ray jump and damage increased).
  • v.6.04b
    • Fixed a bug where Holy Knight's damage return would crash the game vs another source of damage return.
    • Item Imagine stats bonus from 16 all to 8 all.
  • v.6.04
    • New Spell for Moon Archer: Power Shot, Scout is upgraded to Call of the Hunt as the ultimate skill, Twilight Eclipse is moved to be Keeper of the Grove's ultimate instead.
    • The following heroes can use their skill during their dashes: Minotaur, Mountain Giant and Scorpion King.
    • Fixed a bug where Headhunter's Spear Lance would deal continuous damage instead of just once.
  • v.6.03
    Anniversary!
    • Neutral creeps spawn timer starts at the beginning every 30 seconds and spawns even with corpse in the area, prep time is 1.30 mins now.
    • New quest: Capture the Trolls!
    • Pale Rider's Imperial March skeletons can now attack air unit.
    • Higher level of Boots item have their own unique skill.
    • Winter's Whisper's Bond of the Winter can target enemy and fixed a bug with his A Little Heart to Heart not working after second cast.
    • Batrider's Powder Keg can take 3 attack hits.
  • v.6.02d
    • Fixed Holy Knight's icon not showing on multiboard
    • Fixed Spirit Walker's Spirit Charge not applying stun when Soul Bash is leveled up.
  • v.6.02c
    Hero changes:
    • Chaos Rider's Wild Ride dmg adjusted, cooldown to 9/8/7/6. Pale Rider's Imperial March heals less, AoE per lvl increased, tooltip bug fixed, Mortal Reminder skeleton duration decreased to 5 at all, amp down to 5%.
    • Rifleman's Camper now adds damage instead, but slows attack speed.
    • Added 4 new items: Gem of True Sight, Scroll of Stealth, Talisman of Evasion, Onslaught, Swift Gauntlet now use Talisman of Evasion as a part of its component.
    • Bloodbag's stats buffed, he now reflects 20% damage taken back.
    • Pack Horse can Recall!
  • v.6.02b
    • Gameplay: Attack cooldown time for Crimson Blade and Holy Knight changed from 2.0 to 1.6, Quickmaster 1.3, minimum Blink distance on item removed.

    • Butcher's Cleaver Throw damage changed to 100/150/200/250.
    • Crimson Blade's Swift Strikes dash stays a bit closer to the target, Parrying now last a second.
    • Dark Assassin's Clean Sweeps damage 300/400/500>350/500/650.
    • Huntress' For Whom the Bell Tolls duration/cd>6/8, Time Marches On duration/cd>12/18, Roar mana cost to 25.
    • Warrunner's tooltip updated new ultimate skill(I forgor).
  • v.6.02
    • Added 5 new items, 3 are an upgrade to our beloved Blink Dagger, 2 other items are Ghost Flag and Ghost Wand(an upgrade of it).

    • Blink Dagger's disabled special effect is disabled to prevent a literal flashbang going off when equpping multiple Daggers and they got disabled.
  • v.6.01b
    • Fixed Winter Whisper's button position for Bond of Winter Cancel (still use F key) and able to cast on your own other units.
    • Moon Archer's Owl Scout now actually has magic resist, rather than immune to it, also regen. Stealth now allow self cast.
    • Fixed Witch Doctor's Maledict Aura and Hex Ward not working on Neutral enemies.
  • v.6.01
    • Some terrain change for better clarity(I think), Hydras and Sea Giants camps moved from outer side of the map to in the river near the Boss caves.
    • Fixed Warden's Spike Trail not dealing damage since...how long ago I have no idea.
    • Timecrawler's Innate Slow>Time Shifts(AoE stuns+ self attack speed buff), new basic skill Wormhole (dealing damage to enemies and form a path that boost your speed)
    • Kobold camp's Slow and Bash skill reduced in duration, so it's less annoying to fight them(still is).
  • v.6.0
    • Bloodstone now regens 1% of total health and give 5% movement speed.
    • Paladin Innated added: Inner Fire (Buffs a target damage, armor and regen.)
    • New Hero: Holy Knight

