Champions Trial 4.0a

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MAP INFORMATION

GUARDIANS

CHANGELOGS

CREDITS


Information

Champions Trial is a team-oriented Hero Survival for up to 4 players and the difficulty changes automatically depending on how many players are playing.
As a team, fight against an infinite amount of enemy waves and Guardians (boss encounters) until they're overwhelmed and defeated. The map has an automatic restart-system, so no need to remake after a defeat!

The map features a Highscore-system that automatically saves and loads data between players, without any input needed.
The Highscore system (called
Champions Highscore) is always keeping track on the highest highscore between players and will display this Highscore in the game.

This is the main goal for the players, to try to beat the current
Champions Highscore.
Note: Champions Highscore is currently disabled due to issues introduced in recent warcraft 3 versions.

There's currently two different Game Modes available: Random Trial (each player get a random hero and abilities are given at random) and All Pick (player may select hero and abilities).

Gameplay

Depending on the selected Game Mode, each new round every player will get a new Hero. You're then able to purchase "Ability Orbs" in order to gain abilities (most default Wc3 abilities are included and some custom ones).

Any ability can be upgraded and/or unlearned if needed, at a cost of Gold and/or Ability Point(s) (lumber).

Items are equally important as abilities. There's over 100 items between several different categories; most of them have powerful and custom effects that will improve your Hero in various ways!
This will let you build your Hero in any way, regarding of what Hero and/or abilities you get. The difficult part is to find a good synergy between both.

During the gameplay hordes of enemies will spawn (waves) and will try to defeat the players.
The enemies that spawn are completely random each wave and they gain health, mana, damage and armor after every wave.

Every 5th wave a randomly selected Guardian (boss) will spawn.
This is a difficult encounter and not a pushover. Each Guardian has up to 3 custom mechanics and abilities that the players have to react to.
This will put the teams current strength up to a real test.

If the players manage to defeat a Guardian it will permanently buff the future enemy creeps that spawn, with an unique power related to the killed Guardian. This will make it harder for the players to keep up and have more things to keep a lookout for.

All Guardians and their mechanics are listed in the tab above (and in-game).

Whenever the players are defeated the Champions Highscore-system will check if the players managed to beat the current Highscore. If they did, the Highscore is saved and overwrites the current Champions Highscore.

A Guardian will spawn every 5th wave, a challenging encounter with dangerous mechanics.
Whenever a Guardian is defeated, it will permanently buff the enemy creeps with one of its powers. The mechanic/ability that has an "X" is the power enemy creeps will gain when buffed.

Guardians are resistant (and in some cases immune) to most debuffs and stun-effects, reducing the duration of those effects by 50%.

Voltronax, the Arcane Monstrosity

- (X) Will spawn Volatile Arcane Orbs that has to be killed within 9 seconds before they explode.
- A random player will get targeted by a Starfall-zone (a red circle on the ground), move out or you will take damage.
- Voltronax will drain 6% mana from all players every second over 3 seconds.

Molganath, Lord of Fire

- Spawns 3 Molten Minions every now and then that will attack players.
- (X) When a non-guardian enemy dies, it will explode after 3 seconds, dealing massive damage.
- A huge wall of fire will spawn from east or west. Find an opening or be consumed.

Demo'vilesh, the Hellish Torturer

- (X) Will bind two tortured minions from hell with a fiery chain. If you move through the chain you will take damage.
- All players will get surrounded by fire, move constantly over 3 seconds to remove it, or take increasing damage.
- Demo'vilesh burst with fire every 6th second, dealing more damage the lesser health she has.

A'er, Guardian of Winds

- (X) Will summon tornadoes that will drag players towards them. The force is stronger the closer you are.
- A'er will do a massive wind attack, pushing all players infront of her backwards.
- Summons a Wind Bomb; stand in the impact zone before it hits the ground to reduce the impact damage and radius!

Cryllise, the Frostbitten Bonedragon

- (X) Will place frost traps on the ground below all players. They take 3 seconds to activate.
- A massive blizzard will surround Cryllise after 15 seconds, dealing constant area damage.

Rotch, Embodiment of Gore

- Bursts out gore that mini-stuns when hit initially and the gore will be left on the ground that slows movementspeed of enemies.
- (X) Summons a Gore Maggot that will fixate on a random player. If the Gore Maggot reaches its target it will burrow inside the target and deal physical damage over 4 seconds. Can not be killed, but dies by itself after 7 seconds if it's unable to reach its target.
- Bursts open two Blood Gates that are linked to eachother. If any enemy unit enters the Blood Gate it will take a small amount of damage and be teleported to the linked gate. The Blood Gates are closed after use.

Grua, the Ravager

- (X) Deep Wounds; 10% of any physical damage dealt will be applied as a Deep Wound if the damaged target has less than 80% health. The Deep Wound deals damage every second until the unit reaches above 80% health again to remove the effect.
- Unleashes a massive roar that impales all enemies of Grua, dealing physical damage and stuns them for 1.4 seconds.
- Grua pauses for a brief moment and then do a massive frontal swipe. Any enemy of Grua hit will take high physical damage and be knocked back a great distance.

Yor'shajjza, Tempest of the Shath'Yar

- (X) Gift of Yor'shajjza; targets a random creep and infuse it with powers of the Old Gods. The creep will get +25% increased damage and regenerate 3% maximum health every 3rd second.
- Calls forth an illusion of a random player from another twisted realm. The Illusion takes 200% increased damage and deals 25% damage. It takes 5 seconds before the illusion is activated.
When activated, Yor'shajjza will cast "Gift of Yor'shajjza" on the illusion. When the illusion is killed it will leave behind a Lost Soul that will force its way to Yor'shajjza. If the
Lost Soul reaches Yor'shajjza it will heal Yor'shajjza for 5% of its maximum health.
- When Yor'shajjza, Tempest of the Shath'Yar reaches 30% health it will Unleash its Tempest Storm. This storm deals constant area damage to all friendly and enemy units in the arena, except himself and Lost Souls.
The tempest also slows and reduces healing recieved.

Z'or, the Manifestation of Void

- This Guardian will only spawn whenever all other Guardians have been defeated.
- Will burst with void energy every 12 seconds, dealing increased damage with each cast. Kill it, before it kills you.
- The next time you encounter Z'or, the Manifestation of Void, void energy from the previous encounter remains, increasing the base damage of his void energy burst.


GENERAL
# Fixes
- The map should no longer have any issues on latest game version
- Fixed broken Map Preview image
- Fixed and optimized some old code

# End Game Results
- Reworked with new visuals based on frames and added new statistics
// The previous multiboard based one froze the game thanks to an issue
// introduced in a game version, so it had to be replaced.

# Champions Highscore
- The system is still disabled
- Removed some in-game text/visuals referencing it
// Will have to rework the entire system in order to get it to work again.

# Other Fixes
- Ambient Sounds muted (background frog sounds, etc)

ABILITIES
# Phase Shift
- The heal is now classified as a heal effect so it can benefit from bonuses.

ITEMS
# Ironwood Branch
- Ironskin damage reduction changed from 10% to 15%.

# Dragon Heart
- Blood of a Dragon effect can now stack.

# Titan Shield
- Titan Boost effect can now stack.

# Whispering Bone Chimes
- Gold Cost changed from 150 to 100.

# Essence of Life
- Burst of Life effect no longer sets bonus to 22%, but instead adds +8%.
- Burst of Life effect can now stack.

# Golem Armor of the Summoner
- Harden Skin armor given changed from 4 to 6.

# Hood of the Wanderer
- Gold Cost changed from 100 to 50.

# Summoners Glove
- Gold Cost changed from 200 to 150.

# Crystal Core
- Crystalize Mana refunded mana changed from 30% to 40%.

# Luminous Shimmerweed
- Eat Shimmerweed effect can now stack.

# Moonlight Spear
- Pierce Armor armor reduction amount changed from 2 to 3.
- Pierce Armor armor reduction duration changed from 10 to 12.

# Cursed Treasure of Yer'ahim
- Gold Cost changed from 1500 to 900.
- Greed bounty bonus changed from 65% to 50%.

# Shadowland Wand
- Shadowland Ritual effect can now stack.

# Cloak of the Blood Prince
- The life-steal effect is no longer an Orb Effect.
- The life-steal is now classified as a heal effect so it can benefit from bonuses.

# Trinket of the Consumer
- The life-steal effect is no longer an Orb Effect.
- The life-steal is now classified as a heal effect so it can benefit from bonuses.

# Jar of Infinite Powder
- Open Jar attack speed bonus changed from 40% to 70%.

# Relocation Gem
- Relocate cast range changed from 800 to 1000.

# Claws of Searing Power
- Heat Strike can now stack once with percent chance for a 100% chance.

# Scroll of Spellcasting Secrets
- New Effect: +10% Spell Damage
- Mana Efficiency effect can now stack.

# Voodoo Doll
- Voodoo spell damage to heal amount changed from 4% to 8%.

# Overcharged Hammer
- Overcharged efect can now stack.

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

General

# Bug Fixes
- Fixed an issue that caused certain Guardian abilities to remain and malfunction after waves.

# Optimization
- Improved some old map code. etc.

Heroes

# New Hero: Commander (Strength)
# New Hero: Arcanist (Intelligence)


Abilities

# New Ability: Divine Strike
- Causes attacks to have a 50% chance to do x times normal damage to Guardians.
/// Ability based on Demolish.

General

# Ready Check Button
- It should now properly track all players and not malfunction if a player leaves mid-round.

Guardians

# A'er, Guardian of Winds
- Fixed additional crash issues.

Took some time to look at this old map and try to fix all the crash issues that Reforged introduced two years ago.
Let me know if any crash issues persist and I'll try have a look at it.

You can post in this thread or contact me through the Line Tower Wars: Reforged Discord: https://discord.gg/SbmhbZV

General

# The Champions Highscore
- Disabled; a lot of issues to fix in order to get this system to work properly again without crashes or soft locking the map.
/// Not sure if I missed to disable any part of this system, so text messages or other related stuff may appear during gameplay.

# Bug Fixes
- Fixed random stuff that might've contributed to crashes or other issues.

Abilities

# Dark Sacrifice & Death Pact
- Tooltip adjusted to clarify only the players own units can be sacrificed.

Items

# Shield of Might
- Fixed a minor issue with how this item behaved.

# Legendary Artifacts
- Fixed an issue with dynamic tooltip updates.

Guardians

# A'er, Guardian of Winds
- Fixed several crash issues.

# Yor'shajjza, Tempest of the Shath'Yar
- Fixed several crash issues.

# Molganath, Lord of Fire
- Fixed Sea of Flame fire scaling.

General

The Champions Highscore is compatible with version 3.9a and 3.9b.

Very minor code optimization.
Fixed an issue that caused some sounds to play a high pitched noise.

General

The Champions Highscore is compatible with version 3.9a.

Optimized a few things in the map that fixed a couple of issues and possibly increased performance as well.

Damage Engine by Bribe@hiveworkshop updated from v5.1.3.1 to v5.4.2.3.

Updated the shadow map.

If the player is unable to save or load the Champions Highscore, a warning text is now displayed during the entire Game Mode selection; instead of only a few seconds at the start.

General

The Champions Highscore is reset this version due to changes made with the Champions Highscore system. Your old Highscores will still load and save if you play the older versions, so no data is lost.

The name of a player is no longer relevant when saving or loading the Champions Highscore.
The Champions Highscore (the save files) is now shareable between players.
You're now able to use multiple accounts/player profiles with the Champions Highscore (but only the highest score between the accounts is saved).

Items

New Item: Ultimate Arcane Scroll
When purchased, the minimum level of the purchasing players ultimate ability is set to level 3.

General

The Champions Highscore is reset this version due to several balance changes and new additions. Your old Highscores will still load and save if you play the older versions, so no data is lost.

Map is now compatible with the latest Warcraft 3 patch (1.31.1).

Codeless Save and Load (Multiplayer) by TriggerHappy@hiveworkshop updated to v3.0.0.
Damage Engine by Bribe@hiveworkshop updated to v5.1.3.1.

Improved and optimized the Champions Highscore and synchronization-time reduced.

Enrage adjusted. When creeps or guardians enrage they'll now gain +30% damage every 2 seconds, instead of +100% damage every 15 seconds.
The warning text and sound will also only play once at the enrage start.

Ultimate Abilities redesigned:
You're no longer able to upgrade an Ultimate Ability; instead the level is increased by 1 after each completed wave, up to level 5.​
The power of an Ultimate Ability starts low and gets exceptionally stronger after each level.​
When you use the Ultimate Ability it loses power and the level is decreased by 2 after the wave is completed, instead of gaining a level.​
An Ultimate Ability can be used once per wave and the cooldown is reset after each completed wave.​
The cost of an Ultimate Ability in the "Random Trial" game mode changed from 100 Gold and 3 Ability Points to 300 Gold and 3 Ability Points.​
The cost of an Ultimate Ability in the "All Pick" game mode changed from 3 Ability Tokens to 5 Ability Tokens.​

Unlearning an Ultimate Ability now only refunds the base cost (level 1) Ability Points.​

Added credits for imported models introduced in this version.
At first I didn't plan to import any models, but changed my mind. Mythic@hiveworkshop made some awesome special effects and I couldn't resist adding some of them.
When Warcraft 3: Reforged is released I'll replace the models that doesn't fit with the new visuals.

Game Modes

All Pick
- The enemy health bonus changed from +30% to +20%.

UI

Two new buttons added!
SHOP - If you press this button (hotkey: O) you'll automatically select the shop.​
READY - If you press this button you'll be marked as "ready". When all players are ready the next wave will begin after 3 seconds.​

Commands

The Quick Start command (-qs) removed and replaced with new the new Ready-button mentioned above.

Abilities

All Ultimate Abilities now have 5 ability levels, up from 3, but can no longer be manually upgraded (see General changes above).

Cooldown of all Ultimate Abilities changed to 900 seconds (cooldown is reset after each wave; this is to prevent multiple uses).

Avatar
- Damage bonus changed to 10/18/35/64/120.
- Armor bonus changed to 2/3.5/6.5/12.5/25.
- Maximum Health bonus changed to 150/275/510/950/1750.
- Duration changed from 12 seconds to 10 seconds.
- Manacost changed from 110/130/150/150/150 to 70/95/125/175/235.

Phoenix
- Phoenix base damage changed from 60 to 35.
- Phoenix maximum health changed from 1250 to 680.
- The summoned Phoenix now scales with the level of the Ultimate Ability (+~65% stats per level, before other upgrades).
- Level 3 no longer summons 2 Phoenixes.
- Manacost changed from 130/165/200/200/200 to 120/160/215/295/400.

Big Bad Voodoo
- Area of effect changed from 1200 to 600/800/1000/1200/1400.
- Duration changed from 6/12/20/20/20 to 3/5/10/20/35 seconds.
- Manacost changed from 110/150/190/190/190 to 90/120/165/220/300.

Reincarnation
- Ability reworked: Once per wave you'll heal for 30/40/55/75/100% of your maximum health when taking damage that would kill you, but you'll deal 30% less damage for 15 seconds after you've been saved.

Animate Dead
- Number of Corpses Raised changed from 2/3/5/5/5 to 3/3/3/4/5.
- Duration changed from 30 seconds to 4/6/8/10/10 seconds.
- Manacost changed from 150/190/250/250/250 to 120/160/215/295/400.

Death And Decay
- Maxmimum health damaged per seconds changed from 5/7/9/9/9% to 1/1/2/2/3%.
- Duration changed from 5 seconds to 3/4/4/5/5 seconds.
- Total damage over full duration is now 3%/4%/8%/10%/15% maxmimum health.
- Area of effect changed from 250/320/400/400/400 to 280/300/325/350/400.
- Manacost changed from 160/220/280/280/280 to 135/180/245/330/450.

Inferno
- Impact damage changed from 90/150/300/300/300 to 60/90/135/205/300.
- Stun duration changed from 2 seconds to 1 second.
- Infernal duration changed from 60 seconds to 15 seconds.
- Infernal maximum health changed from 1500 to 900.
- Infernal damage changed from 48 to 29.
- Infernal armor changed from 6 to 2.
- The summoned Infernal now scales with the level of the Ultimate Ability (+~65% stats per level, before other upgrades).
- Area of effect changed from 250/300/400/400/400 to 300.
- Manacost changed from 175/225/275/275/275 to 120/160/215/295/400.

Starfall
- Damage changed from 90/130/200/200/200 to 65/120/225/410/750.
- Manacost changed from 110/150/200/200/200 to 95/125/175/230/315.

Tranquility
- Healing values changed from 10-20/20-40/30-60/30-60/30-60 to 10-20/20-35/40-60/80-100/150-200.
- Manacost changed from 170/235/300/300/300 to 110/150/200/270/365.

Vengeance
- Level 3 no longer summons 2 Avatar of Vengeance.
- Avatar of Vengeance maximum health changed from 1200 to 300.
- Avatar of Vengeance health regeneration changed from 1.6 to 5.
- Avatar of Vengeance armor changed from 2 to 1.
- Avatar of Vengeance damage changed from 24 to 13.
- The summoned Vengeance now scales with the level of the Ultimate Ability (+~65% stats per level, before other upgrades).
- The Avatar of Vengeance ability "Spirit of Vengeance" adjusted:
- Maximum Spirits summoned changed from 6 to 3.
- The summoned Spirit of Vengeance damage changed from 13 to 35.
- The summoned Spirit of Vengeance attack cooldown changed from 1.35 to 1.1.
- The summoned Spirit of Vengeance now scales with the level of the Ultimate Ability (+~65% stats per level, before other upgrades).
- Manacost changed from 130/165/200/200/200 to 120/160/215/295/400.

Finger of Death
- Damage changed from 410/770/1330/1330/1330 to 290/530/990/1830/3400.
- Manacost changed from 110/170/250/250/250 to 140/190/255/345/465.

Stampede
- Beasts per second changed from 7 to 5.
- Damage per beast changed from 70/110/150/150/150 to 85/120/175/250/355.
- Duration changed from 12 to 7 seconds.
- Cast range changed from 300 to 600.
- Manacost changed from 120/150/180/200/200 to 100/135/180/245/330.

Volcano
- Damage changed from 140/215/350/350/350 to 70/130/240/440/820.
- Stun duration changed from 2 seconds to 0.5 seconds.
- Manacost changed from 140/170/220/220/220 to 110/150/200/270/365.

Blizzard
- Damage changed from 25/40/55/75/100 to 30/50/75/110/150.
- Manacost changed from 80/110/140/190/250 to 90/120/150/200/250.

Brilliance Aura
- Mana regeneration bonus changed from 1/1.75/2.5/3.5/5 to 1/2/4/7.5/12.

Devotion Aura
- Armor bonus changed from 2/5/8/11/15 to 1.5/3/5/10/15.

Divine Shield
- Duration changed from 5/7/10/12.5/12.5 to 3/5/7.5/10/10.
- Manacost changed from 25 to 50/50/50/25/0.
- Cooldown changed from 40/40/40/40/30 to 45/45/45/40/35.

Holy Light
- Heal amount changed from 215/430/645/790/1000 to 295/590/880/1050/1400.
- Cooldown changed from 5 to 8 seconds.
- Manacost changed from 90/105/120/150/190 to 90/120/150/190/250.

Heal
- Heal amount changed from 30/50/80/125/190 to 60/100/200/320/450.
- Cooldown changed from 1 second to 3 seconds.
- Manacost changed from 20/35/50/70/110 to 30/40/50/85/120.

Mirror Image
- Illusion damage changed from 20/25/30/45/60% to 33/33/33/50/75%.
- Manacost changed from 95/110/125/150/180 to 70/90/110/140/170.

