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Castle Revival ARPG v1.18b [RU|EN]

Castle Revival

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This bundle is marked as high quality. It exceeds standards and is highly desirable.

Long story short


In their quest, the stranger has met many curiosities. Managed to take care of himself, he stumbled upon a half-destroyed castle, in the center of which stands an unseen artifact which attracts monsters nearby. The captain of the castle sees a great opportunity to save local folks and asks him for help.


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Gameplay

Every ~7 minutes the castle is under attack of monsters. Each defeated wave strengthens the monsters in the game. Amount of players influences how strong monsters too. Every third wave resets a shops stock. Every fifth - spawns a boss with the wave. There are 50 waves to defeat on a normal difficulty. If you die you respawn on a cemetery and lose 10% of current gold. Also the map contains random generated altars and chests positions.

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Difficulties


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The host can pick between 3 different difficulties. Monsters also scale from the amount of players playing the map.



Parameters

There are new parameters in the game, basic ones as physical and magical attack or kinda not standard like disable time reduction. Every hero has 4 main stats: Strength, Vitality, Agility, Intellect. With each new level you gain 3 points to improve any of it. Strength increases physical damage and every 3 points increase critical chance by 1%, Vitality increases amount of health and it's regeneration, Agility increases physical defense by 2 per 1 point and 1% of cast and attack speed for every 3 points. Intellect increases magical attack, magical suppression, max value of resource and it's regeneration.

StatDescription
StrengthIncreases physical attack, 1% crit chance per 3 points.
AgilityIncreases attack speed and cast speed by 1% per 3 points, 2 physical defense per point.
IntelligenceBoosts magical attack, 1 magic suppression per point, max amount of mana and its regen.
VitalityIncreases maximum HP, HP regeneration.
Physical attackPhysical damage added to attacks and skills which are considered physical.
Physical defenceReduces physical damage in %. 1% reduction for 11 points. Less effective after 350.
Magical attackIncreases magical damage in %. 1% increase per 2 points. Less effective after 300.
Magic suppressionReduces magical attack of enemy which deals damage to target in 1 to 1 proportion.
If enemy has 300 magical attack and you have 150 magic suppression,
then they deal damage to you as if they have 150 magical attack.
Critical chanceEvery weapon type has unique base critical chance. Less gains after 37%. Much less gains after 45%.
Critical multiplierEvery weapon type has unique base multiplier. Multiplies damage when it is critical.
Physical/Cold/Fire/(element) damageIncreases a damage of specific element type in %. Any element can be considered Physical or Magical as of its nature.
Physical damage can be considered magic (bone skills of Necromancer as example)
Physical/Cold/Fire/(element) resistDecreases a damage of specific element type.
Health regenerationValue per second. Everyone has base value. Scales from VIT.
Resource regenerationValue per second. Everyone has base value. Scales from INT.
Melee damage takenReduces in % damage from attacks which considered as melee.
Range damage takenReduces in % damage from attacks which considered as ranged.
Control resistanceReduces in % a time of effects which disable a control of your character.
Rises naturally if several controls applied in quick succession.
Control durationIncreases duration of control effects in %.
Attack speedReduces a delay of physical skill start and its effect. Less gains after 50%. Much less after 75%.
Cast speedReduces a delay of magical skill start and its effect. Less gains after 50%. Much less after 75%.
Block chanceA chance to block physical damage.
Block damage reductionIncreases blocked damage multiplier.
Damage reflectionDeals back indirect damage based on % of damage target received.
Melee damage reflectionSame as above, but for a damage which considered a melee attack.
Range damage reflectionFor damage which considered a range attack.
Health per hitHealth received from an attack.
Resource per hitMana received from an attack.

TBD

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Spell book

At the start of the game every hero has 3 abilities from 3 different categories. You can obtain books that will give you a new ability or if you already know it, increase its level by 1, 2 or 5 depending on a book quality. You can exchange books to a desired category at a librarian. Also, it is possible to get bonuses to a level of certain skill or whole skill category from the items.

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Abilities scale up to a level 75. An ability can gain a new behavior or bonuses as its level goes up, along with numbers improvement. Every hero has from 3 to 4 ability categories. You can read abilities descriptions, levels and customize your keybindings.