    • Very experimental, added a damage text (they won't show in important objective area so to not giveaway your location).
  • v.5.9b
    • Heavy Machinery's Overheat changed to Innate ability, new spell: Headbutt (dealing damage at close range and stuns the target)
    • Warrunner's Innate button position adjusted to correct location (it was on Q), ultimate skill changed to Meathook (throws a hook that latches onto the first enemy hit, pulling Boar Guy to it.)
  • v.5.9
    • Fixed a bug with most dash skill type that will get stuck when banging a wall, and I do hope I covered a l l of them so you wouldn't see this kinda message again in the future(clueless).
      - Fixed tower not targeting Ward type unit.
    • Red General's Demolish now has passive part where it auto-activates when attacked at half damage, without healing and stuns.
    • Added 3 new items: Necklace, Anti-magic Shell, Windmaker.
    • Alazahn's Prey Seeker duration increased to 7/9/11.
    • Chaos Mage's Raze now also deals damage, Disintegrate damage increased, Inferno damage and summon's damage, armor and health increased.
    • Heavy Machinery's Overheat damage and speed rescaled, Magnetic Bold attract duration reduced, but speed is increased.
    • Winter Whisper's Total Chill damage increased, cooldown to 11/10/9/8.
  • v.5.8b
    • Cold Steel and A Cookbook's bonus health from 80 to 100 (match the description, it wasn't last version.)
    • Dark Ranger's Innate description added in selecting tooltip, Piercing Shot damage increased to 80/130/180.
  • v.5.8
    • Circle of Power event area adjusted to be more visually clarifying.
    • Ranged Creeps' projectile speed are slower for easier last hitting.
    • Changed Pack Horse's ginormous health bar size, should be okay size now.
    • Fixed Rifleman's innate bug, changed his missile model, Flashbang goes faster, and a lot of explosions effect added to his ult and 0.5 cast time.
    • 5 new items added, Armory moved to group together with other shops.
  • On another episode of I forgot: 5.7c
    • Time Crawler's Time Shift duration increased from 2.5 to 5, cooldown from 7 to 9 at all levels and AoE from 300 to 350, Bash damage and duration rescaled to 50/80/110/140 damage and 1.25/1.5/1.75/2 seconds stun.
    • Walking Dead Innate: He actually has one now (the ability was there I forgot to add it, yes)
  • Oh my god.
    • 5.7b:
      Fixed minor bug where the regions that give order to creep would also give order to anything else, too.
    • Minotaur now has innate, yes I did forgot about him, so I gave a buff to his ultimate where he gains more damage even more.
    • What did I say about not liking small changes again? anyway: v.5.7
      • Fixed Blackbeard Warlord's innate not working on intended target when being attacked by multiple units on proc.
      • New neutral camps added, including, yes, the spiders are back on the menu bois.
      332071-a1af39b6c96746b8a67f3b62c0320d24.jpg
      332070-6f53e235aeb8710ed8a95b1f031ebe81.jpg
      332073-3820ce3340ef52923642a9cfd550b1f8.jpg
      332072-01c69c01fdc1ccbf1a17c44744e6894c.jpg

      - Pack horse can now move and deliver your items, hooray! Hope you're good at your micro game.(They die when they are killed, but not really)
      332076-639acb622ed23335e5e8a7a44629dc07.jpg

      - Added watch towers on outer side of top/bottom lane for each team to teleports onto, they're invulnerable and do..basically nothing but watch.
      332075-9e9d4b0c8dfce95de8c34849ac8b0a8a.jpg
      332074-ff2bd748222205914ac8c24d59b41dda.jpg
  • v.5.6:
    • It's real, every hero now has innate ability! Except some that can't fit the skill into their kit like, Anti-Mage and Phoenix.
    • Fixed hotkey issue with Dark Assassin because someone made a lil change and forgot to double-check their s@!%, ah..ehto..bleh.
  • hopefully no more bug this time, I don't like making small changes ever so often.
    • v.5.5b:
      • fixed a bug where upside team's middle lane creeps would take a weird pathing when trees on the right sided of the tier 1 tower is cut down, so we built a wall for it.
      • v.5.5:
        • Fixed a bug where Mountain Giant would stuck in his Roll when moving through the wall, forever.
        • Added innate ability to the following heroes: Avatar of War, Batrider, Gyrocopter, Hippogryph Rider, Keeper of the Grove, Headhunter, Mountain Giant, Pale Rider, Priest, Red General, Stardust Princess, Super Great Pirate Sir Duwang, Trapper, Witch Doctor heroes with their ability changed to innate and new ability added: Warden.
        They aren't the most complicated thing for the ability but it's honest work.
        - Hero rebalance: Hippogryph Rider's Concentration max bonus damage from 50>80, Witch Doctor's Acid Bomb now slows, Hex Ward damage changed to:60/90/120.
      • v5.4b:
        - Minor bug fix
      • v.5.4
        • Tomb of Spiders removed, may they not be disturbed again.
        • Introducing innate ability to some heroes, and some tweaks to skills
        • Batrider: Ignites duration decreased to 3, but deals more damage per tick. Powder Keg also deals its own damage upon detonating with Fire Blast, with Keg cooldown rescaled to 1/0.75/0.5/0.25 and duration cut from 15 to 2, no more wall-building with it now.
        • Blackbeard Warlord's innate: War-fair (Attacking enemy give yourself boost to damage and armor, vice versa for enemy)
        • Crimson Blade's innate: Parry (Hold yourself in place to mitigate damages for a short period)
        • Elementalist's innate: Now use stances mechanic (The hero will have a certain set of spells on each stance and level abilities through normal leveling of the hero, each 3 level give abilities 1 level increase. He still get to keep his laz3r, if anything.)
        • Grandmaster: Three-palm Strikes now actually dashes, like how it's described in hero select tooltip (I totally didn't forget to change it and now make amend by adding that later). His Happy Hour becomes his innate, Drunken Brawler added to his E ability.
        • Hammer Warrior's innate: Bash, that's it.
        • Rifleman's innate: Extended Scope (Damage increased by % but taking damage slows you)
        ugh what's with this new formatting thing i'm confusion. That's it for now, I'll see if I can come up with more innate for other heroes, until then.
        • v.5.3
          - Fixed Boar Guy's interaction with AoE damage item like Brightburn giving him Rip and Tear stack, now the skill will (hopefully) gain stack from normal attack only like it's described.
        • v.5.2
          • Increases order-giving regions size to hopefully make creep going off-path less and stay more in line, we paid them full time so they must comply.
          • Terrain around Revenants neutral camp is blocked to prevent pulling them into lane creep, they may still be pulled but it's less plausible(I think).
        • v.5.1
          • Recipe Shop and Quick Buyout shop items list are now mirrored properly.
          • New items added:
            • Blink Dagger 1,200 (Utility and Consumable): Use to teleports 1,2000 distance, disabled upon taking hero damage for 3 seconds.
            • Immortal Poison 1,500 (Armory): Attack made will cut the regeneration of the target by half for 3 seconds.
            • Immortal Ender 2,350 (General Item Recipe): Grants 12 damage and 6 all stats, attack inflicts a poison that cut any health regeneration by half for 3 seconds.
        • So..why version 5?
          • Number 4 is a bad omen so I considered skipping it, now we're rocking v.5.0, hooray.
            • Terrain changes: middle lane get a bit of choke.
            • 278683-ed922c0579b5783da00b07be71202593.jpg
              278686-3ffd1e2507d41dd1412db7c2ee4d8686.jpg
              278689-4abee3fd2affa422e986773f6b344f9a.jpg
            • Scout camp is now moved to be in the lane and spawn count reduced to 3.
            • 278684-fd3c6706a13c65bc6977c42b7154631c.jpg
              278685-9080ce79c92ee562296a37df3ccbc77c.jpg
            • Waygate removed.
            • Side lane has some terrain adjusted to block ground pathing to preven creep pulling.
            • 278687-43dde863a8e0c6d752a23bd8697bbf5c.jpg
              278688-b9f841f56de3e5b56c65d245412fa08a.jpg
            • Phoenix's Eternal regen changed from 4/5/6% of max health to 2/3/4% and get a new skill after leveling its ultimate: Pyre Projects
              • Using part of your health to sends out an image of you, dealing damage equals to (16/24/32 based on level of Eternal)% of your current health to enemies in the target area once it reached.