Impale
- Damage changed from 50/80/110/150/210 to 70/120/190/310/440.
- The time impaled units are airborn changed from 1 seconds to 0.66 seconds.
- Stun duration changed from 2/3/4/4/4 seconds to 1/1.5/2/2.5/3 seconds.
- Manacost changed from 70/90/110/135/160 to 90/110/130/175/225.

Immolation
- Damage per second changed from 10/25/40/70/100 to 20/35/50/85/120.
- Mana drained per second changed from 7/10/13/15/20 to 5/10/15/22.5/30.

Searing Arrows
- Bonus damage changed from 10/20/30/45/70 to 15/30/50/90/150.
- Manacost changed from 7/9/11/13/15 to 5/10/15/25/35.

Battle Roar
- Damage increase changed from 10/22/40/62/90 to 15/25/40/75/110.
- Area of effect changed from 650 to 800.
- Cooldown changed from 45 seconds to 30 seconds.
- Duration changed from 7 seconds to 10 seconds.
- Manacost changed from 50 to 30/40/50/75/100.

Black Arrow
- Bonus damage changed from 2/5/10/20/40 to 5/10/20/40/90.
- Manacost changed from 5/10/15/15/15 to 10/10/15/20/25.

Cold Arrows
- Bonus damage changed from 2/5/10/17/25 to 2/5/10/20/35.
- Attack speed and movement speed reduction changed from 20/30/40/55/70% to 10/20/30/45/65%.

Forked Lightning
- Level 5 now hits 6 targets, up from 5.
- Manacost at level 5 changed from 275 to 280.

Frost Arrows
- Bonus damage changed from 8/16/32/45/60 to 10/25/40/75/100.
- Attack speed and movement speed reduction changed from 5/10/15/20/25% to 5/10/15/20/20%.
- Manacost changed from 5/10/15/20/25 to 5/10/15/25/30.

Incinerate
- Damage multiplier changed from 2/4/6/8/10 to 2/5/8/15/25.

Moonsoon
- Damage changed from 20/32/45/60/90 to 25/40/60/100/170.

Poison Arrows
- Manacost changed from 8/12/17/20/25 to 5/10/15/20/25.

Aerial Shackles
- Damage per second changed from 15/38/60/87/111 to 20/45/90/180/300.
- Cooldown changed from 20 seconds to 15 seconds.
- Duration changed from 7 seconds to 5 seconds.
- Manacost changed from 60/75/90/90/90 to 40/70/100/150/200.

Anti-Magic Shell
- Cast range increased from 500 to 600.
- Slow duration changed from 0.5 to 0.75 seconds.

Inner Fire
- Cast range increased from 500 to 600.

Polymorph
- Polymorph duration changed from 4/6/8/10/12 to 3/4/5/7.5/10.
- Cast range increased from 500 to 600.
- Manacost changed from 110 to 70/90/110/150/200.
- Hotkey changed from "O" to "L".

Slow
- Attack speed slow changed from 10/15/20/30/40 to 5/10/15/25/35%.
- Movement speed slow changed from 30/50/70/85/95% to 20/35/50/70/90%.
- Duration changed from 10 to 30 seconds on creeps, but remains at 5 seconds against Guardians.
- Manacost changed from 40/60/80/110/150 to 35/70/105/140/190.

Berserk
- Damage taken increase changed from 50/40/30/15/0% to 30/25/20/10/0%.
- Attack speed increase changed from 40/50/60/70/80% to 30/40/50/65/80%.
- No longer provides a bonus to movement speed.
- Cooldown changed from 20 to 12 seconds.
- Duration changed from 12 to 5 seconds.
- Manacost changed from 20/30/40/70/100 to 35/50/75/90/110.

Bloodlust
- Manacost changed from 30/45/60/75/100 to 45/60/75/90/120.

Pulverize
- Pulverize stomp chance increased from 25% to 30%.
- Now also hits airborn enemies.

Rejuvenation
- Cast range increased from 400 to 600.

Slow Poison
- Damage per second changed from 5/10/20/32/48 to 5/15/25/40/70.
- Attack speed reduction changed from 10/16/22/30/40% to 10/15/20/25/30%.
- Movement speed reduction changed from 30% to 35%.

Envenomed Spears
- Damage per second changed from 5/12/20/45/80 to 10/20/35/60/90.
- Duration changed from 3/6/9/15/25 to 3/4/5/7/10 seconds.

Berserking Roar
- Damage bonus increase changed from 12/16/25/32/40% to 20/30/40/60/75%.
- Area of effect changed from 500 to 800.

Spirit Link
- Distributed damage factor changed from 40/50/60/70/80% to 35/50/65/80/95%.
- Linked number of targets changed from 2/3/4/5/6 to 3/4/5/6/8.
- Duration changed from 20 to 30 seconds.
- Cooldown changed from 40 to 30 seconds.
- Manacost changed from 75 to 50/75/100/150/200.

Carrion Beetles
- The base damage of progenerated Beetles changed from 7/14/21/28/35 to 9/18/32/51/80.
- Manacost changed from 30 to 20/35/50/80/110.

Summon Water Elemental
- The base damage of summoned Water Elemental changed from 19/29/39/49/59 to 24/39/54/77/108.

Feral Spirit
- The base damage of summoned Feral Spirits changed from 10/15/20/25/30 to 10/18/30/44/68.

Force of Nature
- Treants now always regenerate hitpoints, not only during the night.
- Treants hitpoints regeneration changed from 0.5 to 2.0.
- Overcharged Force of Nature (level 4 and 5) now creates Fortified Treants instead of Treants.
Fortified Treants have greater health, armor, health regeneration and slightly more damage.
- Summoned Treants count changed from 2/3/4/5/6 to 2/3/4/4/5.

Pocket Factory
- Spawn Interval of Clockwerk Goblins changed from 6/6/6/5/4 to 6/5/4/3.2/2.56.
- Manacost changed from 120/150/190/240/300 to 110/135/160/200/250.

Spirit Beast
- The base damage of summoned Spirit Beasts changed from 10/15/20/25/32 to 10/16/28/40/62.

Summon Bear
- The base damage of summoned Bear changed from 18/27/37/37/37 to 21/32/44/58/72.
- The maximum health of the summoned Bear at level 4 and 5 increased from 1200 to 1500/1820.
- The armor of the summoned Bear at level 4 and 5 increased from 2 to 3/4.
- Cooldown changed from 40/40/40/35/35 to 40 seconds.
- Duration changed from 50/50/50/60/70 to 60 seconds.
- Manacost changed from 100/125/150/150/150 to 100/125/150/200/200.

Summon Quilbeast
- The base damage of summoned Quilbeast changed from 12/24/36/36/36 to 18/35/55/55/55.

Wolf Guardian
- Now have the "Cleaving Attack (Neutral Hostile)"-ability.


Items

Overloaded Ability Orb
- Gold cost changed from 300 to 150 and removed the Ability Point cost.

Gauntlets of Ogre Strength
- Increased the damage dealt of the "Ogre Throw"-effect from 100% of current strength to 160%.

Drums of Suffering
- Damage bonus from the "Drum"-effect changed from 77 to 135.
- Armor bonus from the "Drum"-effect changed from 12 to 10.

Everlasting Medallion of Origination
- The "Safeguarding"-effect now triggers when the hero drops below 15% health, instead of 10%.
- Changed the cooldown of the "Safeguarding"-effect from 180 seconds to 90 seconds.

Shadowstep Ring
- Increased the damage dealt of the "Shadowstep"-effect from 70% of current agility to 200%.

Amulet of Techniques (Amulet of Agility)
- Name changed from "Amulet of Agility" to "Amulet of Techniques".
- The "On Attack"-effect "Perfect Attack" name changed to "Combat Techniques".
- The "Combat Techniques"-effect now increases damage by 10 each step and the cap is increased from 3 attacks to 4 attacks (total of 40 damage).
- Internal cooldown changed from 0.5 to 0.25 seconds.

Soulshatter Dagger
- The "Soulstab"-effect %-chance to deal a critical strike changed from 15% to 30%.

Moonstaff of Timeless Sands
- The cooldown of the "Timeless Attack"-effect changed from 3.6 seconds to 4.1 seconds.

Ring of Regeneration
- Gold cost increased from 25 to 100.
- Now also increases armor by 1.
- New "On Use"-effect: "Regeneration". Increases all healing recieved by 10% and heals for 10 health every second for 5 seconds.

Spiked Shield (Shield of Protection)
- Name changed from "Shield of Protection" to "Spiked Shield".
- Icon changed.
- New "When Attacked"-effect: "Counterattack". When attacked by a melee enemy, has a chance to do a counterattack with the shield, dealing 11 physical damage to the attacker.
- Gold cost increased from 50 to 100.

Provoking Skull
- Armor bonus changed from 1 to 2.
- Health Regeneration bonus changed from 2 to 1.
- Gold cost changed from 150 to 100.

Runic Shield
- Armor bonus changed from 5 to 4.
- Magic Resistance bonus changed from 20% to 15%.
- New "On Use"-effect: "Runic Barrier". Reduce incoming spell damage by 40%, but also recieve 80% less healing from healing effects for 4 seconds.

Shield of the Damned
- Armor bonus changed from 9 to 7.
- No longer decreases Mana Regeneration by -42%.
- New "Passive"-effect: "Undying Thirst". Drains 3.7% mana of maximum mana every second; if no mana can be drained, health will be drained instead.
- New "When Attacked"-effect: "Mind Sear". Non-guardian enemies who attack you have a 10% chance to be be cursed for 4 seconds; increasing the time between their attacks by 20%.

Brawlers Mask
- Overhealing to damage from the "Adrenaline"-effect changed from 10% to 20% and the duration increased from 3 to 4 seconds.

Titan Shield
- The increased healing recieved from the "Titan Boost"-effect changed from 15% to 20%.

Siege Armor
- Changed the name of the "Fortification"-effect to "Defensive Overdrive".
- The additional health gained from the "Defensive Overdrive"-effect when attacked changed from 80 to 64.
- The maximum health gained from the "Defensive Overdrive"-effect lowered with the above change, from 1200 to 960. Still 15 hits before reset.

Glyph of Fortification
- Maximum Health bonus changed from 340 to 290.
- No longer gives a bonus to Health Regeneration bonus.
- New "Passive"-effect: "Fortified Regeneration". Every 3rd second, heal for 440% of current Armor amount.

Claws of Attack
- Gold cost changed from 25 to 50.
- Damage bonus changed from 6 to 12.
- New "On Attack"-effect: "Desperate Swipe". Physical damage is increased when attacking a target with a higher percentage health than yourself.

Feasting Claws
- Internal cooldown changed from 0.5 to 0.25 seconds.

Claws of Searing Power
- Damage bonus changed from 24 to 27.

Firehand Claws
- Damage bonus changed from 15 to 18.
- The increased damage from the "Molten Swipe"-effect increased from 5 to 6 with each attack.

Whirlwind Glaive
- Damage bonus changed from 38 to 40.
- The damage dealt from the "Whirlwind"-effect changed from 400% to 500% of base damage.
- The damage dealt from the "Whirlwind"-effect is now regarded as "physical splash" (some item/ability effects will not trigger from this damage).
- The healing recieved from the "Whirlwind"-effect reduced by 50%.
- Fixed an issue that could cause the healing recieved from the "Whirlwind"-effect to be lower than intended.
- The radius of the "Whirlwind"-effect changed from 400 to 256.

Truestrike Hammers
- Damage bonus changed from 41 to 55.
- The physical damage bonus dealt from the "Truestrike"-effect changed from 20% to 30%.
- Corrected the Hotkey from "X" to "D" in the shop.

Wraith Axe
- Damage bonus changed from 65 to 78.
- New "On Attack"-effect: "Soulshatter". 50% of all physical damage dealt will be converted and dealt as spell damage instead.

Dagger of Disintegration
- Damage bonus changed from 77 to 101.
- Changed the cooldown of the "Disintegrate Armor"-effect from 60 to 35 seconds.

Inferno Axe
- Damage bonus changed from 98 to 124.

Obliteration Blade
- Damage bonus changed from 144 to 170.
- The damage bonus increase from the "Obliteration"-effect changed from 150% to 130%.

Sobi Mask
- New "On Use"-effect: "Focus". Become stunned for 3 seconds and restore mana equal to current Intelligence.
- Gold cost changed from 25 to 100.

Wand of Distortion (Wand of Focus)
- Name changed from "Wand of Focus" to "Wand of Distortion".
- No longer provides a +35% Mana Regeneration bonus.
- New "On Spell Damage"-effect: "Spell Fever". Has a 15% chance to distort the attacks of a spell damaged non-guardian enemy for 5 seconds; increasing the time between their attacks by 10%.

Circlet of Circlet of Incantations (Circlet of Mana)
- Name changed from "Circlet of Mana" to "Circlet of Circlet of Incantations".
- New "Passive"-effect: "Magic Formula". Increases Spell Critical Damage by a random amount based on the total mana of the caster.
- Changed Maximum Mana bonus from 130 to 65.
- Now also increases Spell Critical Rating by 5.
- Gold cost changed from 150 to 200.

Crystal Core
- Mana refunded from the "Crystalize"-effect changed from 40% to 30%.
- Cooldown of the "Crystalize"-effect changed from 25 to 20 seconds.
- The "Crystalize"-effect will no longer trigger from abilities that cost no mana.
- Replaced +5 Spell Critical Rating with +10% Magic Resistance.

Ring of the Archmagi
- Spell Critical Rating bonus from the "Magical Execution"-effect changed from 15 to 25.

Fractured Moonstone & Moonstone
- The radius of the "Manawave" and "Greater Manawave" effects changed from 800 to 640.
- Improved logic and optimized the effect of these items.

Volatile Spell Sphere
- Spell Critical Rating changed from 12 to 14.

Shadowland Wand (Cursed Shadowland Wand)
- Name changed from "Cursed Shadowland Wand" to "Shadowland Wand".
- The "Weaken Soul"-effect removed.
- New "On Spellcast"-effect: "Shadowland Ritual". Spellcasts spawns a shadow rift beneath the caster that increases spell damage and any spell damage dealt will stun enemies while the caster stands inside the shadow rift.
- Replaced +10% Magic Resistance with +10 Spell Critical Rating.

Relocation Gem
- Changed the trigger time of the "Unstable Warping"-effect from every 7th second to every 6th second.
- The attack speed bonus from the "Unstable Warping"-effect changed from +35% to +50%.
- The armor bonus from the "Unstable Warping"-effect changed from +5 to +8.
- The damage bonus from the "Unstable Warping"-effect changed from +55 to +96.
- The duration of all "Unstable Warping"-effect bonuses changed from 7 to 6 seconds.

Cursed Treasure of Yer'ahim
- The bounty increase from the "Greed"-effect changed from 50% to 65%.

Pendant of Elements
- The duration of the summoned elemental changed from 40 seconds to 20 seconds.
- The elemental damage to heal percent changed from 70% to 150%.
- Cooldown changed from 60 seconds to 30 seconds.
- Manacost changed from 70 to 50.
- Item gold cost changed from 200 to 225.

Urn of the Inevitable End
- Vroo'kel, the Seer of Dark Fates base damage increased from 47 to 71.
- Manacost changed from 100 to 80.

Demonic Portal Key
- Demonic Beast base damage increased from 17 to 28.
- Demonic Guard base damage increased from 11 to 21.
- Demonic Torturer base damage increased from 22 to 35.
- The demons summoned from the portal now lasts for 15 seconds instead of 12.
- Cooldown reduced from 70 seconds to 65 seconds.
- Manacost reduced from 140 to 110.

Forgotten Eye of the Raven
- Fixed a bug that could cause unintended abilities to get a lower cooldown.

Token of Nature
- The heal from the "Call for the Nature"-effect changed from 55 to 85.

Spiritual Water Relic
- The total heal amount of the "Cleansing"-effect changed from 190 to 220.

Legendary Artifacts

Bwonsamdis' Key to the Shadowlands
- Now resets the cooldown of a basic ability after every 4th blocked damage source, instead of every 5th.

The History of the Mist Serpent
- When taking damage, the augmentation effect is now paused for 2 seconds, instead of 4 seconds.

Vessel of Elune
- The effects of this legendary artifact now also works when cast on self, but the healing amount is reduced by 50% when cast on self.
- The total amount of healing is now capped at 30% of your maximum health, down from 60%.
- The augmentation effect now increases the healing done by 8 for each cast, instead of 3.

Thundering Heart of Lei Shen
- Cooldown changed from 20 seconds to 15 seconds.


Guardians

The maximum health of all guardians reduced by ~5% for all waves in all game modes.
The base damage of all guardians increased by ~20% for all waves in all game modes.

The time to prepare before a Guardian spawns changed from 50 to 40 seconds (Fast Mode is still 25 seconds).

The enrage timer for a Guardian changed from 125 seconds to 90 seconds.


Voltronax, the Arcane Monstrosity
- Arcane Orb now have a more intense pulsing effect and should be much easier to notice.

Molganath, Lord of Fire
- Molten Minions will now also enrage if the wave isn't cleared fast enough.
- The Fire Bomb left behind a killed enemy creep got a small color change and now have a new effect when it explodes, a fiery burst.

Cryllise, the Frostbitten Bonedragon
- The spawn rate of Frost Traps adjusted; they no longer spawn on a set interval and are instead random based of: base time + random value between 0 and 2 seconds.
They will spawn less frequent, but are not as predictable as before.
- The damage of Blizzard increased by 50%.
- The duration of Blizzard changed from 12 to 7 seconds.

A'er, Guardian of Winds
- Wind Bomb no longer hit the shop.

Yor'shajjza, Tempest of the Shath'Yar
- Yor'shajjza got a new projectile effect for attacks.

Z'or, the Manifestation of Void
- Z'or got a new projectile effect for attacks.
- Reduced model size slightly of Z'or.
- Void Burst now have a new effect.
- Void Burst damage increased by ~11%.


Creeps

The maximum health of all creeps reduced by ~12% for all waves in all game modes.
The base damage of all creeps increased by ~22% for all waves in all game modes.

Creeps now gain +15% more incremental damage after each wave between waves 10 and 15.
Creeps now gain +11% more incremental damage after each wave between waves 15 and 20.
Creeps now gain +10% more incremental damage after each wave between waves 20 and 25.
Creeps now gain +18% more incremental damage after each wave between waves 25 and 30.
Creeps now gain +9% more incremental damage after each wave between waves 30 and 35.
Creeps now gain +14% more incremental damage after each wave between waves 35 and 40.
Creeps now gain +12% more incremental damage after each wave between waves 40 and 45.
Creeps now gain +4% more incremental damage after each wave between waves 45 and 50.
Creeps now gain +6% more incremental damage after each wave between waves 50 and 55.

The enrage timer for a creep wave changed from 90 seconds to 75 seconds.

General

The Champions Highscore is compatible with version 3.7a, 3.7b, 3.7c and 3.7d.

Debug text will no longer appear during normal gameplay.

General

The Champions Highscore is compatible with version 3.7a, 3.7b and 3.7c.

Improved and optimized a few things in the map; improved stability, etc.

Game Modes

All Pick
- Fixed a bug that allowed players to buy the same ability again. This couldn't be abused as the previous instance of the ability was simply replaced and the player wasted ability points, gold and lost one ability slot.

Abilities

New Basic Ability: Mana Shield!

Legendary Artifacts

You're now able to see the Legendary Artifact a player has purchased when looking at the multiboard via an icon next to the player name.

Wicked Fragment of Y'Shaarj
- Corrected the tooltip of the augmentation effect. It increases damage by 0.2% and not 0.02% as described before.

Guardians

Voltronax, the Arcane Monstrosity
- Fixed an issue that could cause Arcane Strike not to be cast on a random player hero.

Yor'shajjza, Tempest of the Shath'Yar
- Fixed an issue that could cause Tempest Storm to deal 0 damage against his summoned illusions.

General

The Champions Highscore is compatible with version 3.7a and 3.7b.