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Inventory

An inventory for every hero can hold up to 32 items, not counting the equipped ones. Consumables can be attached on "belt", which is a classic inventory, you can use it by the 1-2-3-4-5-6 on your main keyboard place. You can equip one two-handed weapon, or two one-handed ones. Also you have access to a private chest with 40 slots that holds your items safe from other players.

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Itemization

Almost every item that you can find will be random generated.
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They are different by their quality, sockets amount, and special suffixes that determining their possible additional parameters. Gems give a bonus depending on the item type in which the gem is socketed. Also there are runes and runewords.
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You can find unique items that have static parameters and sockets, and some of them can alternate behavior of abilities.
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Or you may be lucky to find a set item, it will give a special bonus if you equip a right amount of items from that set.
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Also you can gamble items to get a great item from a merchant. Or worst.
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Talents

Every hero has 3 talent trees which you can reset by using a Potion Of Oblivion at any time. Each level gives 1 talent point, for every new row in talents to unlock you have to spend 2 points for first row, 4 for the second one and so on.


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Rifts

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From time to time a rift will appear on the map, spawning creeps and a boss. Defeating the boss closes the rift and the boss drops a special item - Shard of Hate. You can use 5 of them in the Altar to skip 5 waves.




Dungeons

There are dungeons scattered across the map which will test your might.
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Upon entering you would have to defeat multiple waves of monster attacks. Once you slay all enemies, the gates shall open and lead you to treasure chests which can be opened with keys. A key rarity will directly impact how much loot you would get from them. One chest gives skill books, the other one drops valuable items.


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Altar of Hate


The altar spawns randomly on the map. Using 5 shards of hate on it increases the wave level by 5.
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Sacrificial Pit

You may find a gift type of item in your drop. Those items are sacrificed in the pit, speeding the game up, but provide certain bonuses or penalties.
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The lore


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As game progresses, you'll meet persons that can give you quests. The quests can be simple and straightforward, or a bit more complex with different ways of achievement their completion. With them you can learn about the world and what happens there.


Localization

Translated to the EN and RU versions, can be played with different localizations simultaneously.


Afterword


Random generated items and random skill drops can lead to different experience with each playthrough. Try out different builds, classes, items, and maybe you'll find it pleasant. Aaaaaand we have discord server now. Yay i suppose!


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old 1.13 version

Credits


Special thanks for the authors of resources and help that i used and get from Hive: General Frank, Mythic, Veronnis, JetFangInferno, Daelin, PeeKay(Novart), stonneash, PrinceYaser, The Panda, Tasyen, Spellbound, Crazy Russian, Judash137, Kenathorn, stan0033, morbent, Solu9, The_Spellweaver, CloudWolf, GooS, zbc, The_Silent, Infrisios, Manoo, Daenar7, -Berz-, graystuff111, Akolyt0r, Hellx-Magnus, ElfWarfare, Pyramidhe@d, L_Lawliet, San, JollyD, Big Dub, AL0NE, ~Nightmare, Darkfang, RodOfNOD, Tarrasque, dab, Pyritie, Em!, Mr.Goblin, Avatars Lord, Shardeth, dickxunder, Amigurumi, Mc !, Sarsaparilla

From XGM: BergiBear, NazarPunk, MF, Empyreal, Beyhut, Prometheus, PrincePhoenix
From BLIZZARD games: various sounds and icons