                Cooldown: 7
  • v.3.9b
    • Fixed unintended interaction where Butcher can use FRESH MEAT! to farm free Strength bonus from non-hero unit.
  • v.3.9
    • Packhorse now classified as a worker and can be selected via F8 button.
    • Dragon Creep camp that were on the outer part of the map is now moved to in between hard-medium camp, movement type changed to hover(they won't fly over things now). Big one got its magic immune removed.
    • 274178-0da10f1ff95f79cef4587efb1cc30a80.jpg
      274179-2aabc1bfcadf618f708aa3fe8af51704.jpg
    • Revenants camp is now moved a bit closer to river part, near a lane.
    • 274180-a3630b6333a87093089444ed747e4b3a.jpg
      274181-45753c602e1c01029561640c6efb37a3.jpg
    • Dark Assassin
      • Psychic Dagger and Null Void role are reversed, Dagger now deals %current health damage while Null Void deals more damage from missing health.
    • Hammer Warrior
      • Pulverize: Spin damage rescaled to 80/100/120/140.
      • Boomerang Hammer: AoE decreased to 175.
      • Crushing Blow: Mana cost to 20/25/30/35.
    • Hippogryph Rider
      • Death Sentence: Shot now move fast instead of being slow as it was. Has a second casting time.
    • Moon Arcer
      • Searing Arrows: Mana cost is now constant 18 mana per shot.
      • Scout: Owls can now attack for 30/40/50/60/70 magic damage.
      • Twilight Eclipse: Damage increased to 32 per owl.
    • v.3.8
      • Spirit Walker:
        • Spirit Charge: Now applies current level of Soul Bash on proc.
        • Teleport: Now a basic ability replacing old Haste Aura.
        • New ultimate: Vengeful Banish
          • Vengeful Banish: Turns target ethereal then teleports to it, dealing damage.
        • Soul Bash now won't proc if a target is already under ethereal state.
    • v3.7
      • Elementalist:
        • Cast: Now is a unit-and-point target skill.
          • On self cast: Releases a pulse that deals damage to nearby enemies/heal allies.
          • Cast: Lightning: Now moved to enemy-targeting.
        • Bug fixes on Incantation not working properly on its AoE effect.
        • Arcane stream damage rescaled, more base dmg but % damage and mana drained is lowered.
      • Grandmaster:
        • Storm, Earth and Fire now has another layer of fire damage at the end of disable duration, dealing AoE damage over time.
      • Gyrocopter:
        • Upon Rockets! cast: Gives Rockets Barrage on cast, dealing damage to a random nearby enemy overtime for 2 seconds.
      • Heavy Machinery:
        • Fixed a bug where Magnetic Bolt would just fly there, forever, if it's not touching anything.
        • New Skill replacing Rocket Barrage>Overheat:
          • Turns on to deals damage overtime to nearby enemies, gaining bonus attack speed.
      • Mountain Giant:
        • Rock&Roll: Also moves you.
      • Trapper:
        • Learning Leap gives 10 Agi each time.
    • v.3.6
      • Update to the shop: Don't like moving away from base to the wild? Managing inventory space is a chore? You love hoarding big chunk of money before Recall? Introducing: Instant Buyout shop!
        • Instant Buyout shop(Wisp model) offers an option to buy fully completed item from recipe shop instantly, if you're a little richer than bunch.
      • Update to heroes' spell:
        • Anti-mage:
          • No Magic: Gives sub-skill No Casting after learning it
            • No Casting: Briefly slows nearby enemies and then silencing all organic enemies for 5 seconds.
            • Cooldown: 120
        • Crimson Blade:
          • Blade Dance replaced with Chaose Swirl, with damage and buff rescaled for basic ability.
          • New Ultimate: Omnistrike
            • Target and enemy, turning invulnerable and then jumping it and then start attacking next random nearby enemy for a fixed strikes with bonus damage.
            • Cooldown: 30
        • Blackbeard Warlord:
          • New ultimate: Build the Wall
            • Create a wall at a target point paralleled to your line of sight, wall pushes enemies out from it and has an aura that gives bonus attack damage.
            • Cooldown: 40
    • v.3.5
      • Happy New Year 2024! This is but a balance patch, nothing crazy new so far, anyway.
        • Second innermost towers from Crystal Core of each team count is now 1, and barrack will be vulnerable after destroying it.
        • After Barrack is destroyed, the innermost towers will be vulnerable but not Crystal Core like it used to previous patch.
        • All 4 innermost tower must be destroyed to expose Crystal Core.
        • Crystal Core model for green team changed to Arcange Vault as a placeholder for now.
      • Hero maximum level is now 30 from 15.
      • Bug fixed on Anti-mage's Phoenix Ray not working properly aside from visual. And rays count number reduced from 30 to 20 to lessen the lag cause.
    • v.3.4
    • Terrain updated for a new Quest: Blood for Blood God
      • There are unit called Bloodbag on the left and right most side of the map, killing them give you 1 Blood point which upon reaching 6, summons Blood God at the middle lane of the team that earned it.