Improved and optimized a few things in the map, file size reduced by 2 kB!
Improved and optimized the synchronization of the Champions Highscore; it's a few seconds faster now (depending on players playing).
The "Help (F9)"-information is now generated at start instead of after a 10 seconds delay.

Game Modes

All Pick
- You're no longer restricted to only buy 1 ability for a selected ability slot. If you purchase another ability in an ability slot that already has an ability, you'll now purchase the ability for the first available and empty ability slot. In short: Purchasing works the same as upgrading an ability now. It all feels much more fluid.
- Added more helpful text when attempting to purchase or upgrade an ability with insufficient Ability Tokens.

Items

Inferno Axe
- Changed the special effect of the fire to be smaller and less distracting.
- If the target of the fire dies, the fire now searches for a new target every 0.33 seconds instead of every frame.

Frozen Orb
- Fixed an issue that caused the damage from multiple Frozen Orb items not to stack properly.

General

The Champions Highscore is compatible with version 3.7a.

Fixed an issue that could prevent the "Beginner Tips (Page 1/4)"-ability to be given to heroes in the "All Pick" game mode.
The "Beginner Tips (Page 1/4)"-ability now have an updated description for the "All Pick" game mode.
Removed the text about the "Posion Cave" in the "Beginner Tips (Page 4/4)"-ability as it was moved in 3.7a.


Abilities

New Basic Ability: Cloud
New Basic Ability: Feedback
New Basic Ability: Burning Oil
New Basic Ability: Healing Wards
New Basic Ability: Lightning Shield (no longer deals friendly fire and damage is now scaled correctly)
New Basic Ability: Firebolt
New Basic Ability: Frostbolt
New Basic Ability: Summon Hawk

These abilities are added to all game modes.


Heroes

Added tooltip-information to all Heroes when selecting a Hero in "All Pick" game mode, such as attributes, etc.


Guardians

All Guardians now regenerate 1000 mana per second (this doesn't affect their behaviour or difficulty).

Grua, the Ravager
- Deep Wounds now have a new special effect on affected units, a red "!" overhead.
- Changed the icon of the "Deep Wounds" status effect (debuff).

General

The Champions Highscore is reset this version due to several balance changes and new additions. Your old Highscores will still load and save if you play the older versions, so no data is lost.

The Game Results will no longer show if players are defeated at Wave 0 (before the game has started).
The Game Results screen should no longer fail to gather data from a player.
"Damage Taken" is now reset and displayed properly in the Game Results screen.

Fixed an issue that could cause the synchronization text to flicker at random times.

Fixed an issue where Heroic Essence wouldn't reset properly if you unlearned an overcharged ability via "Tome of Unlearning".
Fixed an issue where Heroic Essence wouldn't reset properly if you unlearned an overcharged ability via "Obliterate Soul".
Fixed an issue where Ability Points wouldn't reset properly if you unlearned an overcharged ability via "Obliterate Soul".
Fixed an issue that could cause an Overcharged ability to refund more Ability Points than intended when unlearned.

You're now able to see the Hero portraits of your allies on the left side of your screen.

A new feature added: Game Mode Selection
The first player available in player order (Red -> Blue -> Teal -> Purple) may now select the Game Mode at the beginning of the game. Please note that you're not able to change the Game Mode after you've selected the Game Mode.​
The Champions Highscore is seperated between the different Game Modes.​

Game Modes

New Game Mode: All Pick
In this game mode all players can select the hero they want to play as at the start of each round.​
Players may also select their abilities and upgrades.​
A new currency introduced with this game mode: Ability Token.​
An Ability Token is required to purchase or upgrade an ability in the "All Pick" game mode.​
Costs 25 gold and 1 Ability Point.​

Creeps and Guardians are stronger in this game mode:​
+30% maximum health​
+15% maximum damage​

Commands

New command added: "-ab"
This command let a player enable or disable the functionality to automatically purchase Ability Tokens for the "All Pick" game mode when purchasing or upgrading an ability.​


Heroes

Heroes now respawn near the middle of the map, instead of nearby the Vault of Treasures.

Crypt Lord
- Base Hitpoints increased from 25 to 100 (now the same as all other heroes).


Abilities

New Basic Ability: Hex
New Basic Ability: Unholy Frenzy

Carrion Beetles

- Beetles are no longer removed between waves, due to the requirements of their summon.

Drunken Brawler
- The Chance to Evade changed from 7/14/21/28/30% to 4/7/10/15/20%.

Berserking Roar (Roar)
- Renamed from "Roar" to "Berserking Roar" to differentiate more from "Battle Roar".
- Changed the ability icon.

Command Aura
- Corrected the ability tooltip to display the correct damage bonus values (10/15/20/30/40%).

Acid Bomb
- Armor reduction changed from 2/5/8/11/15 to 1/2/3/5/8.

Faerie Fire
- Armor reduction changed from 2/6/10/15/20 to 2/4/6/9/12.
- Mana cost at level 5 changed from 150 to 120.

Drunken Haze
- Chance to Miss changed from 15/22/29/35/40% to 10/15/20/25/30%.


Items

The following items now have a 0.50 second internal cooldown (invisible cooldown) for their "On Attack"-effects:
Feasting Claws, Helm of the Dark Realm, Inferno Axe, Amulet of Agility, Overcharged Hammer and Spellbound Scepter.

The following items now have a 0.25 second internal cooldown (invisible cooldown) for their "On Attack"-effects:
Claws of Searing Power

This change was made as it was to easy to abuse these effects with abilities such as "Cleave", etc. It also fixes a rare bug that could crash the game if players managed to spam all these effects hundreds of times within a short period of time.


Ironwood Branch
- Fixed an issue where the "Ironskin"-effect reduced more damage than intended.

Dragon Heart
- Reworked the "Blood of a Dragon"-effect. It now stores 15% of all physical damage taken over 10 seconds and then heals it back as a Spell Heal.

Champions Battlehelm
- Changed the "Last Stand"-effect from "When Attacked" to "Passive".
- The Health Regeneration bonus from the "Last Stand"-effect is now part of Healing 2.0 and instead classified as a Spell Heal.
- Changed the healing amount from 30 to 24.
- The "Last Stand"-effect now stacks.

Shield of Might
- Fixed an issue with illusions causing the "Titan Secrets"-effect to bug out.

Moonstaff of Timeless Sands
- The minimum attack interval of the "Timeless Attack"-effect changed from 0.4 to 0.5 (you'll not attack as fast as before).
- The cooldown of the "Timeless Attack"-effect changed from 3 seconds to 3.6 seconds.

Soul Harvester
- The "Soul Harvest"-effect renamed to "Consume Souls".
- The "Consume Soul"-effect now restores 3% of maximum health, instead of 4%.
- The "Consume Soul"-effect no longer restores maximum mana.
- New "On Use"-effect: "Soul Harvest". Harvest the souls of enemies within a 1200 radius. For each enemy hit your Spell Damage is increased by 3% for 8 seconds, but you'll also take 3% of your maximum health as damage, up to 30%. You can not die from this effect.

Moonlight Spear
- New "On Attack"-effect: "Pierce Armor". Chance on hit to reduce the armor of the attacked target.

Novice Healing Staff
- Healing amount of the "Lesser Heal"-effect increased from 70 to 95.

Staff of Divine Light
- Healing amount of the "Healing Ray"-effect increased from 200 to 215.

Trinket of Longevity
- Fixed an issue that could cause some healing effects not to function with the "Into the Bones"-effect.

Luminous Shimmerweed
- The Spell Heal Bonus from the "Eat Shimmerweed"-effect changed from 150% to 100%.

Holy Scarlet Armor
- "Divine Light"-effect, changed 20% to 15% of all self-healing to amplify the healing of other healing effects.

Cursed Treasure of Yer'ahim
- The bonus bounty from the "Greed"-effect changed from 30% to 50%.
- Fixed an issue that prevented the "Greed"-effect from stacking properly.


Legendary Artifacts

Thundering Heart of Lei Shen
- Base duration increased from 3 to 5 seconds.
- Base damage increased from 2.6% to 4.1% maximum health as damage.

Wicked Fragment of Y'Shaarj
- The "Augmentation"-effect now have a 0.25 second internal cooldown (invisible cooldown).
- The damage increase amount from the "Augmentation"-effect changed from 0.05% to 0.02%.


Guardians

Moved the spawn location of Guardians slightly more south.
Maximum health of all Guardians reduced by 6% in 1-Player mode.

Demo'vilesh, the Hellish Torturer
- Fixed an issue that could cause Hell Burn not to get removed when Demo'vilesh was killed or reset.
- Hell Burn no longer affect non-hero units (such as player summons, etc).
- Units affected by Hell Burn now have a status effect (debuff).

A'er, Guardian of Winds
- The damage of a missed Wind Bomb increased by 70%.
- The damage of a soaked Wind Bomb increased by 12%.

Rotch, Embodiment of Gore
- Allied heroes of a hero chased by a Gore Maggot may now move on the Gore Maggot to instantly kill it.
- Rotch will now cast Gore Maggot slightly more often.

Grua, the Ravager
- The damage cap of the Bleed effect changed from 15% maximum health to 7% maximum health per second of the bleeding target.
- The Bleed effect now starts below 80% maximum health, instead of 90% and is removed above 80% maximum health.

Yor'shajjza, Tempest of the Shath'Yar
- If Twisted Soul fails to hit any player, Yor'shajjza will no longer wait for the next cast, but instead try to find a new target as soon as possible.
- The damage of Tempest Storm increased by ~67%.
- Yor'shajjza will now activate Tempest Storm below 30% maximum health, instead of 20%.
- Tempest Storm will now strike targets slightly more often.

Z'or, the Manifestation of Void
- Increased the amount of Void Burst damage stored between encounters.
- Increased the base damage of Void Burst by 24%.
- Void Burst no longer attempt to hit Magic Immune units.
- Fixed an issue where Phase Shift didn't prevent the damage of Void Burst.


Creeps

The Unit-Level of all Creeps set to 1. This doesn't affect their stats, but it makes sure all status effects lasts for the entire duration.

Dalaran Mutant, Deceiver, Fallen Priest and Flesh Golem
- Now classified as an Undead.


Environment

Moved the "Poison Cave" environment that previously was an hazard at the middle of the arena to the bottom of the arena.
It's now only part of the terrain and does nothing; future version may reintroduce this environment.

General

The Champions Highscore is compatible with version 3.6a.

Updated the "Contact"-information at "Help (F9)" to represent the latest changes.

Fixed an issue where the "Wave X - Creep Name" text that appears when a new wave spawns could display the wrong information.

Fixed an issue that could cause some text to go out of bounds in the Multiboard.

Items

Ultimate Ability Orb
- It's no longer possible to get the same Ultimate ability twice in a row after unlearning your Ultimate ability via "Book of Ultimate Unlearning".

Legendary Artifacts

Bwonsamdis' Key to the Shadowlands
- Fixed an issue that caused the cooldown of a random selected basic ability not to be reset properly.

Heroes

Alchemist
- Should no longer recieve abilities that are for Ranged Heroes.

Guardians

Grua, the Ravager
- Fixed an issue where Ravaging Swipe would continue after Grua, the Ravager was killed or reset.

General

The Champions Highscore is reset this version due to several balance changes and new additions. Your old Highscores will still load and save if you play the older versions, so no data is lost.

Improved the text and fixed a couple of grammar errors and typos.

Improved the logic behind most items; this fixed a few rare bugs and improved the stability of the game.

A new feature added: Game Results
This is a multiboard that will appear when the players are defeated.​
The multiboard will display a lot of different stats and statistics tracked during the gameplay.​
The perfect opportunity to take a Print Screen if you'd like to share your result!​

Reworked how healing works: Healing 2.0
Most healing abilities and effects now scale with the Intelligence attribute (as Spell Healing). +0.4% increased healing per Intelligence point.​
Spell Critical Rating functions with all Spell Healing exactly the same as with Spell Damage.​
Abilities and Items that doesn't function with Healing 2.0:​
- Death Pact​
- Vampiric Aura​
- Soul Harvester​
- Cloak of the Blood Prince​
- Trinket of the Consumer​
- Potion of Healing​
- Potion of Greater Healing​
- Health Stone​
- Potion of Rejuvenation​
- Vampiric Potion​
- Potion of Endless Hunger​
Added "Help (F9)"-information that explains Healing 2.0.​
A new item stat added to represent the new Healing mechanic: Spell Heal Bonus
This new stat increases your Spell Healing done by a percentage.​

Multiboard
- Slightly increased the size of the multiboard.
- The character limit of the ability names in the multiboard increased from 10 to 12.
- If a player leaves, the multiboard data of this player will now persist until a round restart.


Commands

New command added: "-ready"
Used when the new Game Results mulitboard is active to let the game now you're ready for the next round.​
When all players have typed this command the game will restart before the countdown timer runs out.​


Heroes

Removed the Hero Death message.
Night Elf Heroes now regenerate health during all hours of the day.


Abilities

Lightning Shield
- Removed; it did friendly fire and didn't scale properly with Hero stats. Will be re-added in the future when reworked.

Holy Light
- This ability is now part of the reworked Healing 2.0.

Heal
- This ability is now part of the reworked Healing 2.0.

Healing Wave
- This ability is now part of the reworked Healing 2.0.

Death Coil
- This ability is now part of the reworked Healing 2.0.
- The projectile speed increased and the effect is now instant as Holy Light counterpart.

Healing Spray
- This ability is now part of the reworked Healing 2.0.
- Cooldown changed from 3 to 7 seconds.

Rejuvenation
- This ability is now part of the reworked Healing 2.0.
- Can now be used on targets with full health at ability levels 2, 3, 4 and 5.

Unholy Aura
- Life Regeneration changed from 3/5/8/12.5/20 to 2/4/6/10/15.
- The percentage healing for the source now heals for 5% maximum health every 5th second instead of 2% every second.
- The percentage healing for the source is now part of the reworked Healing 2.0.

Evasion
- Chance to evade changed from 15/20/25/35/50% to 10/15/20/27/35%.

Hardened Skin
- The damage reduction changed from 15/20/25/35/50% to 10/15/20/27/35%.

Siphon Mana
- Can now properly transfer mana from the caster to an allied target.

Hydra Strike
- Number of additional targets changed from 3/4/5/7/9 to 2/3/4/5/7.

Serpent Ward
- Reduced the collision size of Serpent Wards by 50%.

Cold Arrows
- Updated the tooltip to show the amount of damage increase.

Poison Arrows
- Updated the tooltip to show how much damage and slow the poison effect do.
- The movement speed and attack speed slow from the poison changed from 0/0/0/0/0% to 7/11/15/20/25%.

Black Arrow
- Updated the tooltip to show the summoned unit information.

Envenomed Spears
- Duration changed from 70/70/70/70/70 to 3/6/9/15/25 seconds.

Incinerate
- Bonus damage multiplier changed from 1/2/3/5/7.5 to 2/4/6/8/10.
- The explosion damage on enemy death changed from 30/45/60/85/110 to 50/80/120/180/250.

Tranquility
- The amount of healing changed from 15/30/45 to 10 - 20/20 - 40/30 - 60.
- This ability is now part of the reworked Healing 2.0.
- Area of effect changed from 900 to 1200.
- Mana cost changed from 200/240/280 to 170/235/300.
- Cooldown changed from 70/70/70 to 60/60/60.

Death And Decay
- Cooldown changed from 150/150/150 seconds to 120/120/120 seconds.
- Mana cost changed from 120/160/200 to 160/220/280.
- Max life damage changed from 6/8/10% to 5/7/9%.

Avatar
- The damage bonus changed from 20/30/50 to 20/50/100.
- The armor bonus changed from 5/8/12 to 5/10/15.
- The hitpoint bonus changed from 500/750/1000 to 400/950/1500.
- Duration changed from 15 seconds to 12 seconds.

Phoenix
- Cooldown changed from 110/110/110 to 120/105/90.
- Manacost changed from 160/190/220 to 130/165/200.

Reincarnation
- Cooldown changed from 150/135/120 seconds to 120/105/90 seconds.
- The Reincarnation Delay changed from 7/5/3 seconds to 3 seconds.
- Now have a mana cost of 100.

Locust Swarm
- Removed; It didn't function properly with some mechanics. Will be re-added in the future when reworked.

Starfall
- Increased the damage from 80/115/150 to 90/130/200.
- The duration changed from 15 seconds to 12 seconds.
- Cooldown changed from 110 seconds to 90 seconds.
- Mana cost changed from 200/200/200 to 120/150/180.

Vengeance
- Changed the number of summoned Avatars of Vengeance from 1/1/1 to 1/1/2.
- Mana cost changed from 150/150/150 to 130/165/200.

Inferno
- Impact damage changed from 100/170/240 to 90/150/320.
- Duration of the summoned Infernal changed from 30 to 60 seconds.
- Cooldown changed from 120/120/120 to 120/105/90 seconds.

Finger of Death
- Damage changed from 300/560/910 to 410/770/1330.
- Manacost changed from 100/175/250 to 110/170/250.

Stampede
- The damage changed from 75/110/150 to 70/110/150.
- Duration changed from 11 seconds to 12 seconds.
- Mana cost changed from 160/160/160 to 120/150/180.

Volcano
- Now bursts with Molten Rocks every 3rd second, instead of every 5th.
- The damage changed from 200/310/400 to 140/215/350.
- Number of Molten Rock waves changed from 5/7/10 to 7/7/7.
- Mana cost changed from 200/200/200 to 120/150/180.
- Cooldown changed from 180/180/180 to 120/105/90 seconds.
- Added the missed cooldown description to the ability tooltip.



Items

Reworked shop-menu: Scrolls and Tomes (Dusty Tomes and Various Trinkets)
Name changed from "Dusty Tomes and Various Trinkets" to "Scrolls and Tomes" and changed the Icon.​
This sub-menu has been moved into the "Ability Orbs and Empowering Items"-menu.​
Will no longer be used to hold experimental items for testing.​

A new shop-menu has been added: Support Items
Items that aid allies in your Trial; they may boost healing or have various beneficial effects.
The Support Items are the only items with the new item stat: Spell Heal Bonus.
11 new "Support"-items:​
- Novice Healing Staff​
- Life Charm​
- Token of Nature​
- Rod of Astral Stars​
- Staff of Divine Light​
- Trinket of Longevity​
- Mist Flute of the Siren​
- Spiritual Water Relic​
- Branch of Teldrassil​
- Luminous Shimmerweed​
- Holy Scarlet Armor​

Moved shop-menu "Miscellaneous Items" next to "Consumable Items" and placed "Support Items" at "Miscellaneous Items" previous position.

New Item: Heroic Crown of the Commander
- In "Defensive Items"-menu.

New Item: Inferno Axe
- In "Offensive Items"-menu.

New Item: Frozen Orb
- In "Spellcaster Items"-menu.

New Item: Relocation Gem
- In "Miscellaneous Items"-menu.

New Item: Cursed Treasure of Yer'ahim
- In "Miscellaneous Items"-menu.

New Item: Scroll of Spell Power
- In "Scrolls and Tomes"-menu.

New Item: Scroll of Healing Power
- In "Scrolls and Tomes"-menu.

Ironwood Branch
- Updated the old Blizzard icon to use the correct icon borders.
- Gold cost changed from 15 to 100.
- Strength bonus changed from 1 to 5.
- New "On Use"-effect: "Ironskin". Reduces all damage taken by 10% for a short duration.

Gauntlets of Ogre Strength
- Gold cost changed from 50 to 100.
- Strength bonus changed from 3 to 5.
- New "On Use"-effect: "Ogre Throw". Throw a target enemy ground unit a short distance and deals damage.