Support
You can support me using paypal

Changelog


  • Player count scaling fix
  • Difficulties
  • new sorcerer skill - Ring of Fire
  • rebalanced the active player count scale on monsters
  • new warcraft patch fixes
  • minor fixes
  • multiboard now scales from the players initially playing
  • Dungeons - a new source of skill books and valuable loot
  • Sharpened Blade (Barbarian) talent stuck fix and Pain Killer (buff was always level 1)
  • Blood Rush skill got updated visuals
  • potential crash fix from using the Harpoon skill, the skill itself became smaller in wide but more consistent in the launch arc
  • rebalanced some Barbarian skills and talents
  • fixed units getting stuck when certain conditions met while applying fear
  • new item affix
  • added missing Holy damage bonus to affixes
  • several grammar/typos fixed
  • drop system was improved, now works as intended
  • minions which scale from hero stats now properly gain stats
  • new item - Ashen Tonic, increases attack and cast speed by 10% for 1 minute
  • slightly increased density of monsters in attack waves
  • Totems and wards can't be pulled into "a shadow realm" anymore
  • several minor fixes
  • fixed items from Gambler being double generated
  • sorcerers hydra scales from cast speed instead of attack speed
  • some item generation logic changes
  • fixed another desync. I am not that smart.
  • fixed a desync caused by hitnumbers
  • gambler - you can buy items which will be revealed when you buy them. Located near the cemetery. It is possible to get a unique out of it
  • new skills for bosses
  • new unique items
  • new monsters
  • new monster traits
  • monsters more active with skill usage
  • updated terrain
  • heating up (sorceress) should work without issues. fixed all jank with it
  • for real fixed periodic damage boosts this time (trust me bro)
  • indirect damage will be displayed in different position (damage numbers). less clutter
  • on terrain special effects from skills should properly scale from attack and cast speed now
  • no more double diablo waves
  • monsters get more max hp over time
  • curse totems got more beefy
  • updated sounds for assassin skills and her books images
  • updated sounds for some paladin skills
  • updated Arcane Barrage sounds
  • minor rebalance of assassin skills
  • minions gain sprint when a hero starts to sprint
  • Frailty and Amplify Damage talents properly reapply when the same curse is applied
  • Tenacity of the Undead talent now triggers as intended
  • necromancer minions now gain scale in critical chance with minion power and ability level
  • necromancer minions leash range was increased
  • Witch Mastery unique staff now increases health price by 1% per buff level
  • minor bugfixes
  • finally fixed Overflow talent level 1. Thought that it was fixed long time ago
  • now with a 65% chance books will drop for your class when a book drop happens. Only works like that for getting loot from killing monsters
  • librarian now exchanges all books, regardless if it is the same class or not. You can roll a book however you want times
  • few more small quests
  • minor bugfixes
  • barbarian, paladin and assassin innate damage resist was lowered
  • under certain circumstances a hero could be picked by a non player entity. Now it is not possible
  • napalm talent now works with Flame Wave
  • new hero - Paladin, versatile with physical attacks and magic
  • melee skills feel A LOT better. No random running to a far away monster and better hit register in close instances.
  • new skills for Barbarian and Sorceress
  • visual and audio adjustments for some skills
  • interaction with items in the inventory changed to RIGHT CLICK
  • you can fast sell or store items holding ctrl + left click
  • gear items in the inventory will show their quality using a colored border to easier recognize valuable items
  • few new bosses
  • new unique ring
  • greta legendary boots now have a brief cooldown between triggering a lightning nova. was too good
  • item generation will not generate skills for item types which class can't use properly. for example assassin's skills on staffs/orbs
  • hp and resource on kill will appear less. possible values has been reduced
  • new armor textures and item presets. in the future all heroes will get more detailed appearance change from gear, but it is not ready for this update
  • a lot of small fixes (damage over time boosts/reductions work as intended now, tracking arrow disappears after a task is done)
  • fixed Napalm and Sharpened Blade
  • 2.0 warcraft mess fixes
  • few assassin talents were using only the first level data
  • ru localization fixes
  • fix for a too big item files unable to properly load from a saved file in stash
  • new class - assassin, specializes in close and range combat, physical, darkness and poison skills.
  • lot of bugfixes
  • while heroes are not taking any damage and using any skill within 10 seconds they start to sprint increasing their move speed by 50%
  • new item presets
  • several new unique items, also old one were updated
  • new skills for sorceress (every category)
  • many skill visual, sound and functional updates
  • rebalanced drop of books, now drops less books but you can get a magic quality book which boosts levels of given skill by 5 levels
  • every monster can drop unique