        Blood God is a slow-moving high damage dealing unit that deals bonus damage to structure.
    • v.3.3
      • Ramps are widened for more space to play.
      • Due to the lack of offensive capability at all, Keeper of the Grove's Healing Wave changed to Forked Lightning(Cast to release cone of lightning that deals damage to multiple enemies), Treants have 5 non-hero damage block and Entangling Roots now deals 30/50/70/90 damage per second with adjusted duration to 2.5/3/3.5/4. I don't know why I left it with no damage, probably high due to the lack of sleep.
      • New Items: Key of Three Moons, War Drum, Orb of Flame and Brightburn
        • Key of Three Moons
          • Requirement:
            • Moon Key 1,600 (General Item Recipe) up to 3 times
            • Recipe 1,333
            Total: 2,933,4533,6133(v3.3b)

            For each Moon Key Spent:
            Gains 30/45/60 Int, 4/6/8 to other stats, 200/300/400% mana regen and Crushing Wave.
            Sending a wave that deals 150(300 at level 3) damage to enemies in a line.
            Cooldown: 8
        • War Drum
          • Requirement:
            • Drum 1,100 (General Recipe Item)
            • Medallion of Swift 800 (General Recipe Item)
            • Recipe 1,200
            Total: 3,100

            Gives 12 Strength and Agility, 5 Inttelligence and War Drum Aura.
            War Drum Aura: Increases nearby allies's damage by 12%, armor by 6 and attack speed by 30%.
        • Orb of Flame (Secret Shop)
          • Gives an aura that deals 40 damage to enemies within 400 units.
        • Brightburn
          • Requirement:
            • Long Sword 6,000 (Secret Shop)
            • Orb of Flame 1,300 (Secret Shop)
            Total: 7,300

            Gives 69 damage, and an aura that deals 69 damage to enemies within 696.9 units.
            Nice.
    • v.3.2
      • Fixed hero icon not showing in multiboard after picking Tidewarrior, One Trunk Man and Aspect of Death.
      • Tidewarrior's:
        • Depth Charge: tweaked with a new tooltip to match what the skill does better with a new visual.
        • Drowning Pool: to fix the lag it causes when used on a large group the damage tick is now every 0.25 instead of 0.1 second, still deals the same amount of damage. It spins faster though!
      • Gyrocopter's:
        • Call: Fire Support: Damage tick changed to every 0.25 second, damage per second increased to 50/10/90 to 70/90/110.
      • New item: Omnivore
        • Requirement:
          • Mask of Lifesteal 2,100 (Stats&Damage Recipe Item)
          • Hunger 2000 (Armory)
          Total: 4,100

          Gives 30 damage, 30% lifesteal, 20 all stats and Hunger,

          Unique attack modifier.
          Hunger: 20% of the damage dealt by player-owned unit of the wearer will become health.
    • v.3.1
      • More tooltip correction on recipes because I forgor💀 that somewhere along the line that recipe shops don't use the name Recipe 1/2/3 anymore and have to adjust them accordingly, hopefully they're properly in place now.
      • Aspect of Death's Desolation no longer able to target non-hero unit, no more free Brazil trip for them.
      • Moon Archer's Twilight Eclipse number of swarm and swarm on each target increased to 8/12/16. I honestly don't know how this spell work but I just feel like it's not dealing nearly enough damage, I hope I didn't cranked it up too much. Also, the duration and cooldown was reversed, changed that too.
      • New item to the Offensive shop: Rifle, Rifleman's Trusty and Rifleman's Boomstick
        • Item has 3 stages and can be upgraded by purchasing a duplicate of them to get to the next level, you get a chance to critical strikes, damage, and then upgrade of both. Or you can quick purchase any stage of them.
    • v.3.0
      • 2 new heroes added: Aspect of Death and One Trunk Man!
        • Aspect of Death
          • Anywhere It roams
            Where It lay its mace is tomb
            Carved upon its mace
            The bodies lie, but still it roams, yeah, yeah
            Wherever it may roams

            Fighter, adept at dealing damage overtime.