Infused Titan Belt (Belt of Giant Strength)
- Name changed from "Belt of Giant Strength" to "Infused Titan Belt".
- Strength bonus changed from 6 to 5.
- New "On Attack"-effect: "Infused Strike". Chance on physical attack to deal additional damage based of Hero Strength.

Everlasting Medallion of Origination
- The healing of the "Safeguarding"-effect is now part of the reworked Healing 2.0.
- The damage of the "Analyse Target"-effect increased from 11% to 15%.

Shadowstep Ring (Bracer of Agility)
- Name changed from "Bracer of Agility" to "Shadowstep Ring".
- Changed position in shop with "Slippers of Agility".
- Gold cost changed from 15 to 100.
- Agility bonus changed from 1 to 5.
- New "On Use"-effect: "Shadowstep". Teleport behind a target enemy unit and deal damage.

Slippers of Agility
- Changed position in shop with "Shadowstep Ring (Bracer of Agility)".
- Gold cost changed from 50 to 100.
- Agility bonus changed from 3 to 5.
- New "Passive"-effect: "Agile Movement". Take reduced damage while moving based of Hero Agility.

Radiant Boots of Focus (Boots of Quel'Thalas)
- Name changed from "Boots of Quel'Thalas" to "Radiant Boots of Focus".
- Agility bonus changed from 6 to 5.
- New "Passive"-effect: "Focus". Standing still for 3 seconds triggers "Radiant".
- New "On Trigger"-effect: "Radiant". Increases physical damage dealt based of Hero agility while standing still.

Helm of the Dark Realm
- The "Shadow Image"-effect is now paused while the Hero carrying the item is invulnerable as illusions can't be created from an Invulnerable Hero.

Moonstaff of Timeless Sands
- The minimum attack interval of the "Timeless Attack"-effect changed from 0.33 to 0.4 (you'll not attack as fast as before).
- The duration of the "Timeless Attack"-effect changed from 0.7 seconds to 0.6 seconds.
- Spell Damage no longer trigger the "Sand Attack"-effect.

Divine Armor of War
- The maximum barrier health from the "Barrier"-effect changed from 10x Agility to 7.5x Agility.

Voodoo Doll
- Gold cost changed from 15 to 100.
- Intelligence bonus changed from 1 to 5.
- New "On Spell Damage"-effect: "Voodoo". Restores health back based of spell damage dealt.

Fading Mantle of Wisdom (Mantle of Intelligence)
- Name changed from "Mantle of Intelligence" to "Fading Mantle of Wisdom".
- Gold cost changed from 50 to 100.
- Intelligence bonus changed from 3 to 5.
- New "On Use"-effect: "Fade Away". Fade away after 0.6 seconds; becoming invisible for a short duration.

Robe of the Magi
- Intelligence bonus changed from 6 to 5.
- New "Passive"-effect: "Mana Power". Spells will deal additional damage based of current mana.

Titan Boost
- New additional effect "Titan Boost". Increases the total healing recieved by 15%.

Tower Shield of the Guardian
- The bonus armor from the "Defensive Stance"-effect changed from 25 to 20.
- The bonus magic resistance from the "Defensive Stance"-effect changed from 50% to 35%.
- Fixed an issue that caused only 1 Tower Shield of the Guardian to become droppable/undroppable after use if the Hero carried more than 1.
- The "Defensive Stance"-effect is now reset back to the "No Stance"-effect after each round.
- Fixed a potentional issue that caused the "Defensive Stance/No Stance"-effect to malfunction.

Feasting Claws
- The healing from the "Feast"-effect is now part of the reworked Healing 2.0.

Whirlwind Glaive
- The healing from the "Whirlwind"-effect is now part of the reworked Healing 2.0.

Obliteration Blade
- Gold cost changed from 1100 to 1500.
- The damage bonus changed from 98 to 144.
- The "Obliteration"-effect no longer works with any damage dealt and is now only "On Physical Damage Dealt".
- The increased damage bonus from the "Obliteration"-effect increased from 100% to 150%.

Sobi Mask
- Gold cost changed from 50 to 25.

Ring of the Archmagi
- Mana Regeneration bonus changed from 75% to 60%.
- New "On Use"-effect: "Magical Execution". Increases Spell Critical Rating and Spell Damage for 7 seconds, but also increases the damage you take by 100%.

Fractured Moonstone and Moonstone
- The "Manawave"-effect and the "Greater Manawave"-effect no longer hit enemies that are dead.
- The range of the "Manawave"-effect and the "Greater Manawave"-effect changed from 1800 to 800.

Volatile Spell Sphere
- The healing from the "Super Critical"-effect is now part of the reworked Healing 2.0.

Necklace of the Tireless
- Removed and replaced with Relocation Gem.

Pendant of Elements
- The healing of damage dealt from elementals are now part of the reworked Healing 2.0.

Hood of the Wanderer
- The "Scouting"-effect now stacks.
- The movement speed bonus from the "Scouting"-effect changed from 300 to 260.

Summoners Glove
- The "Enhanced Regeneration"-effect now stacks.

Golem Armor of the Summoner
- The "Harden Skin"-effect now stacks.

Battle-Horn of the Legion
- The "Ready for War"-effect now stacks.
- The bonus damage from the "Ready for War"-effect changed from +24 to +36.

Forgotten Eye of the Raven
- The cooldown reduction of the "Master of Summoning"-effect changed from 50% to 35%.

Ancient Tribe Scroll of Creation
- The "The Key of Creation"-effect now stacks.
- The maximum health bonus from the "The Key of Creation"-effect changed from +60% to +55%.

Ultimate Ability Orb
- Gold cost changed from 50 to 100.

Book of Ultimate Unlearning
- Gold cost changed from 200 to 100.

Tome of Strength
- Gold cost changed from 0 to 200.

Tome of Agility
- Gold cost changed from 0 to 200.

Tome of Intelligence
- Gold cost changed from 0 to 200.

Tome of Knowledge
- Gold cost changed from 1000 to 800.


Legendary Artifacts

The shop sub-menu now clarify that a Legendary Artifact is added as an ability.

Vessel of Elune
- Now increases the total healing by 3 every helpful cast, down from 5.
- The healing done is now part of the reworked Healing 2.0.


Guardians

- The enrage timer for a Guardian changed from 185 seconds to 125 seconds.
- The enrage damage increased from +50% to +100%.

New Guardian: Grua, the Ravager
- (X) Deep Wounds; 10% of any physical damage dealt will be applied as a Deep Wound if the damaged target has less than 90% health. The Deep Wound deals damage every second until the unit reaches above 90% health again to remove the effect.
- Unleashes a massive roar that impales all enemies of Grua, dealing physical damage and stuns them for 1.4 seconds.
- Grua pauses for a brief moment and then do a massive frontal swipe. Any enemy of Grua hit will take high physical damage and be knocked back a great distance.

New Guardian: Yor'shajjza, Tempest of the Shath'Yar
- (X) Gift of Yor'shajjza; targets a random creep and infuse it with powers of the Old Gods. The creep will get +25% increased damage and regenerate 3% maximum health every 3rd second.
- Calls forth an illusion of a random player from another twisted realm. The Illusion takes 200% increased damage and deals 25% damage. It takes 5 seconds before the illusion is activated.
When activated, Yor'shajjza will cast "Gift of Yor'shajjza" on the illusion. When the illusion is killed it will leave behind a Lost Soul that will force its way to Yor'shajjza. If the
Lost Soul reaches Yor'shajjza it will heal Yor'shajjza for 5% of its maximum health.
- When Yor'shajjza, Tempest of the Shath'Yar reaches 20% health it will Unleash its Tempest Storm. This storm deals constant area damage to all friendly and enemy units in the arena, except himself and Lost Souls.
The tempest also slows and reduces healing recieved.

Voltronax, the Arcane Monstrosity
- The total mana drained with Mana Drain changed from 6% to 5% every second.
- Mana Drain now drains mana every 0.5 second instead of every 1 second.
- Fixed an issue where Mana Drain lightning could be invisible.
- Fixed an issue where Mana Drain could target dead Heroes.
- Fixed an issue where Mana Drain refused to target Heroes from players that left the game.
- Slightly increased the size of the Arcane Orb.

Molganath, Lord of Fire
- Improved the visuals of Sea of Flame.

Demo'vilesh, the Hellish Torturer
- Fixed an issue that could cause Hell Chains to become invisible, but they still can. The possible cause for this might be if the game runs for too long or several defeat related in-game restarts.
- Hell Chains now deals damage every 0.5 seconds, instead of every 0.33 seconds.
- Hell Chains damage reduced by 15%.
- Hell Burn will now properly target all Heroes.
- Demo'vilesh will no longer cast Hell Burn on a dead Hero.
- Torturing Pulse damage reduced by 33%.

Rotch, Embodiment of Gore
- Model size of Rotch increased by ~30%.
- Model size of Gore Maggot increased by ~8%.
- Fixed an issue with Gore Maggot where the source of the damage wasn't from the caster.
- The damage taken when entering a Blood Gate increased by 10%.
- Fixed an issue where the lightning effect between Blood Gates could become invisible.


Creeps

- The enrage timer for a creep wave changed from 120 seconds to 90 seconds.
- The enrage damage increased from +50% to +100%.

- Creeps now gain +3.6% more incremental damage after each wave between waves 15 and 20.
- Creeps now gain +0.5% more incremental health after each wave between waves 20 and 24.
- Creeps now gain +1.0% more incremental health after each wave between waves 25 and 29.
- Creeps now gain +1.5% more incremental health after each wave between waves 30 and 34.
- Creeps now gain +2.0% more incremental health after each wave between waves 35 and 39.
- Creeps now gain +2.0% more incremental health after each wave between waves 40 and 49.
- Creeps now gain +2.5% more incremental health after each wave between waves 50 and 54.
- Creeps now gain +5.0% more incremental health after each wave between waves 55+.

Divine Shield (Creep Ability)
- The duration changed from 10 seconds to 4 seconds.
- The cooldown changed from 60 seconds to 30 seconds.


Environment

- The poison in the cave no longer affect Magic Immune units.
- Fixed an issue that could cause the poison in the cave to hit dead units.

General

- The Champions Highscore is compatible with version 3.5a and version 3.5b.

Abilities

Mirror Image

- Fixed a typo in the ability description.

Items

Helm of the Dark Realm

- Fixed a typo in the item description.

Doomsayer's Cloak of Destruction
- Fixed an issue where the stacking damage effect from the "Mark of Destruction"-effect could affect yourself and your allies.

Guardians

Demo'vilesh, the Hellish Torturer

- Fixed an issue that could cause the lightning effect of Hell Chains to not be removed properly.

General

- The Champions Highscore is compatible with version 3.5a.

- Fixed an issue where you wouldn't be refunded all Ability Points from your Overcharged Ability if you used "Remove Overcharge Effect".
- Heroic Essence now have a maximum cap of 5 (this change doesn't matter as 5 Heroic Essence is what you could spend at most anyway).

Game Mode: Brawl

- A sound is now played when the "-brawl"-mode is activated.
- Some commands are now disabled while a brawl is active.
- Fixed a rare issue where the brawl could get stuck when a player won.

Items

Arcane Gem

- Removed a debug text that wasn't actually behaving as a debug text.

Tome of Strength, Tome of Agility, Tome of Intelligence and Tome of Knowledge
- Removed the 600 seconds delay until these items could be purchased at start.

General

The Champions Highscore is reset this version due to several balance changes and new additions. Your old Highscores will still load and save if you play the older versions, so no data is lost.

Generated a shadow map for the terrain.

The Hero and units of a leaving player are no longer removed during gameplay. The remaining players will instead get shared unit control over this player. When the round restarts after a defeat, the leaving players units, etc are removed from the game.

The game should no longer fail to detect when all player heroes are dead and restart the round without issues.

New icon for the player resource, Gold.
Renamed the player resource "Talent Point" (lumber) to "Ability Point".

A new resource and mechanic added: Heroic Essence
Food (player resource) is now called "Heroic Essence".​
"Champions who have proven themselves to be able to defeat a Guardian will relish in a majestic and heroic essence and are able to handle greater powers."​

A new shop-menu has been added: Legendary Artifacts
An artifact will bind itself to the Hero who purchase it as an additional ability and can't be unlearned or removed. Limited to 1 at a time.​
An artifact costs 1000 gold and 3 Heroic Essences.​
Every artifact have one Legendary Effect and one Legendary Augmentation. The augmentation will increase the power of the legendary effect when used as described.​
The artifact also have a dynamic description; the values in the ability tooltip updates with gameplay, so you can see the augmented values updated in real-time.​

Reworked the item stat: Spell Critical Strike Chance
Items no longer give pure Spell Critical Strike chance; instead they give Spell Critical Rating.​
Spell Critical Rating Forumla: (rating * 0.02) / (2 + (rating * 0.02))​
Spell Critical Strike Chance with x rating (examples):​
10 rating = 9%​
20 rating = 16%​
30 rating = 23%​
40 rating = 28%​
50 rating = 33%​
60 rating = 37%​
70 rating = 41%​
80 rating = 44%​
90 rating = 47%​
100 rating = 50%​
110 rating = 52%​
150 rating = 60%​
200 rating = 66%​
500 rating = 83%​
1000 rating = 91%​
5000 rating = 98%​
...etc​
The Spell Critical Damage bonus is still the same (as an example: if you have two +25% Spell Critical Damage items, your Spell Critical Damage is increased by 50%.)​


The Ability Point cost to Overcharge an ability has changed from 2 to 1, but now also cost 1 Heroic Essence.

Adjusted a lot of text, text-layout, colors and fixed various grammar mistakes.


Commands

Added new commands:
"-pt" and "-pause"
If all players type this command before the first wave starts, the "GAME START" timer is paused.​

"-resume" and "-unpause"
If any player type this command while the "GAME START" timer is paused, the "GAME START" timer is resumed.​

"-scr"
Displays your current Spell Critical Rating and your %-chance to do a Spell Critical Hit.​

"-brawl" (Player 1 only)
An experimental command that activates the "BRAWL"-mode. This is a PvP gamemode.​
All players have their Hero-level set to 10 and get 2800 Gold, 10 Ability Points and 3 Heroic Essence to prepare their Hero with.​
After 90 seconds a FFA PVP event starts. The last man standing wins!​

Tried to improve the "-resync" command. The timer is now set to 15 seconds instead of 60 and a second attempt is made automatically. If the second attempt fails, the players may continue with the Champions Highscore disabled or remake the game.


Heroes

Removed the food cost from all Heroes.
The base mana of all Heroes increased by 30.
All Heroes now have a collision size of 32.

Paladin
- Base damage increased by 4.

Tauren Chieftain
- Size reduced by 15%.

Blademaster
- Attack cooldown changed from 1.77 to 1.85.

Crypt Lord
- Size reduced by 10%.
- Damage Sides per Die changed from 4 to 5.

Dreadlord
- Base damage increased by 1.
- Damage Sides per Die changed from 6 to 7.

Demon Hunter
- Damage Sides per Die changed from 12 to 10.
- Attack cooldown changed from 1.70 to 1.77.

Alchemist
- Base damage increased by 8.


Abilities

Re-adjusted the mana cost of all basic abilities that had their mana cost above 190 at levels 1, 2 and 3. This makes sure any Hero atleast can cast any ability once without items.

New Basic Ability: Command Aura (melee only)
- Default Warcraft 3 ability.

New Basic Ability: Hydra Strike (Barrage) (ranged only)
- Renamed from "Barrage" to "Hydra Strike".
- Default Warcraft 3 ability.

Incinerate
- The ability description now mentions it's an Orb Effect.

Bloodlust
- The duration increased from 15 to 30 seconds.
- The Mana Cost changed from 30/50/70/90/120 to 30/45/60/75/100.
- The Attack Speed increase bonus changed from 10/20/30/40/50% to 20/25/30/45/70%.
- The Movement Speed increase bonus changed from 20/25/30/40/70 to 20/25/30/45/70%.

Unholy Aura
- Health Regeneration Bonus changed from 1/2/4/7/10 to 3/5/8/12.5/20.
- Removed the Movement Speed Bonus.
- Will now also additionally heal the source for 2% maximum health every second.

Phase Shift
- The Mana Cost at level 4 and 5 increased from 35/35 to 50/75.
- Fixed an issue where you were able to get hit by some Guardian abilities/mechanics while Phase Shifting.

Arcane Resistance
- The Magic Resistance bonus changed from 15/15/15/20/30% to 15/20/25/35/50.
- The converted amount of mana changed from 30/60/100/150/150% to 50/75/100/125/150%.
- Fixed an issue with the mana conversion; converted less than intended.

Anti-Magic Shell
- The duration increased from 30 to 90 seconds.
- The Mana Cost changed from 60/85/110/150/190 to 40/60/80/110/150.
- Slow duration on attacking units changed from 0.5 to 0.7 seconds.

Life Drain
- Fixed an issue where the healing effect happened twice per tick.

Evasion
- Chance to Evade changed from 10/16/25/37/55% to 15/20/25/35/50%.

Hardened Skin
- The chance to reduce physical damage on hit changed from 50/50/50/75/75% to 100%.
- The damage reduction changed from 10/20/30/40/50% to 15/20/25/35/50%.
- No longer prevents the damage of an attack that will kill you on hit (as an example: If you have 300 health and take a 350 physical hit, you'll die).

Dark Pact
- Can now be used on any unit owned by the caster.
- The Hitpoints converted to Mana for the Hero changed from 100/200/300/500/750% to 20/40/60/90/125%.

Death Pact
- Can now be used on any unit owned by the caster.
- The Hitpoints converted to Health for the Hero changed from 100/200/300/500/750% to 33/66/100/140/200%.

Pocket Factory
- Mana cost changed from 120/190/260/330/400 to 120/150/190/240/300.

Howl of Terror
- Mana cost changed from 75 on all levels to 40/55/70/90/120.

Forked Lightning
- Mana cost changed from 110/140/200/240/290 to 110/140/190/230/275.

Healing Wave
- Mana cost changed from 70/80/90/100/110 to 70/85/100/130/170.

Mirror Image
- Clarified that illusions don't gain any Hero ability and that some item effects don't work for them.
- Illusion damage increased from 15/17.5/20/25/30% to 20/25/30/45/60%.
- Duration increased from 30 to 45 seconds.
- Cooldown increased from 3 seconds to 15 seconds.

Frost Nova
- Mana cost changed from 125/160/195/250/300 to 120/155/190/235/290.

Frost Armor
- Duration increased from 40 to 60 seconds.
- Cooldown increased from 1 to 3 seconds.

Death and Decay
- Damage dealt increased from 3/4/6% to 6/8/10% (total damage before/after: 21/28/42% to 30/40/50%).
- Duration changed from 7 to 5 seconds.
- Area of effect is now increased per level from 250 to 250/320/400.

Stampede
- Damage changed from 90/135/180 to 75/110/150.
- Now displays its cooldown in the ability tooltip.



Items

New Item: Brawlers Mask
- In "Defensive Items"-menu.

Tome of Unlearning
- The cost of this item is reduced to 25 gold the first 10 waves and after wave 10 the cost is set to 50.
- Now refunds 20/45 gold (depending on the cost) if the Player only have 1 Basic Ability active and no Ultimate Ability active.

Drums of Suffering
- The bonus damage gained from the "Drum"-effect increased from 60 to 77.
- The bonus armor gained from the "Drum"-effect decreased from 15 to 12.

Shield of Might
- The "Titan Secrets"-effect now stacks.
- The "Might"-effect now stacks.
- Base duration of the "Titan Secrets"-effect changed from 30 to 20 seconds.
- The armor to damage conversion value changed from 1.5 (150%) to 1.3 (130%).
- The armor to damage conversion value is now displayed as a percentage instead.

Everlasting Medallion of Origination
- The "Analyse Target"-effect damage increased from 9% maximum health to 11% maximum health as damage.