  • gold scaling has been improved, much more gold in "lategame"
  • UI has been scaled down a bit, providing more view
  • dash can be used while casting a skill
  • skill cast has been improved, much more "smooth" use of skills and controls
  • if you have a required weapon for a skill in a secondary set, it switches to it while you attempt to cast a skill, you dont have to manually switch between weapon sets. (for example if you are an assassin and have a dagger in main set and a bow in a secondary weapon set, while you try to cast a bow required skill it will automatically switch to alternate set and use the skill, and vice versa)
  • monsters behavior changed - some of them can "roam" around you
  • some % gem bonuses has been increased (defence, suppression)
  • some trees has been cut down, providing more clear view in most places
  • some paths has been widened
  • several talents fixes (vile malediction, rage)
  • fix quest bug where it would give infinite gold and couldnt complete
  • several tasks fixes
  • status bar, shows exact buff time and stacks
  • allied hero bar
  • new necro skill
  • added a button to reforge everything that you are wearing to the blacksmith
  • many bug fixes
  • new spells for every class
  • updated visual for some skills
  • new bosses skills
  • new parameters (damage to CC, minion power, cooldown reduction and e.t.c.)
  • new uniques (3 of them for the necromancer)
  • runes and runewords
  • sacrificial pit for the gifts - gifts can give certain bonuses and penalties at the same time but allow to quickly skip waves
  • CC immunity - getting CC on an any unit too many times in a quick succession raises its control resistance
  • endurance - works as a barrier, absorbing damage. amount can be boosted by endurance power
  • player progression - completing waves grants a medallion upon next games. it provides bonus exp over 30 minutes. amount of bonus depends on the highest completed wave
  • new consumable items (necronomicon - creates 2 corpses for the necromancer and e.t.c.)
  • updated inventory UI, now its possible to have 2 weapon sets switched by a keybind. [V] to switch weapons
  • keybind [G] to order your minions attack the hovering point/unit
  • health and mana potions have different cooldown groups
  • fixed wrong tooltips layer after game load in singleplayer
  • fixed a quest area marker visibility in multiplayer
  • fixed visibility of skill charges border in multiplayer
  • stash - save up to 5 items to get them in other sessions. basically a saveload for items.
  • reworked librarian, can give you book for a specific category
  • tweaked and rebalanced skills
  • new hero - necromancer
  • standard wc3 save system works again
  • reworked hero models, visible weapons and shields
  • new window: journal
  • quickcasts, skills fire on button press instantly
  • additional movement type: you can hold RMB
  • new skills for bosses and monsters
  • sockets creation, blacksmith can create up to 3 sockets in the non-unique item
  • talents, 3 talent trees for each hero, can be reset by a potion
  • drop hotfix
  • small hp bars above units
  • rifts - spawns bosses and their minions on the map. Boss kill is a guaranteed drop of "shard of hate".
  • monster traits - "Burning", "Freezing", "Mystical" and etc. Gives new passives and effects to a monster.
  • curses - from time to time a totem will be spawned, which curses heroes. Only way to remove the curse is to destroy a totem.
  • personal chest - can hold up to 40 items.
  • minimap icons- important objects like chests and bosses will be seen.
  • item comparison - hold shift to compare an item to an equipped one. press alt while holding shift to switch an item for compare (rings and alternate weapon)
  • new quest
  • reworked books - common book will add 1 level, rare - 3 levels to an ability
  • player UI - reworked the UI, including hp bar frames for targets on hover
  • new monster skills - more dangerous and personalized encounters
  • monsters shield equip fix, and other minor fixes
Contents

Castle Revival ARPG v1.18b (Map)

A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by Castle Revival ARPG v1.01 beta [RU|EN]

Awaiting Update.


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  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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M A P - C R E A T I O N - G U I D E S

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Maybe you should find a way to not activate the cooldown of a health potion when using one for mana and the other way around.
that is intended, there are potions that give both but over time, i forgot to include them in drop tho

Some creatures can be attacked from a distance without them retaliating/coming towards you
already fixed in new version, coming very soon

Pretty neat although loading crashes the game.

still cant figure out why it does :\

there will be a private stash that can save you up to 5 gear items as a soft save/load, but this map although is intended to be "get as far as possible"

new version will include new player UI
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New building asset pack with motion and destruction simulation animations, as well as a door system (a system for breaking windows was also developed, but we decided to abandon it).
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