            Strength:20 +2.5
            Agility:16 +1.5
            Intelligence:21 +3

            Attack Range: 700

            Can Learn:
            Destruction - Dealing damage in an arc in front of you.

            Death and Decay - Conjures a zone that deals damage overtime to enemies around you from a % of their max health+base spell damage.

            Drain - Damage dealt causes additional damage from a % of target's current health, heals the same amount.

            Ultimate:
            Desolation - Teleports you and your target to an arena and be returned later to where both parties were prior.
        • One Trunk Man
          • Just a Tauren man with his trunk playing Hero for fun.

            Fighter, adept at dealing damage at close range, a lot of damage.

            Strength:30 +4
            Agility:21 +2.5
            Intelligence:10 +1

            Attack Range: 700

            Can Learn:
            Normal Strike - Dealing damage at melee range based on your Strength.

            Consecutive Strike - Charges at a target, gaining bonus attack speed upon reaching them.

            Bulk Up - An aura that increase your attack damage, damage taken is stored and can be released via Normal Strike up to a cap for 10 seconds and decaying overtime after 5 seconds.

            Ultimate:
            Serious Strike - Huge amount of damage from % of your max health at close range, enemies behind it take same amount of damage.
  • v.2.9
    • Fixed a bug where upon using Headhunter's Prey Seeker(transforming skill) will cause spells in Utility Spells book to go poof, while also adding more to the book's descreption. I do hope there isn't another hero with this problem..(clueless)
    • Added Pack Horse to store/buy/sell your item while you're away from base, you still have to go back to base to claim your things though! (150 units item drop/pick up/give range)
    • 260059-115d897a92293176c86cdc7e04b81324.jpg
      260060-3dc4cadfe38b81226def6891feafce66.jpg
    • Added 2 new Items: Grasper's Grasping Grip and Murderous Claw
      • Grasper's Grasping Grip
        • Requirement:
          • Living Vine 2,100 (Stats&Damage Item Recipe)
          • Scepter of Intelligence 1,000 (Stats)
          • Pendant of Mana 1,000 (Defensive&Mana Item)
          • Recipe 1,000
          Total: 5,100

          Grants 30 Intelligence, 70% mana regeneration, 2 to all other stats and Entangling Roots II ability.

          Entangling Roots II: Immobilizing target unit for 3 seconds and dealing 45 damage per second to it.
          Cooldown: 20
      • Murderous Claw
        • Requirement:
          • Searing Claw 2,500 (Recipe)
          • Flute 800 (Recipe)
          • War Axe 3,000 (Secret Shop)
          Total: 6,300

          Increases Agility by 15 and 5 to other stats and 50 damage.
  • v.2.8
    • Fixed where Red Team's Scouts would have higher armor than Green Team's, I don't know how long this has been a case I'm terribly sorry about this.
    • Mortar's Team Heavy Armor from 5>0
    • New terrain for Green Team, now they're more d i s t i n g u i s h e d. With a bit more space created around middle-right area(again).
    • I'm still open for idea, would love to hear if you got any for items! Or if you host and play this map at all.
  • v.2.7
    • Fixed Rogue Hunter's skill button position being out of place
    • Added more tree in the middle area of the map for more strategic approach..or not, I just feel like adding them.
    • New Hero: Glorb Blorb the Tidewarrior!
      • Growls

        Fighter, adept at dealing spell damage and trapping enemies.

        Strength:17 +2
        Agility:21 +2.5
        Intelligence:16 +2

        Attack Range: 700

        Can Learn:
        Depth Charge - Dash, dealing damage and pulling enemies to the target point.

        Drowning Pool - Creates a pool that dealing damage and slow on intial cast, then damage overtime.

        Bodies - Killing unit gives you bonus Agility up to a cap and lost half on death, hero grants permanent bonus.

        Ultimate:
        Let the Body Hit the Floor - Leap to the target area, dealing damage and stunning enemies.
  • v.2.6
    • Fixed how somehow each team's building had one imposter amongst them, I blame my lack of sleep for this.
    • New hero! Joseph: the Rogue Hunter
      • First rule is to never play fair, any size of oppornity is to be seized. For no job is too big, no fee is too big.

        Strength:18 +2.25
        Agility:20 +3
        Intelligence:21 +2

        Attack Range: 700

        Can Learn:
        Harpoon Throw - Throws a harpoon that deals damage to an enemy struck and pull them to you

        Time to Run Yo! - Turns invisible, next attack made will deal bonus damage, invisible stays for the full duration.

        Ripple - Next attack made will repeat itself, with a cooldown.

        Ultimate:
        Ascetic Purple - Marks a target, mini-stunning them and gaining bonus attack speed against them.
  • v.2.5
    • Middle-right lane adjusted to open up a bit more space in lane.
    • Grandmaster's Three Palm Strike AOE increased to (kinda)match the visual effect, and Strength is added to damage.
    • Even more tooltip correction, I could really use a tester or two.
    • Moon Key's skill changed:
      • Cloak>Crushing Wave: Sending a wave that deals 150 damage to enemies in a line. Cooldown: 8
    • New items!
      • Wizard's Piercer
        • Requirement:
          • Staff of Magus 1,290 (General Item Item)
          • Moon Key 1,600 (Stats&Damage Item Recipe)
          • Recipe: 1,100
          Total: 3,990