Helm of the Dark Realm
- The effect is now paused while the Hero carrying the item is Magic Immune as illusions can't be created from a Magic Immune Hero.
- The damage the shadow deals increased from 30% to 50%.
- Clarified that the shadow don't gain any Hero ability and that some item effects don't work for them.

Overcharged Hammer
- The "Charging Up"-effect now stacks.
- Clarified in the item description that the "Overcharged"-effect doesn't stack.
- The "Overcharged"-effect should now select its targets a bit more randomly.
- Reduced the effect and sounds from the "Overcharged"-effect.
- Fixed an issue where the Agility rarely wouldn't properly and fully reset after the "Overcharged"-effect.

Moonstaff of Timeless Sands
- The "Timeless Attack"-effect now have a 3 second cooldown after each time the effect starts.

Divine Armor of War
- The "Barrier/Feed Barrier"-effect now stacks.
- The refresh time of the barrier increased from 4 to 6 seconds.
- (hidden effect) It's now possible to use the item to show the current maximum health of the barrier as a text message.

Doomsayer's Cloak of Destruction
- The stacking burn damage from the "Mark of Destruction"-effect increased from 2.6% of the physical damage dealt to 3.1%.

Staff of Knowledge
- The damage cap increased from 3x Intelligence to (3x Intelligence + 120).

Spellbound Scepter
- Increased the chance to trigger the "Restoration"-effect from 15% to 25%.
- Increased the mana restored from 8 to 10.

Sphere of Time
- Cost changed from 620 to 900.
- Intelligence bonus changed from 18 to 20.
- The chance to trigger the "Time Warp"-effect changed from 40% to 50%.

Manamond
- Cost changed from 900 to 620.
- Intelligence bonus changed from 20 to 18.
- The minimum and maximum values that mana can be shuffled within changed from 0% - 100% to 20% - 80%.
- Now has a higher chance to shuffle a lower mana percent.

Arcane Gem
- The "Energize"-effect now stacks.
- The "Arcanize"-effect now stacks.
- The Spell Critical Chance bonus from the "Energize"-effect changed to +8 Spell Critical Rating.
- The cap of the "Energize"-effect changed from 30% to 40 rating.

Ring of Super Regeneration
- Removed and replaced with Brawlers Mask.

Shield of the Damned
- Gold cost changed from 300 to 250.
- Mana Regeneration changed from -35% to -42%.

Siege Armor
- Armor bonus changed from 8 to 6.

Glyph of Fortification
- The Maximum Health bonus changed from 400 to 340.
- The Health Regeneration bonus changed from 10 to 8.

Tower Shield of the Guardian
- The bonus armor gained from the "Defensive Stance"-effect changed from 30 to 25.
- The cast time to toggle the "Defensive Stance/No Stance"-effect changed from 1 to 1.6 seconds.

Feasting Claws
- The health gained from the "Feast"-effect decreased from 6 to 5.

Truestrike Hammers
- The damage bonus gained from the "Truestrike"-effect increased from 15% to 40%.

Dagger of Disintegration
- The damage bonus changed from 81 to 77.
- New "On Use"-effect: "Disintegrate Armor". When physical damage is dealt, deal additional damage based of the amount of armor the enemy target has.

Obliteration Blade (Blade of Destruction)
- Name changed from "Blade of Destruction" to "Obliteration Blade".
- New "On Any Damage Dealt"-effect: "Obliteration". Any damage dealt is increased by 100% against targets above 75% health.

Crystal Core
- Item remade.
- The Maximum Mana bonus changed from 90 to 70.
- Now also increases Spell Critical Rating by 5.
- New "On Use"-effect: "Crystalize Mana". Refunds 40% of the mana cost of your next ability cast within 12 seconds.

Volatile Spell Sphere
- The 10% Spell Critical Chance bonus changed to +12 Spell Critical Rating.
- New "On Spell Critical Hit"-effect: Super Critical. Has a chance to trigger "Volatile Burst".
- New "On Trigger"-effect: "Volatile Burst". Deals additional damage and heals the caster for the damage dealt.

Dalaran Spellsword
- The "Spellstrike"-effect now stacks.
- The 15% Spell Critical Chance bonus from the "Spellstrike"-effect changed to +25 Spell Critical Rating.

Urn of the Inevitable End
- The summoned unit Vroo'kel is now classified as an "Ancient Undead".

Overcharge Basic Ability (shop-menu item)
- Changed the icon.


Guardians

Guardians now gain 50% more armor.
Guardians now deals more damage based of the Creep changes listed below.
You no longer recieve an additional Ability Point when killing a Guardian.

Molganath, Lord of Fire
- Now spawns his first wave of Molten Minions a lot earlier.
- Whenever Molten Minions are cast, the cooldown is now reduced for the next cast of Molten Minions (down to 3.6 seconds).

Demo'vilesh, the Hellish Torturer
- Hell Chains no longer deal damage to magic immune units.
- Fixed an issue that caused Hell Chains to become invisible.
- The damage of Hell Chains reduced by 20%.
- Torturing Pulse damage reduced by 17%.
- The initial burn damage from Hell Burn reduced by 20%.

A'er, Guardian of Winds
- Tornado now deals very light ticking damage every .5 second to any enemy within the range of a tornado.
- Tornadoes no longer deals damage to magic immune units, but will still drag units towards them.

Rotch, Embodiment of Gore
- Gore Puke residues now deals moderate damage to units within every .5 second.
- Gore Maggot will no longer always target Player 1 (Red) after awhile if other targets exists.
- Fixed an issue where Gore Maggot could fail to find a target.
- Gore Maggot now spawns more often from creeps.

Z'or, the Manifestation of Void
- The base damage of Void Burst increased by 28%.
- The increased damage bonus per cast of Void Burst increased by 40%.
- Z'or will now cast Void Burst every 10th second instead of 12th.
- Void Burst damage is now properly reset back to default after a restart.


Creeps

The amount of damage creeps gains are increased the later waves:
- Creep damage gained between waves 20 and 25 increased by 13%.
- Creep damage gained between waves 25 and 29 increased by 9%.
- Creep damage gained between waves 30 and 34 increased by 17%.
- Creep damage gained between waves 35 and 39 increased by 12%.
- Creep damage gained between waves 40 and 44 increased by 25%.
- Creep damage gained between waves 44 and 49 increased by 37%.
- Creep damage gained between waves 50 and 54 increased by 57%.
- Creep damage gained between waves 55 and 59 increased by 14%.
- Creep damage gained between waves 60 and 69 increased by 63%.
- Creeps now gain additional damage after wave 70+.

This change was made as I'd rather see lower overall highscores and make the later waves more punishing and rewarding if you manage to beat them. This change should also lower the overall playtime between each round; unless you manage to push through the later waves.

Kobold Taskmaster
- Removed the ability "Bash" from this Creep.

Murloc Flesheater
- Removed the ability "Cannibalize" from this Creep.

Draenei Laborer
- No longer classified as a "Worker".
- Removed the abilities "Harvest Gold" and "Build" from this creep.

Draenei Stalker
- Removed the ability "Permanent Invisibility" from this creep.

Spiked Shell (Creep Ability)
- The Returned Damage Factor changed from 30% to 15%.

General

- The Champions Highscore is compatible with version 3.4.0a and not reset as no balance changes were made, only bug fixes.
- Map version description changed from 3 numbers to 2 (as an example: 3.4.0b to 3.4b).
- Fixed an issue where you wouldn't be refunded all Talent Points from your Overcharged Ability if you unlearned it via the most recent ability.

Abilities

Shockwave
- Fixed an issue where this ability couldn't be Overcharged properly.

Guardians

- The Guardian abilities and mechanics should now reset properly after a round restart.

General

The Champions Highscore is reset this version due to several balance changes and new additions. Your old Highscores will still load and save if you play the older versions, so no data is lost.

- New MapPreview-image added.
- Minor terrain adjustments.
- Implemented the system "Item Cleanup 1.3" by Bribe.
- Fixed an issue with selecting the shop (Vault of Treasures) it was possible to instantly view another sub-menu instead of the default, main-menu.

- A new mechanic added: Ability Overcharge
You may now Overcharge one of your Basic Abilities up to 2 times, upgrading the ability up to level 5.​
You are able to pick what ability to Overcharge yourself. It costs 150 gold and 2 Talent Points to Overcharge and the cost to remove the Overcharge is free and will refund the Talent Points spent.​


Abilities

- Abilities are now sorted in the order you get them at your command card.
- Fixed errors in the tooltips of some abilities.
- All abilities now show their cooldown in the tooltip.

New Basic Ability: Lightning Shield
- Default Warcraft 3 ability.

New Basic Ability: Anti-Magic Shell
- Default Warcraft 3 ability; but added a slow effect that triggers on enemies who attack an unit with Anti-Magic Shell.

Taunt
- Fixed an issue where less than intended targets were affected.

Finger of Death
- Cooldown changed from 5 seconds to 4 seconds.
- Cast Range changed from 1200 to 800.


Items

- Fixed errors in the tooltips of some items.

New Item: Chaos Droplet
- In "Intelligence Items"-menu.

New Item: Everlasting Medallion of Origination
- In "Strength Items"-menu.

New Item: Doomsayer's Cloak of Destruction
- In "Agility Items"-menu.

New Item: Urn of the Inevitable End
- In "Summoning Items"-menu.

New Item: Demonic Portal Key
- In "Summoning Items"-menu.

Sphere of Time
- Gold cost changed from 720 to 620.

Feasting Claws (Claws of Ripping)
- Name changed from "Claws of Ripping" to "Feasting Claws".
- Gold cost changed from 75 to 50.
- The damage bonus changed from 12 to 9.
- New "On Attack"-effect: "Feast". When physical damage is dealt, heal for 6 health. This effect stacks.

Claws of Searing Power
- The damage bonus changed from 20 to 24.
- New "On Attack"-effect: "Heat Strike". When physical damage is dealt, there's a chance a nearby enemy is hit as well.

Firehand Claws
- The damage bonus changed from 11 to 15.
- The increased damage from the "Molten Swipe"-effect increased from 3 to 5 with each attack and the duration changed from 2 to 5 seconds before the damage is reset if not attacking the target.
- The "Molten Swipe"-effect now works on all enemy-types (including Guardians).

Heavy Axe
- Removed and replaced with Truestrike Hammers.

Wand of Focus
- It now also increases Maximum Mana by 40.
- The Mana Regeneration bonus changed from 40% to 35%.

Circlet of Mana
- The Maximum Mana bonus changed from 150 to 130.
- Gold cost changed from 100 to 150.

Purified Mana Horn
- Removed and replaced with Cursed Shadowland Wand.

Cursed Shadowland Wand
- Gold cost changed to 500.
- It now also increases Maximum Mana by 170.
- It now also increases Magic Resistance by 10%.

Spellbound Scepter
- Fixed an issue where the "Restoration"-effect was triggered by spell damage.

Cloak of the Blood Prince
- Life-Steal increased from 10% to 15%.

Trinket of the Consumer
- Life-Steal increased from 20% to 25%.

Pendant of Elements
- The Attack Range of the summoned elementals increased from 500 to 700.

Summoners Glove
- The Health Regeneration bonus provided to summoned units increased from 2 to 3.


Guardians

Molganath
- The Sea of Flame Wall should now have its opening appear a bit more random.
- Fixed an issue where the left side Sea of Flame Wall could be misaligned and scattered.

Demo'vilesh
- Hopefully fixed an issue with Hell Chains that allowed the visuals to persist after the effect had ended.

Cryllise
- Hopefully fixed an issue with Frost Trap that allowed the visuals to persist after the effect had ended.

Rotch
- Gore Maggot is now alive for a longer duration, 7 to 8 seconds.


Creeps

- The stun duration of creep stun abilities heavily reduced against Heroes (the duration on summoned units is the same or slightly reduced) and the cooldown and manacost is slightly increased.
- The ability "Bash" removed from all creeps.

General

The Champions Highscore is reset this version due to several balance changes and new additions. Your old Highscores will still
load and save if you play the older versions, so no data is lost.

The time before the next wave after defeating a Guardian is now set to 40 seconds, up from default 25 (Fast Mode is unchanged).
This will allow players to "breath" a bit after a Guardian and spend their rewarded resources in a less hurry.

Changelogs removed from the Help (F9) menu and instead added to the Champions Trial map-thread at hiveworkshop.com.
It's simply not enough space to include it in-game.

Heroes

- All Melee Heroes now have a base armor of 3 and all Ranged Heroes have a base armor of 0.
- Heroes no longer move (flee) when taking damage from an unknown source.

Abilities

Ability: Taunt
- Now also increases armor by 4/8/12 for 4 seconds on use.
- Cooldown changed from 15/10/5 seconds to 7 seconds on all levels.

Ability: Phase Shift
- Now also heals 5/10/15% of maximum health on use. 8 seconds cooldown.

Ability: Hardened Skin
- Now reduces the damage based of a percentage instead of a flat amount (50% chance, 10/20/30% reduction).

Basic Ability Added: Arcane Resistance
- All spell damage on the Hero is reduced by 15% and 30/60/100% of the damage resisted is converted as mana to the Hero.

- Improved the balancing of most other Basic and Ultimate abilities.

Items

New Item: Cursed Shadowland Wand
- In "Dusty Tomes and Various Trinkets"-menu.

New Item: Truestrike Hammers
- In "Dusty Tomes and Various Trinkets"-menu.

New Item: Moonstone
- Unpurchasable. Deals 20% of maximum mana as damage (a Fractured Moonstone deals 6%).

Staff of Knowledge
- The amount of bonus damage that can be dealt within the duration now has a cap of total intelligence x3.
- Cooldown reduced from 60 to 45 seconds.

Amulet of Agility
- Increased the damage gained from the "Perfect Attack"-effect from 7/14/21 to 9/18/27.

Ancient War Amulet
- Increased the damage gained from the "Ancient War Techniques"-effect from 27 to 41.

Fractured Moonstone
- New effect: "Combine". If the Hero carries 3 Fractured Moonstones they'll combine into a Moonstone.

Soul Harvester
- The "Soul Harvest"-effect now stacks.

Obsidian Sledgehammer
- The stun duration increased from 1 second to 3 seconds (1.5 seconds on Guardians).

Dwarven Pipe
- Now properly displays the cooldown of the "Spell Block"-effect.


Guardians

- Spell/Magic immune Heroes no longer take damage from Guardian abilities that deals spell damage.

Voltronax
- The time between each Drain Mana cast increased by 1 second.
- Fixed an issue where Arcane Strike remained after the Guardian was killed.

Molganath
- Molten Minions should no longer spawn on cliffs.

Demo'vilesh
- Fixed an issue where Hellchained minions remained after the Guardian was killed.
- Hellburn no longer reset the required time to move the moment the Hero stops moving; instead it increases rapidly again up to the cap (3 seconds).

A'er, Guardian of Winds
- New ability: Wind Bomb. Stand in the impact zone before it hits the ground to reduce the impact damage and radius!
- The time between each Wind Burst increased by 3 seconds.
- Wind Burst pushback-speed reduced by ~40%.
- Tornado no longer deal any damage and the maximum range and speed it can drag units is greatly reduced.

Cryllise
- Cryllise base attack no longer slows targets and attack splash radius decreased (200 to 128).
- Frost Trap damage reduced by ~26% and it's area radius decreased from 200 to 128.
- Frost Trap splash radius (when triggering the trap) increased from 200 to 256 (note: this is not damage, only applies slow).
- Fixed an issue where Frost Trap remained after the Guardian was killed.
- The damage of Blizzard slightly reduced by 2%.
- Fixed an issue where Blizzard remained after the Guardian was killed.

New Guardian: Rotch, Embodiment of Gore
- Bursts out gore that mini-stuns when hit initially and the gore will be left on the ground that slows movementspeed of enemies.
- (X) Summons a Gore Maggot that will fixate on a random player. If the Gore Maggot reaches its target it will burrow inside the target and deal physical damage over 4 seconds.
Can not be killed, but dies by itself after 7 seconds if it's unable to reach its target.
- Bursts open two Blood Gates that are linked to eachother. If any enemy unit enters the Blood Gate it will take a small amount of damage and be teleported to the
linked gate. The Blood Gates are closed after use.

Creeps

- Enemies buffed with Cryllise Guardian Power now casts Frost Trap a bit less frequent.
- Goblin Land Mine now have a short ranged missile attack and the ability Bash.
- Hiveworkshop release.



3.2.0a changelog

- The health and damage of enemies no longer scale depending on how many players are playing (Guardians still do though). Instead lesser enemies spawn depending on the player count:
3 enemies for 1 player
5 enemies for 2 players
7 enemies for 3 players
10 enemies for 4 players
Players will still recieve the same amount of gold and experience.
- You're now able to buy consumeables with stacking charges, even if your inventory is full.
- Bug fixes and improved balancing of abilities, items, creeps and Guardians.

3.1.0a/3.1.5a changelog

- Map renamed to "Champions Trial" from "The Trial".
- Added timers that displays the duration of the current session and the (local) highscore session.
- Added Beginner Tips (an ability) that explains the core mechanics of the game for new players.
- You are no longer able to roll the same ability you just unlearned. - Bug fixes and improved balancing.

3.0.0a/3.0.5a changelog

- If the -resync command fails the first time, players may now retry an unlimited amount of times or remake the game; the synchronization-screen is no longer permanent.
- Several new items, bug fixes and various balance changes.

2.9a changelog

- The damage of "Guardians" greatly reduced, but health increased slightly. Enemy creeps now hit for less damage the earlier waves and all ranged creeps now have 10% reduced damage.
- You now start with 5 charges of Healing Potions at start.
- Also bug fixes and improved balancing.

2.8a changelog

- Bosses are reworked to be more unique and are now called "Guardians". Whenever a Guardian is killed, it will permanently buff enemy creeps with one of its unique powers.
- Bosses no longer deals more damage against player summons.
- Bug fixes, improved balancing and added new items.

2.7a changelog

- The -resync command is now disabled after a Highscore is saved, as an issue has been found, but not yet solved.
- Various bug fixes, minor changes and balancing.

2.6a changelog

- Terrain remade and two more portals are now open!
- Intelligence Spell Damage bonus changed from 2.4% to 2.1%.
- Enemy damage between waves smoothed out, but is now higher overall. Bosses are now stronger aswell.
- Bug fixes, improved balancing and added new items.

2.5a changelog

- The Mana Potion from start replaced with +50 gold.
- The timers of Fast Mode (-fm) adjusted slightly. - Enraged units are now classified as a boss. - Boss cinematic removed.
- You can now set a Hotkey to the shop with -hs command.
- Consumeables can now be stacked and split in inventory.
- Bugs fixed, improved balancing and added new items.

2.4a changelog

- Fixed various bugs and issues with "World Record"-system.
- Agility now gives more attack-speed and movement-speed per point. Strength gives more health and regeneration per point. Intelligence now increases spell damage by 2.4% per point. Armor blocks slightly more damage.
- New items and improved balancing of items and abilities.

2.3a changelog

- "World Record"-system implemented!
- All basic ability cooldowns are now reset when a wave is completed; but all summoned units and buffs from Heroes will also be reset/removed.
- Added "-fm" command (Fast Mode: 10s between waves).
- Player summons now get additional health and damage based of the Hero who summons them. 20% of the health and damage of the Hero is added to the summoned unit.
- Improved the balancing of items, abilities and creeps.
- Bug fixes and minor changes.

2.2a changelog

- Agility no longer provides bonus to armor.
- Remade shop-categories and added several new items.
- Multiboard now show player abilities and more!
- Improved balancing of items, abilities and creeps.
- Various quality of life changes, minor fixes and bug fixes.
- Added a simple map preview image as a placeholder for now.

2.1a changelog

- Improved the balancing of items and abilities.
- Enemy health reduced in all player-modes.
- Enemy Enrage increased to +50% attack-damage.
- A warning and +25 seconds added before each boss wave.
- Abilities are no longer given to Heroes that can't use them.
- Various bug fixes and minor changes.

2.0a changelog

- Improved the balancing of items and abilities.
- Item "Sphere of Time" hopefully no longer crashes the game.
- All damage and armor-types are now equal; they deal and take 100% damage. Enemy base damage reduced by 30% because of this change.
- Quality of Life changes and various bug fixes.

1.9a changelog

New items added.
- Ultimate Ability Orb can now only be bought after Wave 5.
- Improved balancing of items and abilities.
- (WIP) Some abilities now tell their cooldown in the description.
- Bosses now deals more damage against player summons.
- Started working on highscore-sync between players!

1.8a changelog

- Improved enemy scaling, it's now more difficult late game.
- Bosses should now be harder, +40% damage.
- Removed overpowered abilities from creeps.
- All creeps can now attack air and only have 1 attack.
- Creep waves will now enrage after 120 seconds.
- Improved balancing of abilities and items.

1.0a - 1.7a changelog

- Undocumented.



Game Testers

Thank you all for testing this map under its development phase (before/around hiveworkshop map release)! You've all provided great suggestions and feedback!

HammasHaukka, magic_hero, Dreadmeat, Drow, Lt.CAPSLOCK, TonyMaster, Anubarakk0, MrBub, Saskez, Dewae, GodAmongPeons, blackmoney, Serren, Nixerino, Uvy, Waldi, ErDiddly, S-Rax,
Kapperder, Nootkin, Drag0nFly420, ADKey, beuteugeu, Sloth1500, Mrstealyourgirl, Xuedix, VisualNovels, Sargeras, K4ble, Xaurus, ChineseSauce, Razermus, CupidBan, Open, RAPCAT, DeFunnyGuy325,
Lurking_Lurker, Arakida, Arkon, Harmony, ortus4, lightferret, ShaiTai, Buscofen, Boden_Units, Rain, danielex7, Eradis, Kremers_Paenz, ZerotolXD, firesworn, hehexddd, HunterGallagher, umti, Arxya,
Q8O, Stockchen, Qasiso, BUBUBU, HeyHo0o, TheInfernoVoid, Remixer, Shaeam, Hobomcbooze

Systems

Codeless Save and Load (Multiplayer) - v2.0.0
by TriggerHappy (Pipedream (optimal save system), nestharus (file i/o))

Damage Engine 3.8.0.0 & Is Unit Moving 2.1.0.0 & Item Cleanup 1.3
by Bribe

StackNSplit v1.1.2.2
by Bannar

TerrainPathability
by Rising_Dusk

UI Scripts/Templates
by Tasyen

Icons

PeeKay, Darkfang, CRAZYRUSSIAN, PrinceYaser

Models

Mythic

MapPreviewImage

Wei Wang (Wei Wang)

Music & Sounds

by Blizzard Entertainment (from WoW and Diablo 3)

W3Protect - Jass and Lua map optimizer

by Frotty
Contents

Champions Trial 4.0a (Map)

Reviews
Shaeam
My Review For what my opinion is worth; this is an excellent map with a very high replay value. Me and my friend have both enjoyed twelve hours of it within the last two days; which should speak towards it's quality. The Good: The terrain is nice...
deepstrasz
Goblin Land mines have no attack animation. Might want to make them ranged having a projectile or something. To be frank, the way the systems work, randomization+choices is quite interesting. There is replayability value. Approved. If you want...
~Reserved for future updates.

Update (2019-10-06)

No major update, but a couple of fixes and improvements; enjoy! :)

General

The Champions Highscore is compatible with version 3.9a.

Optimized a few things in the map that fixed a couple of issues and possibly increased performance as well.

Damage Engine by Bribe@hiveworkshop updated from v5.1.3.1 to v5.4.2.3.

Updated the shadow map.

If the player is unable to save or load the Champions Highscore, a warning text is now displayed during the entire Game Mode selection; instead of only a few seconds at the start.
Map is now optimized using the W3Protect tool made by Frotty; if you find any issues in-game, please report, thanks!

Update (2019-06-29)

Version 3.9a released. It's a very small update, but counted as a major release because changes made to the Champions Highscore system. I've also added a new item.

Hopefully no more issues!

General

The Champions Highscore is reset this version due to changes made with the Champions Highscore system. Your old Highscores will still load and save if you play the older versions, so no data is lost.

The name of a player is no longer relevant when saving or loading the Champions Highscore.
The Champions Highscore (the save files) is now shareable between players.
You're now able to use multiple accounts/player profiles with the Champions Highscore (but only the highest score between the accounts is saved).

Items

New Item: Ultimate Arcane Scroll
When purchased, the minimum level of the purchasing players ultimate ability is set to level 3.


As always, good luck and have fun! :)

Update (2019-06-26)

Short update; it appears the Champions Highscore might have a few issues with the latest version.

Working on version 3.9a and I'll include the bug fixes in this version. Will probably be sometime this week.

Update (2019-06-17)

It's here, version 3.8a! It should be fully playable with no major issues with the 1.31.1 patch. I've not found any major issues so far.

The lesser bugs and issues I'll fix over time; but my priority was to release this major balance version and make it playable with the latest Warcraft 3 patch.

Please report any issues if you find any!

Goodluck!

General

The Champions Highscore is reset this version due to several balance changes and new additions. Your old Highscores will still load and save if you play the older versions, so no data is lost.

Map is now compatible with the latest Warcraft 3 patch (1.31.1).

Codeless Save and Load (Multiplayer) by TriggerHappy@hiveworkshop updated to v3.0.0.
Damage Engine by Bribe@hiveworkshop updated to v5.1.3.1.

Improved and optimized the Champions Highscore and synchronization-time reduced.

Enrage adjusted. When creeps or guardians enrage they'll now gain +30% damage every 2 seconds, instead of +100% damage every 15 seconds.
The warning text and sound will also only play once at the enrage start.

Ultimate Abilities redesigned:
You're no longer able to upgrade an Ultimate Ability; instead the level is increased by 1 after each completed wave, up to level 5.
The power of an Ultimate Ability starts low and gets exceptionally stronger after each level.

When you use the Ultimate Ability it loses power and the level is decreased by 2 after the wave is completed, instead of gaining a level.
An Ultimate Ability can be used once per wave and the cooldown is reset after each completed wave.

The cost of an Ultimate Ability in the "Random Trial" game mode changed from 100 Gold and 3 Ability Points to 300 Gold and 3 Ability Points.
The cost of an Ultimate Ability in the "All Pick" game mode changed from 3 Ability Tokens to 5 Ability Tokens.​

Unlearning an Ultimate Ability now only refunds the base cost (level 1) Ability Points.​

Added credits for imported models introduced in this version.
At first I didn't plan to import any models, but changed my mind. Mythic@hiveworkshop made some awesome special effects and I couldn't resist adding some of them.
When Warcraft 3: Reforged is released I'll replace the models that doesn't fit with the new visuals.

Game Modes

All Pick
- The enemy health bonus changed from +30% to +20%.

UI

Two new buttons added!
SHOP - If you press this button (hotkey: O) you'll automatically select the shop.
READY - If you press this button you'll be marked as "ready". When all players are ready the next wave will begin after 3 seconds.​

Commands

The Quick Start command (-qs) removed and replaced with new the new Ready-button mentioned above.

Abilities

All Ultimate Abilities now have 5 ability levels, up from 3, but can no longer be manually upgraded (see General changes above).

Cooldown of all Ultimate Abilities changed to 900 seconds (cooldown is reset after each wave; this is to prevent multiple uses).

Avatar
- Damage bonus changed to 10/18/35/64/120.
- Armor bonus changed to 2/3.5/6.5/12.5/25.
- Maximum Health bonus changed to 150/275/510/950/1750.
- Duration changed from 12 seconds to 10 seconds.
- Manacost changed from 110/130/150/150/150 to 70/95/125/175/235.

Phoenix
- Phoenix base damage changed from 60 to 35.
- Phoenix maximum health changed from 1250 to 680.
- The summoned Phoenix now scales with the level of the Ultimate Ability (+~65% stats per level, before other upgrades).
- Level 3 no longer summons 2 Phoenixes.
- Manacost changed from 130/165/200/200/200 to 120/160/215/295/400.

Big Bad Voodoo
- Area of effect changed from 1200 to 600/800/1000/1200/1400.
- Duration changed from 6/12/20/20/20 to 3/5/10/20/35 seconds.
- Manacost changed from 110/150/190/190/190 to 90/120/165/220/300.

Reincarnation
- Ability reworked: Once per wave you'll heal for 30/40/55/75/100% of your maximum health when taking damage that would kill you, but you'll deal 30% less damage for 15 seconds after you've been saved.

Animate Dead
- Number of Corpses Raised changed from 2/3/5/5/5 to 3/3/3/4/5.
- Duration changed from 30 seconds to 4/6/8/10/10 seconds.
- Manacost changed from 150/190/250/250/250 to 120/160/215/295/400.

Death And Decay
- Maxmimum health damaged per seconds changed from 5/7/9/9/9% to 1/1/2/2/3%.
- Duration changed from 5 seconds to 3/4/4/5/5 seconds.
- Total damage over full duration is now 3%/4%/8%/10%/15% maxmimum health.
- Area of effect changed from 250/320/400/400/400 to 280/300/325/350/400.
- Manacost changed from 160/220/280/280/280 to 135/180/245/330/450.

Inferno
- Impact damage changed from 90/150/300/300/300 to 60/90/135/205/300.
- Stun duration changed from 2 seconds to 1 second.
- Infernal duration changed from 60 seconds to 15 seconds.
- Infernal maximum health changed from 1500 to 900.
- Infernal damage changed from 48 to 29.
- Infernal armor changed from 6 to 2.
- The summoned Infernal now scales with the level of the Ultimate Ability (+~65% stats per level, before other upgrades).
- Area of effect changed from 250/300/400/400/400 to 300.
- Manacost changed from 175/225/275/275/275 to 120/160/215/295/400.

Starfall
- Damage changed from 90/130/200/200/200 to 65/120/225/410/750.
- Manacost changed from 110/150/200/200/200 to 95/125/175/230/315.

Tranquility
- Healing values changed from 10-20/20-40/30-60/30-60/30-60 to 10-20/20-35/40-60/80-100/150-200.
- Manacost changed from 170/235/300/300/300 to 110/150/200/270/365.

Vengeance
- Level 3 no longer summons 2 Avatar of Vengeance.
- Avatar of Vengeance maximum health changed from 1200 to 300.
- Avatar of Vengeance health regeneration changed from 1.6 to 5.
- Avatar of Vengeance armor changed from 2 to 1.
- Avatar of Vengeance damage changed from 24 to 13.
- The summoned Vengeance now scales with the level of the Ultimate Ability (+~65% stats per level, before other upgrades).
- The Avatar of Vengeance ability "Spirit of Vengeance" adjusted:
- Maximum Spirits summoned changed from 6 to 3.
- The summoned Spirit of Vengeance damage changed from 13 to 35.
- The summoned Spirit of Vengeance attack cooldown changed from 1.35 to 1.1.
- The summoned Spirit of Vengeance now scales with the level of the Ultimate Ability (+~65% stats per level, before other upgrades).
- Manacost changed from 130/165/200/200/200 to 120/160/215/295/400.

Finger of Death
- Damage changed from 410/770/1330/1330/1330 to 290/530/990/1830/3400.
- Manacost changed from 110/170/250/250/250 to 140/190/255/345/465.

Stampede
- Beasts per second changed from 7 to 5.
- Damage per beast changed from 70/110/150/150/150 to 85/120/175/250/355.
- Duration changed from 12 to 7 seconds.
- Cast range changed from 300 to 600.
- Manacost changed from 120/150/180/200/200 to 100/135/180/245/330.

Volcano
- Damage changed from 140/215/350/350/350 to 70/130/240/440/820.
- Stun duration changed from 2 seconds to 0.5 seconds.
- Manacost changed from 140/170/220/220/220 to 110/150/200/270/365.

Blizzard
- Damage changed from 25/40/55/75/100 to 30/50/75/110/150.
- Manacost changed from 80/110/140/190/250 to 90/120/150/200/250.

Brilliance Aura
- Mana regeneration bonus changed from 1/1.75/2.5/3.5/5 to 1/2/4/7.5/12.

Devotion Aura
- Armor bonus changed from 2/5/8/11/15 to 1.5/3/5/10/15.

Divine Shield
- Duration changed from 5/7/10/12.5/12.5 to 3/5/7.5/10/10.
- Manacost changed from 25 to 50/50/50/25/0.
- Cooldown changed from 40/40/40/40/30 to 45/45/45/40/35.

Holy Light
- Heal amount changed from 215/430/645/790/1000 to 295/590/880/1050/1400.
- Cooldown changed from 5 to 8 seconds.
- Manacost changed from 90/105/120/150/190 to 90/120/150/190/250.

Heal
- Heal amount changed from 30/50/80/125/190 to 60/100/200/320/450.
- Cooldown changed from 1 second to 3 seconds.
- Manacost changed from 20/35/50/70/110 to 30/40/50/85/120.

Mirror Image
- Illusion damage changed from 20/25/30/45/60% to 33/33/33/50/75%.
- Manacost changed from 95/110/125/150/180 to 70/90/110/140/170.

Impale
- Damage changed from 50/80/110/150/210 to 70/120/190/310/440.
- The time impaled units are airborn changed from 1 seconds to 0.66 seconds.
- Stun duration changed from 2/3/4/4/4 seconds to 1/1.5/2/2.5/3 seconds.
- Manacost changed from 70/90/110/135/160 to 90/110/130/175/225.

Immolation
- Damage per second changed from 10/25/40/70/100 to 20/35/50/85/120.
- Mana drained per second changed from 7/10/13/15/20 to 5/10/15/22.5/30.

Searing Arrows
- Bonus damage changed from 10/20/30/45/70 to 15/30/50/90/150.
- Manacost changed from 7/9/11/13/15 to 5/10/15/25/35.

Battle Roar
- Damage increase changed from 10/22/40/62/90 to 15/25/40/75/110.
- Area of effect changed from 650 to 800.
- Cooldown changed from 45 seconds to 30 seconds.
- Duration changed from 7 seconds to 10 seconds.
- Manacost changed from 50 to 30/40/50/75/100.

Black Arrow
- Bonus damage changed from 2/5/10/20/40 to 5/10/20/40/90.
- Manacost changed from 5/10/15/15/15 to 10/10/15/20/25.

Cold Arrows
- Bonus damage changed from 2/5/10/17/25 to 2/5/10/20/35.
- Attack speed and movement speed reduction changed from 20/30/40/55/70% to 10/20/30/45/65%.

Forked Lightning
- Level 5 now hits 6 targets, up from 5.
- Manacost at level 5 changed from 275 to 280.

Frost Arrows
- Bonus damage changed from 8/16/32/45/60 to 10/25/40/75/100.
- Attack speed and movement speed reduction changed from 5/10/15/20/25% to 5/10/15/20/20%.
- Manacost changed from 5/10/15/20/25 to 5/10/15/25/30.

Incinerate
- Damage multiplier changed from 2/4/6/8/10 to 2/5/8/15/25.

Moonsoon
- Damage changed from 20/32/45/60/90 to 25/40/60/100/170.

Poison Arrows
- Manacost changed from 8/12/17/20/25 to 5/10/15/20/25.

Aerial Shackles
- Damage per second changed from 15/38/60/87/111 to 20/45/90/180/300.
- Cooldown changed from 20 seconds to 15 seconds.
- Duration changed from 7 seconds to 5 seconds.
- Manacost changed from 60/75/90/90/90 to 40/70/100/150/200.

Anti-Magic Shell
- Cast range increased from 500 to 600.
- Slow duration changed from 0.5 to 0.75 seconds.

Inner Fire
- Cast range increased from 500 to 600.

Polymorph
- Polymorph duration changed from 4/6/8/10/12 to 3/4/5/7.5/10.
- Cast range increased from 500 to 600.
- Manacost changed from 110 to 70/90/110/150/200.
- Hotkey changed from "O" to "L".

Slow
- Attack speed slow changed from 10/15/20/30/40 to 5/10/15/25/35%.
- Movement speed slow changed from 30/50/70/85/95% to 20/35/50/70/90%.
- Duration changed from 10 to 30 seconds on creeps, but remains at 5 seconds against Guardians.
- Manacost changed from 40/60/80/110/150 to 35/70/105/140/190.

Berserk
- Damage taken increase changed from 50/40/30/15/0% to 30/25/20/10/0%.
- Attack speed increase changed from 40/50/60/70/80% to 30/40/50/65/80%.
- No longer provides a bonus to movement speed.
- Cooldown changed from 20 to 12 seconds.
- Duration changed from 12 to 5 seconds.
- Manacost changed from 20/30/40/70/100 to 35/50/75/90/110.

Bloodlust
- Manacost changed from 30/45/60/75/100 to 45/60/75/90/120.

Pulverize
- Pulverize stomp chance increased from 25% to 30%.
- Now also hits airborn enemies.

Rejuvenation
- Cast range increased from 400 to 600.

Slow Poison
- Damage per second changed from 5/10/20/32/48 to 5/15/25/40/70.
- Attack speed reduction changed from 10/16/22/30/40% to 10/15/20/25/30%.
- Movement speed reduction changed from 30% to 35%.

Envenomed Spears
- Damage per second changed from 5/12/20/45/80 to 10/20/35/60/90.
- Duration changed from 3/6/9/15/25 to 3/4/5/7/10 seconds.

Berserking Roar
- Damage bonus increase changed from 12/16/25/32/40% to 20/30/40/60/75%.
- Area of effect changed from 500 to 800.

Spirit Link
- Distributed damage factor changed from 40/50/60/70/80% to 35/50/65/80/95%.
- Linked number of targets changed from 2/3/4/5/6 to 3/4/5/6/8.
- Duration changed from 20 to 30 seconds.
- Cooldown changed from 40 to 30 seconds.
- Manacost changed from 75 to 50/75/100/150/200.

Carrion Beetles
- The base damage of progenerated Beetles changed from 7/14/21/28/35 to 9/18/32/51/80.
- Manacost changed from 30 to 20/35/50/80/110.

Summon Water Elemental
- The base damage of summoned Water Elemental changed from 19/29/39/49/59 to 24/39/54/77/108.

Feral Spirit
- The base damage of summoned Feral Spirits changed from 10/15/20/25/30 to 10/18/30/44/68.

Force of Nature
- Treants now always regenerate hitpoints, not only during the night.
- Treants hitpoints regeneration changed from 0.5 to 2.0.
- Overcharged Force of Nature (level 4 and 5) now creates Fortified Treants instead of Treants.
Fortified Treants have greater health, armor, health regeneration and slightly more damage.
- Summoned Treants count changed from 2/3/4/5/6 to 2/3/4/4/5.

Pocket Factory
- Spawn Interval of Clockwerk Goblins changed from 6/6/6/5/4 to 6/5/4/3.2/2.56.
- Manacost changed from 120/150/190/240/300 to 110/135/160/200/250.

Spirit Beast
- The base damage of summoned Spirit Beasts changed from 10/15/20/25/32 to 10/16/28/40/62.

Summon Bear
- The base damage of summoned Bear changed from 18/27/37/37/37 to 21/32/44/58/72.
- The maximum health of the summoned Bear at level 4 and 5 increased from 1200 to 1500/1820.
- The armor of the summoned Bear at level 4 and 5 increased from 2 to 3/4.
- Cooldown changed from 40/40/40/35/35 to 40 seconds.
- Duration changed from 50/50/50/60/70 to 60 seconds.
- Manacost changed from 100/125/150/150/150 to 100/125/150/200/200.

Summon Quilbeast
- The base damage of summoned Quilbeast changed from 12/24/36/36/36 to 18/35/55/55/55.