          Give 30 Intelligence, 10 damage and 20% attack speed and Crushing Wave.
          Crushing Wave: Sending a wave that deals 250 damage to enemies in a line.
          Cooldown: 8
      • Helm of Battlethirster
        • Requires:
          • Bear Fur Hood 900 (General Item Recipe)
          • Mask of Madness 1800 (Stats&Damage Item Recipe)
          • Sword 2500 (Offense)
          • Recipe 900

          Gives 20% lifesteal,15 Strength, 10 to other stats and 30 damage.
          Unique attack modifier.
        • [Berserk: Increases 100% attack speed and 10% move speed but take 20% more damage. Last 10 seconds (Cooldown: 20)]
      • Horn of the Smoker
        • Requires:
          • Skull of Strength 1,000 (Stats Item)
          • Pipe of Vitality 1,500 (Defense&Mana Item Recipe)
          • Recipe 1,300
          Total: 3,800

          Gives 15 Strength, 400 HP and 12 life regen and Smoking.

          Smoking: Turns magic immunity for 2.5 seconds, giving 30 bonus damage over the duration.
          Cooldown: 30

Credits:
  • Boots Icon by PeeKay:
  • Hero Glow by Assassin Lord
  • Machine gun missile by Talon the mage
  • Bleed effect by Callahan
  • Space Orc Marine model by General Frank
Please feel free to suggest your ideas or report any found bug.

Thank you for your interest.
Contents

Blood for Blood v.6.42 (Map)

Reviews
deepstrasz
1. Shop selection circles are too large. Scout Camp's is unseen. 2. I think there are too many Secret Shops of the same type. 3. Avoid using only one tile for terrain (places where creeps are). 4. Buildings are the same for the south and north team...
deepstrasz
Now the enemy Guard Tower has a low selection circle because the model is bigger than the previous tower. You could change the tower to something smaller like the Death Tower (the one from WcIII not the one in your map I mean) or what it's called. The...
Nice description. It is an AoS I see, I am downloading it right now. Expect a review in around 20-30 minutes after.
 
Nice description. It is an AoS I see, I am downloading it right now. Expect a review in around 20-30 minutes after.

Thanks, I'll be waiting. Aso, be sure to download a new one!

Update:

- End condition fixed, should be working as intended now (Previously the game end instantly when anything dies, sorry for those who downloaded earlier).
- Tooltip fix.
- Game now start in 2 minutes.
- Added Workshop for team 1's bot lane and team 2's top lane.
Mortar Team:
Long ranged unit with artillery attacks, have siege damage which effecttive against structure but is very slow. Spawns every minute.
- Minor terrain update.
 
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1. Shop selection circles are too large. Scout Camp's is unseen.
2. I think there are too many Secret Shops of the same type.
3. Avoid using only one tile for terrain (places where creeps are).
4. Buildings are the same for the south and north team.
5. Is it intended for heroes to attack trees? (Quick Master).
6. Not sure about two teleport spells in the utility book which have different cooldowns. (and on a hero with Blink)
7. Shouldn't some buildings be invulnerable until those in front of them are destroyed? Otherwise, stronger heroes could hit the Core from time to time with hit'n'run tactics.
8. Not sure there are enough creeps in the woods or does the gold split among players?
9. Sometimes Quick Master's illusions might not attack (are they trying to cast spells on magic immune units?).
10. Don't play music through the sound channel and use the proper one.
11. Map Description says 3 lanes; here it says 4.
12. Did you make all spells? If not credit who did.

Overall a really nice and simply designed AoS.

Left to Pending for now.

=======================================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

A credits list 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.

A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

To make your work run smoother, fix the so called leaks: Triggers - Memory Leaks and Custom Scripts

If you want more reviews, come here:
The Grand Review Exchange!
 
Well, here goes.
Terrain - It is fine by me but it still needs improvement.
Combat - I tested it with my little brother in a multiplayer. It was ok, fine.
Heroes - well, they are good in my opinion, so far I only tested a few of them
Spells - the spells are neither too chaotically made or simplistic made. They seem balanced so far.
*the thing with the Utility Spells is cool and I never seen it in an AoS before*
Items - items are good but I would recommend you to make them without recipes. Why all of you copy the Dota's items system with recipes. It is annoying for newbies and it takes a lot of time searching for an item while you can use that time to defend the base or kill an enemy hero for example. Make the advanced items to be bought normally. If the player has the gold, then he/she can buy that item.
Map layout - good
So far I would give it a 3/5 but I won't do that and wait for your next update :)
 
1. Shop selection circles are too large. Scout Camp's is unseen.
2. I think there are too many Secret Shops of the same type.
3. Avoid using only one tile for terrain (places where creeps are).
4. Buildings are the same for the south and north team.
5. Is it intended for heroes to attack trees? (Quick Master).
6. Not sure about two teleport spells in the utility book which have different cooldowns. (and on a hero with Blink)
7. Shouldn't some buildings be invulnerable until those in front of them are destroyed? Otherwise, stronger heroes could hit the Core from time to time with hit'n'run tactics.
8. Not sure there are enough creeps in the woods or does the gold split among players?
9. Sometimes Quick Master's illusions might not attack (are they trying to cast spells on magic immune units?).
10. Don't play music through the sound channel and use the proper one.
11. Map Description says 3 lanes; here it says 4.
12. Did you make all spells? If not credit who did.

Overall a really nice and simply designed AoS.

Left to Pending for now.