Wolf Guardian
- Now have the "Cleaving Attack (Neutral Hostile)"-ability.


Items

Overloaded Ability Orb
- Gold cost changed from 300 to 150 and removed the Ability Point cost.

Gauntlets of Ogre Strength
- Increased the damage dealt of the "Ogre Throw"-effect from 100% of current strength to 160%.

Drums of Suffering
- Damage bonus from the "Drum"-effect changed from 77 to 135.
- Armor bonus from the "Drum"-effect changed from 12 to 10.

Everlasting Medallion of Origination
- The "Safeguarding"-effect now triggers when the hero drops below 15% health, instead of 10%.
- Changed the cooldown of the "Safeguarding"-effect from 180 seconds to 90 seconds.

Shadowstep Ring
- Increased the damage dealt of the "Shadowstep"-effect from 70% of current agility to 200%.

Amulet of Techniques (Amulet of Agility)
- Name changed from "Amulet of Agility" to "Amulet of Techniques".
- The "On Attack"-effect "Perfect Attack" name changed to "Combat Techniques".
- The "Combat Techniques"-effect now increases damage by 10 each step and the cap is increased from 3 attacks to 4 attacks (total of 40 damage).
- Internal cooldown changed from 0.5 to 0.25 seconds.

Soulshatter Dagger
- The "Soulstab"-effect %-chance to deal a critical strike changed from 15% to 30%.

Moonstaff of Timeless Sands
- The cooldown of the "Timeless Attack"-effect changed from 3.6 seconds to 4.1 seconds.

Ring of Regeneration
- Gold cost increased from 25 to 100.
- Now also increases armor by 1.
- New "On Use"-effect: "Regeneration". Increases all healing recieved by 10% and heals for 10 health every second for 5 seconds.

Spiked Shield (Shield of Protection)
- Name changed from "Shield of Protection" to "Spiked Shield".
- Icon changed.
- New "When Attacked"-effect: "Counterattack". When attacked by a melee enemy, has a chance to do a counterattack with the shield, dealing 11 physical damage to the attacker.
- Gold cost increased from 50 to 100.

Provoking Skull
- Armor bonus changed from 1 to 2.
- Health Regeneration bonus changed from 2 to 1.
- Gold cost changed from 150 to 100.

Runic Shield
- Armor bonus changed from 5 to 4.
- Magic Resistance bonus changed from 20% to 15%.
- New "On Use"-effect: "Runic Barrier". Reduce incoming spell damage by 40%, but also recieve 80% less healing from healing effects for 4 seconds.

Shield of the Damned
- Armor bonus changed from 9 to 7.
- No longer decreases Mana Regeneration by -42%.
- New "Passive"-effect: "Undying Thirst". Drains 3.7% mana of maximum mana every second; if no mana can be drained, health will be drained instead.
- New "When Attacked"-effect: "Mind Sear". Non-guardian enemies who attack you have a 10% chance to be be cursed for 4 seconds; increasing the time between their attacks by 20%.

Brawlers Mask
- Overhealing to damage from the "Adrenaline"-effect changed from 10% to 20% and the duration increased from 3 to 4 seconds.

Titan Shield
- The increased healing recieved from the "Titan Boost"-effect changed from 15% to 20%.

Siege Armor
- Changed the name of the "Fortification"-effect to "Defensive Overdrive".
- The additional health gained from the "Defensive Overdrive"-effect when attacked changed from 80 to 64.
- The maximum health gained from the "Defensive Overdrive"-effect lowered with the above change, from 1200 to 960. Still 15 hits before reset.

Glyph of Fortification
- Maximum Health bonus changed from 340 to 290.
- No longer gives a bonus to Health Regeneration bonus.
- New "Passive"-effect: "Fortified Regeneration". Every 3rd second, heal for 440% of current Armor amount.

Claws of Attack
- Gold cost changed from 25 to 50.
- Damage bonus changed from 6 to 12.
- New "On Attack"-effect: "Desperate Swipe". Physical damage is increased when attacking a target with a higher percentage health than yourself.

Feasting Claws
- Internal cooldown changed from 0.5 to 0.25 seconds.

Claws of Searing Power
- Damage bonus changed from 24 to 27.

Firehand Claws
- Damage bonus changed from 15 to 18.
- The increased damage from the "Molten Swipe"-effect increased from 5 to 6 with each attack.

Whirlwind Glaive
- Damage bonus changed from 38 to 40.
- The damage dealt from the "Whirlwind"-effect changed from 400% to 500% of base damage.
- The damage dealt from the "Whirlwind"-effect is now regarded as "physical splash" (some item/ability effects will not trigger from this damage).
- The healing recieved from the "Whirlwind"-effect reduced by 50%.
- Fixed an issue that could cause the healing recieved from the "Whirlwind"-effect to be lower than intended.
- The radius of the "Whirlwind"-effect changed from 400 to 256.

Truestrike Hammers
- Damage bonus changed from 41 to 55.
- The physical damage bonus dealt from the "Truestrike"-effect changed from 20% to 30%.
- Corrected the Hotkey from "X" to "D" in the shop.

Wraith Axe
- Damage bonus changed from 65 to 78.
- New "On Attack"-effect: "Soulshatter". 50% of all physical damage dealt will be converted and dealt as spell damage instead.

Dagger of Disintegration
- Damage bonus changed from 77 to 101.
- Changed the cooldown of the "Disintegrate Armor"-effect from 60 to 35 seconds.

Inferno Axe
- Damage bonus changed from 98 to 124.

Obliteration Blade
- Damage bonus changed from 144 to 170.
- The damage bonus increase from the "Obliteration"-effect changed from 150% to 130%.

Sobi Mask
- New "On Use"-effect: "Focus". Become stunned for 3 seconds and restore mana equal to current Intelligence.
- Gold cost changed from 25 to 100.

Wand of Distortion (Wand of Focus)
- Name changed from "Wand of Focus" to "Wand of Distortion".
- No longer provides a +35% Mana Regeneration bonus.
- New "On Spell Damage"-effect: "Spell Fever". Has a 15% chance to distort the attacks of a spell damaged non-guardian enemy for 5 seconds; increasing the time between their attacks by 10%.

Circlet of Circlet of Incantations (Circlet of Mana)
- Name changed from "Circlet of Mana" to "Circlet of Circlet of Incantations".
- New "Passive"-effect: "Magic Formula". Increases Spell Critical Damage by a random amount based on the total mana of the caster.
- Changed Maximum Mana bonus from 130 to 65.
- Now also increases Spell Critical Rating by 5.
- Gold cost changed from 150 to 200.

Crystal Core
- Mana refunded from the "Crystalize"-effect changed from 40% to 30%.
- Cooldown of the "Crystalize"-effect changed from 25 to 20 seconds.
- The "Crystalize"-effect will no longer trigger from abilities that cost no mana.
- Replaced +5 Spell Critical Rating with +10% Magic Resistance.

Ring of the Archmagi
- Spell Critical Rating bonus from the "Magical Execution"-effect changed from 15 to 25.

Fractured Moonstone & Moonstone
- The radius of the "Manawave" and "Greater Manawave" effects changed from 800 to 640.
- Improved logic and optimized the effect of these items.

Volatile Spell Sphere
- Spell Critical Rating changed from 12 to 14.

Shadowland Wand (Cursed Shadowland Wand)
- Name changed from "Cursed Shadowland Wand" to "Shadowland Wand".
- The "Weaken Soul"-effect removed.
- New "On Spellcast"-effect: "Shadowland Ritual". Spellcasts spawns a shadow rift beneath the caster that increases spell damage and any spell damage dealt will stun enemies while the caster stands inside the shadow rift.
- Replaced +10% Magic Resistance with +10 Spell Critical Rating.

Relocation Gem
- Changed the trigger time of the "Unstable Warping"-effect from every 7th second to every 6th second.
- The attack speed bonus from the "Unstable Warping"-effect changed from +35% to +50%.
- The armor bonus from the "Unstable Warping"-effect changed from +5 to +8.
- The damage bonus from the "Unstable Warping"-effect changed from +55 to +96.
- The duration of all "Unstable Warping"-effect bonuses changed from 7 to 6 seconds.

Cursed Treasure of Yer'ahim
- The bounty increase from the "Greed"-effect changed from 50% to 65%.

Pendant of Elements
- The duration of the summoned elemental changed from 40 seconds to 20 seconds.
- The elemental damage to heal percent changed from 70% to 150%.
- Cooldown changed from 60 seconds to 30 seconds.
- Manacost changed from 70 to 50.
- Item gold cost changed from 200 to 225.

Urn of the Inevitable End
- Vroo'kel, the Seer of Dark Fates base damage increased from 47 to 71.
- Manacost changed from 100 to 80.

Demonic Portal Key
- Demonic Beast base damage increased from 17 to 28.
- Demonic Guard base damage increased from 11 to 21.
- Demonic Torturer base damage increased from 22 to 35.
- The demons summoned from the portal now lasts for 15 seconds instead of 12.
- Cooldown reduced from 70 seconds to 65 seconds.
- Manacost reduced from 140 to 110.

Forgotten Eye of the Raven
- Fixed a bug that could cause unintended abilities to get a lower cooldown.

Token of Nature
- The heal from the "Call for the Nature"-effect changed from 55 to 85.

Spiritual Water Relic
- The total heal amount of the "Cleansing"-effect changed from 190 to 220.

Legendary Artifacts

Bwonsamdis' Key to the Shadowlands
- Now resets the cooldown of a basic ability after every 4th blocked damage source, instead of every 5th.

The History of the Mist Serpent
- When taking damage, the augmentation effect is now paused for 2 seconds, instead of 4 seconds.

Vessel of Elune
- The effects of this legendary artifact now also works when cast on self, but the healing amount is reduced by 50% when cast on self.
- The total amount of healing is now capped at 30% of your maximum health, down from 60%.
- The augmentation effect now increases the healing done by 8 for each cast, instead of 3.

Thundering Heart of Lei Shen
- Cooldown changed from 20 seconds to 15 seconds.


Guardians

The maximum health of all guardians reduced by ~5% for all waves in all game modes.
The base damage of all guardians increased by ~20% for all waves in all game modes.

The time to prepare before a Guardian spawns changed from 50 to 40 seconds (Fast Mode is still 25 seconds).

The enrage timer for a Guardian changed from 125 seconds to 90 seconds.


Voltronax, the Arcane Monstrosity
- Arcane Orb now have a more intense pulsing effect and should be much easier to notice.

Molganath, Lord of Fire
- Molten Minions will now also enrage if the wave isn't cleared fast enough.
- The Fire Bomb left behind a killed enemy creep got a small color change and now have a new effect when it explodes, a fiery burst.

Cryllise, the Frostbitten Bonedragon
- The spawn rate of Frost Traps adjusted; they no longer spawn on a set interval and are instead random based of: base time + random value between 0 and 2 seconds.
They will spawn less frequent, but are not as predictable as before.
- The damage of Blizzard increased by 50%.
- The duration of Blizzard changed from 12 to 7 seconds.

A'er, Guardian of Winds
- Wind Bomb no longer hit the shop.

Yor'shajjza, Tempest of the Shath'Yar
- Yor'shajjza got a new projectile effect for attacks.

Z'or, the Manifestation of Void
- Z'or got a new projectile effect for attacks.
- Reduced model size slightly of Z'or.
- Void Burst now have a new effect.
- Void Burst damage increased by ~11%.


Creeps

The maximum health of all creeps reduced by ~12% for all waves in all game modes.
The base damage of all creeps increased by ~22% for all waves in all game modes.

Creeps now gain +15% more incremental damage after each wave between waves 10 and 15.
Creeps now gain +11% more incremental damage after each wave between waves 15 and 20.
Creeps now gain +10% more incremental damage after each wave between waves 20 and 25.
Creeps now gain +18% more incremental damage after each wave between waves 25 and 30.
Creeps now gain +9% more incremental damage after each wave between waves 30 and 35.
Creeps now gain +14% more incremental damage after each wave between waves 35 and 40.
Creeps now gain +12% more incremental damage after each wave between waves 40 and 45.
Creeps now gain +4% more incremental damage after each wave between waves 45 and 50.
Creeps now gain +6% more incremental damage after each wave between waves 50 and 55.

The enrage timer for a creep wave changed from 90 seconds to 75 seconds.



Update (2019-06-16)

I believe I've fixed most bugs and issues introduced with the 1.31.x patches. I might have version 3.8a ready sooner than expected! :)


Update (2019-06-14)

Currently working with the latest patch (1.31.1) and adding new features and most importantly fixing all major bugs introduced with the 1.30 patch. I've got no information when 3.8a is ready, I'll update this post whenever the version is about to be ready.



Update (2019-05-30)

The progress on version 3.8a is going slow and steady forward! I've redesigned the Ultimate Abilities to feel more unique and interesting:

Ultimate Abilities redesigned:
You're no longer able to upgrade an Ultimate Ability; instead the level is increased by 1 after each completed wave, up to level 5.
The power of an Ultimate Ability starts low and gets exceptionally stronger after each level.

When you use the Ultimate Ability it loses power and the level is decreased by 2 after the wave is completed, instead of gaining a level.
An Ultimate Ability can be used once per wave and the cooldown is reset after each completed wave.

The cost of an Ultimate Ability in the "Random Trial" game mode changed from 100 Gold and 3 Ability Points to 300 Gold and 3 Ability Points.
The cost of an Ultimate Ability in the "All Pick" game mode changed from 3 Ability Tokens to 5 Ability Tokens.

Unlearning an Ultimate Ability now only refunds the base cost (level 1) Ability Points.​

It's still a WIP and some things may still change!


Also...

With patch 1.31 released I asume this map is broken as I've read about a couple of changes that I know would affect this map. I can't test it myself and unfortunately I'm unable fix the issues as for now; I'll wait until Blizzard patches most of the newly introduced issues with the patch until I update my Warcaft 3.

I'll continue to work on version 3.8a in the 1.30.4 client, so no progress is lost really. :)


Update (2019-05-18)


Forgot to exclude some last minute debug texts before I released the 3.7d version, sorry about that. 3.7d is still 100% playable, but if the random texts that may appear bothers, play this, 3.7e version instead.

General

The Champions Highscore is compatible with version 3.7a, 3.7b, 3.7c and 3.7d.

Debug text will no longer appear during normal gameplay.


Update (2019-05-17)

Another small update, fixes a couple of bugs and improves stability and performance!

General

The Champions Highscore is compatible with version 3.7a, 3.7b and 3.7c.

Improved and optimized a few things in the map; improved stability, etc.

Game Modes

All Pick
- Fixed a bug that allowed players to buy the same ability again. This couldn't be abused as the previous instance of the ability was simply replaced and the player wasted ability points, gold and lost one ability slot.

Abilities

New Basic Ability: Mana Shield!

Legendary Artifacts

You're now able to see the Legendary Artifact a player has purchased when looking at the multiboard via an icon next to the player name.

Wicked Fragment of Y'Shaarj
- Corrected the tooltip of the augmentation effect. It increases damage by 0.2% and not 0.02% as described before.

Guardians

Voltronax, the Arcane Monstrosity
- Fixed an issue that could cause Arcane Strike not to be cast on a random player hero.

Yor'shajjza, Tempest of the Shath'Yar
- Fixed an issue that could cause Tempest Storm to deal 0 damage against his summoned illusions.






Update (2019-05-05)

Another small quality of life update, enjoy!

General

The Champions Highscore is compatible with version 3.7a and 3.7b.

Improved and optimized a few things in the map, file size reduced by 2 kB!
Improved and optimized the synchronization of the Champions Highscore; it's a few seconds faster now (depending on players playing).
The "Help (F9)"-information is now generated at start instead of after a 10 seconds delay.

Game Modes

All Pick
- You're no longer restricted to only buy 1 ability for a selected ability slot. If you purchase another ability in an ability slot that already has an ability, you'll now purchase the ability for the first available and empty ability slot. In short: Purchasing works the same as upgrading an ability now. It all feels much more fluid.
- Added more helpful text when attempting to purchase or upgrade an ability with insufficient Ability Tokens.

Items

Inferno Axe
- Changed the special effect of the fire to be smaller and less distracting.
- If the target of the fire dies, the fire now searches for a new target every 0.33 seconds instead of every frame.

Frozen Orb
- Fixed an issue that caused the damage from multiple Frozen Orb items not to stack properly.


Update (2019-04-26)

A short update with a couple of new abilities to spice up the gameplay!

Balance vs 3.7a will be slightly adjusted, but I'd rather keep the current Champions Highscore intact instead of releasing 3.8a and let players restart their progress already.

General

The Champions Highscore is compatible with version 3.7a.

Fixed an issue that could prevent the "Beginner Tips (Page 1/4)"-ability to be given to heroes in the "All Pick" game mode.
The "Beginner Tips (Page 1/4)"-ability now have an updated description for the "All Pick" game mode.
Removed the text about the "Posion Cave" in the "Beginner Tips (Page 4/4)"-ability as it was moved in 3.7a.


Abilities

New Basic Ability: Cloud
New Basic Ability: Feedback
New Basic Ability: Burning Oil
New Basic Ability: Healing Wards
New Basic Ability: Lightning Shield (no longer deals friendly fire and damage is now scaled correctly)
New Basic Ability: Firebolt
New Basic Ability: Frostbolt
New Basic Ability: Summon Hawk

These abilities are added to all game modes.


Heroes

Added tooltip-information to all Heroes when selecting a Hero in "All Pick" game mode, such as attributes, etc.


Guardians

All Guardians now regenerate 1000 mana per second (this doesn't affect their behaviour or difficulty).

Grua, the Ravager
- Deep Wounds now have a new special effect on affected units, a red "!" overhead.
- Changed the icon of the "Deep Wounds" status effect (debuff).



Update (2019-04-16)

Version 3.7a released!

I hope you'll enjoy the new "All Pick" game mode; it's a very different way to play!

The planned "Champions Mode" didn't make it with this release as I'd rather get this version out asap to fix some bugs and include the new game mode.

Please report any issues and suggestions are welcome as always!

This version brings "All Pick" as a Game Mode and a couple of balancing improvements and bug fixes!

General

The Champions Highscore is reset this version due to several balance changes and new additions. Your old Highscores will still load and save if you play the older versions, so no data is lost.

The Game Results will no longer show if players are defeated at Wave 0 (before the game has started).
The Game Results screen should no longer fail to gather data from a player.
"Damage Taken" is now reset and displayed properly in the Game Results screen.

Fixed an issue that could cause the synchronization text to flicker at random times.

Fixed an issue where Heroic Essence wouldn't reset properly if you unlearned an overcharged ability via "Tome of Unlearning".
Fixed an issue where Heroic Essence wouldn't reset properly if you unlearned an overcharged ability via "Obliterate Soul".
Fixed an issue where Ability Points wouldn't reset properly if you unlearned an overcharged ability via "Obliterate Soul".
Fixed an issue that could cause an Overcharged ability to refund more Ability Points than intended when unlearned.

You're now able to see the Hero portraits of your allies on the left side of your screen.

A new feature added: Game Mode Selection
The first player available in player order (Red -> Blue -> Teal -> Purple) may now select the Game Mode at the beginning of the game. Please note that you're not able to change the Game Mode after you've selected the Game Mode.

The Champions Highscore is seperated between the different Game Modes.​

Game Modes

New Game Mode: All Pick
In this game mode all players can select the hero they want to play as at the start of each round.
Players may also select their abilities and upgrades.

A new currency introduced with this game mode: Ability Token.
An Ability Token is required to purchase or upgrade an ability in the "All Pick" game mode.
Costs 25 gold and 1 Ability Point.​
Creeps and Guardians are stronger in this game mode:
+30% maximum health
+15% maximum damage​

Commands

New command added: "-ab"
This command let a player enable or disable the functionality to automatically purchase Ability Tokens for the "All Pick" game mode when purchasing or upgrading an ability.​


Heroes

Heroes now respawn near the middle of the map, instead of nearby the Vault of Treasures.