Trees are intended to be attack-able by any heroes.

Teleports on utility have 2 different usage, one to get back to base only and another for structure teleporting.

Buildings will be invulnerable on next update, also is model change.

Neutral creeps gold is not split, I'll try increase their numbers in next one.

Quickmaster's illusion won't attack magic immune unit until they are not immune, I make them that way.

Map description was a mistake I forgot, will also fix them.

Yes, I do make all the spell myself.

Thanks for your review, kindly appreciated.
 
Neutral creeps gold is not split, I'll try increase their numbers in next one.
Actually, how many heroes from one team could be farming at once? Somebody has to protect towers and hold lanes so I guess as it is now may be good especially if you want to have an AoS not centered on farming.
Quickmaster's illusion won't attack magic immune unit until they are not immune, I make them that way.
Problem is that the illusions don't know how to choose another target that is not invulnerable to magic. For instance if you battle the Ravagers, the illusions just stand there?
 
Actually, how many heroes from one team could be farming at once? Somebody has to protect towers and hold lanes so I guess as it is now may be good especially if you want to have an AoS not centered on farming.

Problem is that the illusions don't know how to choose another target that is not invulnerable to magic. For instance if you battle the Ravagers, the illusions just stand there?

I didn't want players to farm that much so I didn't give that much attention to Neutral Creeps as there's Tomb of Spiders event for players to farm anyways.

Actually Quickmaster's illusion from Flash Trick still do attack target that is immune though(sorry, I thought I trigger them not to) they will switch target if you happen to spawns another illusion to the new one you're attacking but I've never seen them not attacking its target yet. Would you mind to tell me more about the situation where they do not attack?
 
Would you mind to tell me more about the situation where they do not attack?
So, yeah, I was fighting the Ravagers (the two bosses, one after the other) and one illusion was attacking the Ravager and one was not but it looked like either it was being stopped to do so. I mean there is an attack or cast animation but it does not finalize and it does that once in some 0.5-2 seconds. Might there be a trigger that stops that illusion from attacking? I'm not sure if it's the first or the second spawned illusion.
 
So, yeah, I was fighting the Ravagers (the two bosses, one after the other) and one illusion was attacking the Ravager and one was not but it looked like either it was being stopped to do so. I mean there is an attack or cast animation but it does not finalize and it does that once in some 0.5-2 seconds. Might there be a trigger that stops that illusion from attacking? I'm not sure if it's the first or the second spawned illusion.

There's one trigger where if you attack the boss outside of the pit then the unit will be stopped or if you happen to pull the boss, the boss will become invulnerable and walks back to this place, I both can make the illusion stops, one from attacking outside and another from boss turning invulnerable will make illusion go derp as it orders to attack target once and not periodic. That's my guess.
 
This is the trigger so far, nothing else off this.

Flash Trick
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) has buff Flash Trick ) Equal to True
((Attacking unit) has buff Flash Trick: Attack Speed ) Equal to False
((Attacking unit) is an illusion) Equal to False
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 100) Less than or equal to 30
Then - Actions
Hero - Create Flash Trick Illusion and give it to (Attacking unit)
Unit - Create 1 Dummy (Can Attack) for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing Default building facing degrees
Unit - Add Flash Trick (Dummy) to (Last created unit)
Unit - Set level of Flash Trick (Dummy) for (Last created unit) to (Level of Flash Trick for (Attacking unit))
Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Attacking unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Attacking unit))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is an illusion) Equal to True
((Picked unit) has buff Flash Trick Image ) Equal to True
Then - Actions
Set Temp_Unit = (Picked unit)
Unit - Make Temp_Unit Invulnerable
Unit - Turn collision for Temp_Unit Off
Animation - Change Temp_Unit's vertex coloring to (50.00%, 50.00%, 50.00%) with 50.00% transparency
Custom script: call UnitAddAbility (udg_Temp_Unit, 'Aloc')
Unit - Order (Picked unit) to Attack (Attacked unit)
Set Temp_Unit = No unit
Else - Actions
Else - Actions

Maybe there must be something wrong with using locust?
 
Now the enemy Guard Tower has a low selection circle because the model is bigger than the previous tower. You could change the tower to something smaller like the Death Tower (the one from WcIII not the one in your map I mean) or what it's called.
The south Core's selection looks weird.
I'm curious. Who's attacking at the fountain with green boulders from the sky?

I suggest making the Crystal Core invulnerable until all towers near it are destroyed.
Should have changed the play music channel but eh, how you wish (end game music for instance).

Changes made,
Approved.
 
Now the enemy Guard Tower has a low selection circle because the model is bigger than the previous tower. You could change the tower to something smaller like the Death Tower (the one from WcIII not the one in your map I mean) or what it's called.
The south Core's selection looks weird.
I'm curious. Who's attacking at the fountain with green boulders from the sky?

I suggest making the Crystal Core invulnerable until all towers near it are destroyed.
Should have changed the play music channel but eh, how you wish (end game music for instance).

Changes made,
Approved.

The South Core's model itself seems to tilt a bit right, have no idea how to fix it

It's the god of the fountain that inhabits in it, purifying those who dares to invade their peace. (Actually it's the fountain itself, I just set the Z axis of their attack to be very high to looks like it's raining down from the sky)
 
Quite possibly the most stable version now if I do say so myself, most of the problematic things I found in the map are fixed from play testing alone and I got to add all the ideas in which I stole am inspired by.

But still, there might be something that managed to slipped me by, so it would help if you'd try this version and play test this for me. I wish that it will be a very enjoyable experience! (until you found a bug anyway)

Also B4B anniversary in 4 days, hooray.
 
Finally got the demon brothers out, I do hope they don't produce some game-breaking bug again
This time it is even stable-r than the last time, trust.

Only thing missing is some kinda video montage of the game to lure more people in, if anyone is up for it and would like to help me out in that department please do let me know, I can't pay you though I'm flat broke:peasant-work-work:.
 
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Yoyo Loong, we tried the map today after our Monday game like we said. Here’s some thoughts:

General:
  • I liked the pacing of the map where you can get fairly strong and start pushing quickly
  • The map size is a bit huge maybe, but it wasn’t the biggest issue for me since I had a very fast hero
  • The arena at the top made me think there might be duels, but it didn’t seem like it? Could be fun since we didn’t have a chance for big team fights
Items:
  • Some of the items seem pretty cool, but it’s hard to get an overview with so many items and different shops to look at. Since you get gold pretty quickly I feel like anything that costs under 2000 (ish) shouldn’t really need to be a recipe item
  • There’s sort of missing some items that make spells stronger, they seem to fall off in the late game compared to defense or attack damage. If you don’t want to make ”ability power” maybe having some way for it to scale with mana would be nice, since you don’t really need to go for mana items otherwise in our experience
  • A higher item sell rate might be nice, 50 % is a bit rough
Heroes and more:
  • Abilities seem pretty cool in the map, I liked my hero the Timecrawler
  • Random hero button please! Particularly when there are so many
  • In terms of balancing we’ve only tried a few heroes of course but Too Angry To Die seems to live up to his name a bit too well which made the match quite one-sided at the end
  • I’m not a big fan of utility spells in general as it’s a bit much to pay attention too on top of items and regular spells, except of course recall which is a must and would be nice to have even more easily accesible like for example mapping it to ESC like our map

There’s still some room for improvement, but I think it was more fun than a lot of other moba’s overall since the pacing and abilities were nice. We’ve also yet to try the Total War version which could be interesting to check out (sounds tough to keep two versions though!).
 
Yoyo Loong, we tried the map today after our Monday game like we said. Here’s some thoughts:

General:
  • I liked the pacing of the map where you can get fairly strong and start pushing quickly
  • The map size is a bit huge maybe, but it wasn’t the biggest issue for me since I had a very fast hero
  • The arena at the top made me think there might be duels, but it didn’t seem like it? Could be fun since we didn’t have a chance for big team fights
Items:
  • Some of the items seem pretty cool, but it’s hard to get an overview with so many items and different shops to look at. Since you get gold pretty quickly I feel like anything that costs under 2000 (ish) shouldn’t really need to be a recipe item
  • There’s sort of missing some items that make spells stronger, they seem to fall off in the late game compared to defense or attack damage. If you don’t want to make ”ability power” maybe having some way for it to scale with mana would be nice, since you don’t really need to go for mana items otherwise in our experience
  • A higher item sell rate might be nice, 50 % is a bit rough
Heroes and more:
  • Abilities seem pretty cool in the map, I liked my hero the Timecrawler
  • Random hero button please! Particularly when there are so many
  • In terms of balancing we’ve only tried a few heroes of course but Too Angry To Die seems to live up to his name a bit too well which made the match quite one-sided at the end
  • I’m not a big fan of utility spells in general as it’s a bit much to pay attention too on top of items and regular spells, except of course recall which is a must and would be nice to have even more easily accesible like for example mapping it to ESC like our map

There’s still some room for improvement, but I think it was more fun than a lot of other moba’s overall since the pacing and abilities were nice. We’ve also yet to try the Total War version which could be interesting to check out (sounds tough to keep two versions though!).
Thanks for feedback! The arena on top of the map is for the Aspect of Death's ultimate ability, they don't do anything much beside being a place for a skill.

Anyway have you tried Adeptus in Spell Caster Recipe? That item allow spell damage to crit(any damage, really, crit as a magic bonus damage).

Or Ghost Wand that can apply ethereal to target, and Pointer that adds bonus damage to unit-targeted spell based on your Intelligence stats.


Lastly, Immortal Poison/Ender is a counter item to Red General(Too Angry to Die guy), it's a regen cut item (unless that is not helping) 😔.

I will see what I can do for a next patch!
 
Thanks for feedback! The arena on top of the map is for the Aspect of Death's ultimate ability, they don't do anything much beside being a place for a skill.

Anyway have you tried Adeptus in Spell Caster Recipe? That item allow spell damage to crit(any damage, really, crit as a magic bonus damage).

Or Ghost Wand that can apply ethereal to target, and Pointer that adds bonus damage to unit-targeted spell based on your Intelligence stats.


Lastly, Immortal Poison/Ender is a counter item to Red General(Too Angry to Die guy), it's a regen cut item (unless that is not helping) 😔.

I will see what I can do for a next patch!
Well we haven't tried all items yet of course, if we play again we will check some of them out!
 
Sorry for the frequent updates in the past few days, people who are watching this (if there are any) might get a lot of notifications.
I'm trying to make a stable version of the map so I can focus on something else, I've been doing mostly single player test to find a random bug or two, or things that need update(like nerf or buff to something), if you got a suggestion in that area or a bug report feel free to let me know.
 
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