Crypt Lord
- Base Hitpoints increased from 25 to 100 (now the same as all other heroes).


Abilities

New Basic Ability: Hex
New Basic Ability: Unholy Frenzy

Carrion Beetles
- Beetles are no longer removed between waves, due to the requirements of their summon.

Drunken Brawler
- The Chance to Evade changed from 7/14/21/28/30% to 4/7/10/15/20%.

Berserking Roar (Roar)
- Renamed from "Roar" to "Berserking Roar" to differentiate more from "Battle Roar".
- Changed the ability icon.

Command Aura
- Corrected the ability tooltip to display the correct damage bonus values (10/15/20/30/40%).

Acid Bomb
- Armor reduction changed from 2/5/8/11/15 to 1/2/3/5/8.

Faerie Fire
- Armor reduction changed from 2/6/10/15/20 to 2/4/6/9/12.
- Mana cost at level 5 changed from 150 to 120.

Drunken Haze
- Chance to Miss changed from 15/22/29/35/40% to 10/15/20/25/30%.


Items

The following items now have a 0.50 second internal cooldown (invisible cooldown) for their "On Attack"-effects:
Feasting Claws, Helm of the Dark Realm, Inferno Axe, Amulet of Agility, Overcharged Hammer and Spellbound Scepter.

The following items now have a 0.25 second internal cooldown (invisible cooldown) for their "On Attack"-effects:
Claws of Searing Power

This change was made as it was to easy to abuse these effects with abilities such as "Cleave", etc. It also fixes a rare bug that could crash the game if players managed to spam all these effects hundreds of times within a short period of time.


Ironwood Branch
- Fixed an issue where the "Ironskin"-effect reduced more damage than intended.

Dragon Heart
- Reworked the "Blood of a Dragon"-effect. It now stores 15% of all physical damage taken over 10 seconds and then heals it back as a Spell Heal.

Champions Battlehelm
- Changed the "Last Stand"-effect from "When Attacked" to "Passive".
- The Health Regeneration bonus from the "Last Stand"-effect is now part of Healing 2.0 and instead classified as a Spell Heal.
- Changed the healing amount from 30 to 24.
- The "Last Stand"-effect now stacks.

Shield of Might
- Fixed an issue with illusions causing the "Titan Secrets"-effect to bug out.

Moonstaff of Timeless Sands
- The minimum attack interval of the "Timeless Attack"-effect changed from 0.4 to 0.5 (you'll not attack as fast as before).
- The cooldown of the "Timeless Attack"-effect changed from 3 seconds to 3.6 seconds.

Soul Harvester
- The "Soul Harvest"-effect renamed to "Consume Souls".
- The "Consume Soul"-effect now restores 3% of maximum health, instead of 4%.
- The "Consume Soul"-effect no longer restores maximum mana.
- New "On Use"-effect: "Soul Harvest". Harvest the souls of enemies within a 1200 radius. For each enemy hit your Spell Damage is increased by 3% for 8 seconds, but you'll also take 3% of your maximum health as damage, up to 30%. You can not die from this effect.

Moonlight Spear
- New "On Attack"-effect: "Pierce Armor". Chance on hit to reduce the armor of the attacked target.

Novice Healing Staff
- Healing amount of the "Lesser Heal"-effect increased from 70 to 95.

Staff of Divine Light
- Healing amount of the "Healing Ray"-effect increased from 200 to 215.

Trinket of Longevity
- Fixed an issue that could cause some healing effects not to function with the "Into the Bones"-effect.

Luminous Shimmerweed
- The Spell Heal Bonus from the "Eat Shimmerweed"-effect changed from 150% to 100%.

Holy Scarlet Armor
- "Divine Light"-effect, changed 20% to 15% of all self-healing to amplify the healing of other healing effects.

Cursed Treasure of Yer'ahim
- The bonus bounty from the "Greed"-effect changed from 30% to 50%.
- Fixed an issue that prevented the "Greed"-effect from stacking properly.


Legendary Artifacts

Thundering Heart of Lei Shen
- Base duration increased from 3 to 5 seconds.
- Base damage increased from 2.6% to 4.1% maximum health as damage.

Wicked Fragment of Y'Shaarj
- The "Augmentation"-effect now have a 0.25 second internal cooldown (invisible cooldown).
- The damage increase amount from the "Augmentation"-effect changed from 0.05% to 0.02%.


Guardians

Moved the spawn location of Guardians slightly more south.
Maximum health of all Guardians reduced by 6% in 1-Player mode.

Demo'vilesh, the Hellish Torturer
- Fixed an issue that could cause Hell Burn not to get removed when Demo'vilesh was killed or reset.
- Hell Burn no longer affect non-hero units (such as player summons, etc).
- Units affected by Hell Burn now have a status effect (debuff).

A'er, Guardian of Winds
- The damage of a missed Wind Bomb increased by 70%.
- The damage of a soaked Wind Bomb increased by 12%.

Rotch, Embodiment of Gore
- Allied heroes of a hero chased by a Gore Maggot may now move on the Gore Maggot to instantly kill it.
- Rotch will now cast Gore Maggot slightly more often.

Grua, the Ravager
- The damage cap of the Bleed effect changed from 15% maximum health to 7% maximum health per second of the bleeding target.
- The Bleed effect now starts below 80% maximum health, instead of 90% and is removed above 80% maximum health.

Yor'shajjza, Tempest of the Shath'Yar
- If Twisted Soul fails to hit any player, Yor'shajjza will no longer wait for the next cast, but instead try to find a new target as soon as possible.
- The damage of Tempest Storm increased by ~67%.
- Yor'shajjza will now activate Tempest Storm below 30% maximum health, instead of 20%.
- Tempest Storm will now strike targets slightly more often.

Z'or, the Manifestation of Void
- Increased the amount of Void Burst damage stored between encounters.
- Increased the base damage of Void Burst by 24%.
- Void Burst no longer attempt to hit Magic Immune units.
- Fixed an issue where Phase Shift didn't prevent the damage of Void Burst.


Creeps

The Unit-Level of all Creeps set to 1. This doesn't affect their stats, but it makes sure all status effects lasts for the entire duration.

Dalaran Mutant, Deceiver, Fallen Priest and Flesh Golem
- Now classified as an Undead.


Environment

Moved the "Poison Cave" environment that previously was an hazard at the middle of the arena to the bottom of the arena.
It's now only part of the terrain and does nothing; future version may reintroduce this environment.



Update (2019-04-13)

Hello,

I'm almost done with the new Game Mode: "All Pick" and the Game Mode selection system is done!

Version 3.7a is not yet ready, but hopefully I'll be able to share it soon, stay tuned!


Update (2019-04-02)

Short update on version 3.7a! I'd like to share what my plans are for the next version.

It won't be as major as the most recent versions, as there's a lot of work behind the few features I'm adding:

- Allow the selection of a Game Mode at any time.
- Add 2 new Game Modes ("All Pick" and "Champions Mode") (might add more)
"All Pick" - Pick your Hero and purchase/upgrade/unlearn any ability you want, at any time.
"Champions Mode" - Build your Hero at the start. Select your abilities and these will be what you play with until you're defeated.​
- Redesign the "Poison Cave" in the middle of the map.
- Some minor and a few critical balancing changes.


Update (2019-03-29)

I've released Version 3.6b that fixes a couple of issues found in the most recent versions! :)

I'd recommend that you play this version instead of 3.6a; the Champions Highscore is not reset and is compatible between both versions.

General

The Champions Highscore is compatible with version 3.6a.

Updated the "Contact"-information at "Help (F9)" to represent the latest changes.

Fixed an issue where the "Wave X - Creep Name" text that appears when a new wave spawns could display the wrong information.

Fixed an issue that could cause some text to go out of bounds in the Multiboard.

Items

Ultimate Ability Orb
- It's no longer possible to get the same Ultimate ability twice in a row after unlearning your Ultimate ability via "Book of Ultimate Unlearning".

Legendary Artifacts

Bwonsamdis' Key to the Shadowlands
- Fixed an issue that caused the cooldown of a random selected basic ability not to be reset properly.

Heroes

Alchemist
- Should no longer recieve abilities that are for Ranged Heroes.

Guardians

Grua, the Ravager
- Fixed an issue where Ravaging Swipe would continue after Grua, the Ravager was killed or reset.


Update (2019-03-24)

Version 3.6a is finally released!

I'm glad to bring you another major update!

This version brings a new Game Results screen, a new Healing (2.0) mechanic, a new item stat, 18 new items, 2 new Guardians and plenty of balancing and other improvements!

General

The Champions Highscore is reset this version due to several balance changes and new additions. Your old Highscores will still load and save if you play the older versions, so no data is lost.

Improved the text and fixed a couple of grammar errors and typos.

Improved the logic behind most items; this fixed a few rare bugs and improved the stability of the game.

A new feature added: Game Results
This is a multiboard that will appear when the players are defeated.
The multiboard will display a lot of different stats and statistics tracked during the gameplay.
The perfect opportunity to take a Print Screen if you'd like to share your result!​

Reworked how healing works: Healing 2.0
Most healing abilities and effects now scale with the Intelligence attribute (as Spell Healing). +0.4% increased healing per Intelligence point.
Spell Critical Rating functions with all Spell Healing exactly the same as with Spell Damage.

Abilities and Items that doesn't function with Healing 2.0:
- Death Pact
- Vampiric Aura
- Soul Harvester
- Cloak of the Blood Prince
- Trinket of the Consumer
- Potion of Healing
- Potion of Greater Healing
- Health Stone
- Potion of Rejuvenation
- Vampiric Potion
- Potion of Endless Hunger

Added "Help (F9)"-information that explains Healing 2.0.
A new item stat added to represent the new Healing mechanic: Spell Heal Bonus
This new stat increases your Spell Healing done by a percentage.​

Multiboard
- Slightly increased the size of the multiboard.
- The character limit of the ability names in the multiboard increased from 10 to 12.
- If a player leaves, the multiboard data of this player will now persist until a round restart.


Commands

New command added: "-ready"
Used when the new Game Results mulitboard is active to let the game now you're ready for the next round.
When all players have typed this command the game will restart before the countdown timer runs out.​


Heroes

Removed the Hero Death message.
Night Elf Heroes now regenerate health during all hours of the day.


Abilities

Lightning Shield
- Removed; it did friendly fire and didn't scale properly with Hero stats. Will be re-added in the future when reworked.

Holy Light
- This ability is now part of the reworked Healing 2.0.

Heal
- This ability is now part of the reworked Healing 2.0.

Healing Wave
- This ability is now part of the reworked Healing 2.0.

Death Coil
- This ability is now part of the reworked Healing 2.0.
- The projectile speed increased and the effect is now instant as Holy Light counterpart.

Healing Spray
- This ability is now part of the reworked Healing 2.0.
- Cooldown changed from 3 to 7 seconds.

Rejuvenation
- This ability is now part of the reworked Healing 2.0.
- Can now be used on targets with full health at ability levels 2, 3, 4 and 5.

Unholy Aura
- Life Regeneration changed from 3/5/8/12.5/20 to 2/4/6/10/15.
- The percentage healing for the source now heals for 5% maximum health every 5th second instead of 2% every second.
- The percentage healing for the source is now part of the reworked Healing 2.0.

Evasion
- Chance to evade changed from 15/20/25/35/50% to 10/15/20/27/35%.

Hardened Skin
- The damage reduction changed from 15/20/25/35/50% to 10/15/20/27/35%.

Siphon Mana
- Can now properly transfer mana from the caster to an allied target.

Hydra Strike
- Number of additional targets changed from 3/4/5/7/9 to 2/3/4/5/7.

Serpent Ward
- Reduced the collision size of Serpent Wards by 50%.

Cold Arrows
- Updated the tooltip to show the amount of damage increase.

Poison Arrows
- Updated the tooltip to show how much damage and slow the poison effect do.
- The movement speed and attack speed slow from the poison changed from 0/0/0/0/0% to 7/11/15/20/25%.

Black Arrow
- Updated the tooltip to show the summoned unit information.

Envenomed Spears
- Duration changed from 70/70/70/70/70 to 3/6/9/15/25 seconds.

Incinerate
- Bonus damage multiplier changed from 1/2/3/5/7.5 to 2/4/6/8/10.
- The explosion damage on enemy death changed from 30/45/60/85/110 to 50/80/120/180/250.

Tranquility
- The amount of healing changed from 15/30/45 to 10 - 20/20 - 40/30 - 60.
- This ability is now part of the reworked Healing 2.0.
- Area of effect changed from 900 to 1200.
- Mana cost changed from 200/240/280 to 170/235/300.
- Cooldown changed from 70/70/70 to 60/60/60.

Death And Decay
- Cooldown changed from 150/150/150 seconds to 120/120/120 seconds.
- Mana cost changed from 120/160/200 to 160/220/280.
- Max life damage changed from 6/8/10% to 5/7/9%.

Avatar
- The damage bonus changed from 20/30/50 to 20/50/100.
- The armor bonus changed from 5/8/12 to 5/10/15.
- The hitpoint bonus changed from 500/750/1000 to 400/950/1500.
- Duration changed from 15 seconds to 12 seconds.

Phoenix
- Cooldown changed from 110/110/110 to 120/105/90.
- Manacost changed from 160/190/220 to 130/165/200.

Reincarnation
- Cooldown changed from 150/135/120 seconds to 120/105/90 seconds.
- The Reincarnation Delay changed from 7/5/3 seconds to 3 seconds.
- Now have a mana cost of 100.

Locust Swarm
- Removed; It didn't function properly with some mechanics. Will be re-added in the future when reworked.

Starfall
- Increased the damage from 80/115/150 to 90/130/200.
- The duration changed from 15 seconds to 12 seconds.
- Cooldown changed from 110 seconds to 90 seconds.
- Mana cost changed from 200/200/200 to 120/150/180.

Vengeance
- Changed the number of summoned Avatars of Vengeance from 1/1/1 to 1/1/2.
- Mana cost changed from 150/150/150 to 130/165/200.

Inferno
- Impact damage changed from 100/170/240 to 90/150/320.
- Duration of the summoned Infernal changed from 30 to 60 seconds.
- Cooldown changed from 120/120/120 to 120/105/90 seconds.

Finger of Death
- Damage changed from 300/560/910 to 410/770/1330.
- Manacost changed from 100/175/250 to 110/170/250.

Stampede
- The damage changed from 75/110/150 to 70/110/150.
- Duration changed from 11 seconds to 12 seconds.
- Mana cost changed from 160/160/160 to 120/150/180.

Volcano
- Now bursts with Molten Rocks every 3rd second, instead of every 5th.
- The damage changed from 200/310/400 to 140/215/350.
- Number of Molten Rock waves changed from 5/7/10 to 7/7/7.
- Mana cost changed from 200/200/200 to 120/150/180.
- Cooldown changed from 180/180/180 to 120/105/90 seconds.
- Added the missed cooldown description to the ability tooltip.



Items

Reworked shop-menu: Scrolls and Tomes (Dusty Tomes and Various Trinkets)
Name changed from "Dusty Tomes and Various Trinkets" to "Scrolls and Tomes" and changed the Icon.
This sub-menu has been moved into the "Ability Orbs and Empowering Items"-menu.
Will no longer be used to hold experimental items for testing.​

A new shop-menu has been added: Support Items
Items that aid allies in your Trial; they may boost healing or have various beneficial effects.
The Support Items are the only items with the new item stat: Spell Heal Bonus.
11 new "Support"-items:
- Novice Healing Staff
- Life Charm
- Token of Nature
- Rod of Astral Stars
- Staff of Divine Light
- Trinket of Longevity
- Mist Flute of the Siren
- Spiritual Water Relic
- Branch of Teldrassil
- Luminous Shimmerweed
- Holy Scarlet Armor​

Moved shop-menu "Miscellaneous Items" next to "Consumable Items" and placed "Support Items" at "Miscellaneous Items" previous position.

New Item: Heroic Crown of the Commander
- In "Defensive Items"-menu.

New Item: Inferno Axe
- In "Offensive Items"-menu.

New Item: Frozen Orb
- In "Spellcaster Items"-menu.

New Item: Relocation Gem
- In "Miscellaneous Items"-menu.

New Item: Cursed Treasure of Yer'ahim
- In "Miscellaneous Items"-menu.

New Item: Scroll of Spell Power
- In "Scrolls and Tomes"-menu.

New Item: Scroll of Healing Power
- In "Scrolls and Tomes"-menu.

Ironwood Branch
- Updated the old Blizzard icon to use the correct icon borders.
- Gold cost changed from 15 to 100.
- Strength bonus changed from 1 to 5.
- New "On Use"-effect: "Ironskin". Reduces all damage taken by 10% for a short duration.

Gauntlets of Ogre Strength
- Gold cost changed from 50 to 100.
- Strength bonus changed from 3 to 5.
- New "On Use"-effect: "Ogre Throw". Throw a target enemy ground unit a short distance and deals damage.

Infused Titan Belt (Belt of Giant Strength)
- Name changed from "Belt of Giant Strength" to "Infused Titan Belt".
- Strength bonus changed from 6 to 5.
- New "On Attack"-effect: "Infused Strike". Chance on physical attack to deal additional damage based of Hero Strength.

Everlasting Medallion of Origination
- The healing of the "Safeguarding"-effect is now part of the reworked Healing 2.0.
- The damage of the "Analyse Target"-effect increased from 11% to 15%.

Shadowstep Ring (Bracer of Agility)
- Name changed from "Bracer of Agility" to "Shadowstep Ring".
- Changed position in shop with "Slippers of Agility".
- Gold cost changed from 15 to 100.
- Agility bonus changed from 1 to 5.
- New "On Use"-effect: "Shadowstep". Teleport behind a target enemy unit and deal damage.

Slippers of Agility
- Changed position in shop with "Shadowstep Ring (Bracer of Agility)".
- Gold cost changed from 50 to 100.
- Agility bonus changed from 3 to 5.
- New "Passive"-effect: "Agile Movement". Take reduced damage while moving based of Hero Agility.

Radiant Boots of Focus (Boots of Quel'Thalas)
- Name changed from "Boots of Quel'Thalas" to "Radiant Boots of Focus".
- Agility bonus changed from 6 to 5.
- New "Passive"-effect: "Focus". Standing still for 3 seconds triggers "Radiant".
- New "On Trigger"-effect: "Radiant". Increases physical damage dealt based of Hero agility while standing still.

Helm of the Dark Realm
- The "Shadow Image"-effect is now paused while the Hero carrying the item is invulnerable as illusions can't be created from an Invulnerable Hero.

Moonstaff of Timeless Sands
- The minimum attack interval of the "Timeless Attack"-effect changed from 0.33 to 0.4 (you'll not attack as fast as before).
- The duration of the "Timeless Attack"-effect changed from 0.7 seconds to 0.6 seconds.
- Spell Damage no longer trigger the "Sand Attack"-effect.

Divine Armor of War
- The maximum barrier health from the "Barrier"-effect changed from 10x Agility to 7.5x Agility.

Voodoo Doll
- Gold cost changed from 15 to 100.
- Intelligence bonus changed from 1 to 5.
- New "On Spell Damage"-effect: "Voodoo". Restores health back based of spell damage dealt.

Fading Mantle of Wisdom (Mantle of Intelligence)
- Name changed from "Mantle of Intelligence" to "Fading Mantle of Wisdom".
- Gold cost changed from 50 to 100.
- Intelligence bonus changed from 3 to 5.
- New "On Use"-effect: "Fade Away". Fade away after 0.6 seconds; becoming invisible for a short duration.

Robe of the Magi
- Intelligence bonus changed from 6 to 5.
- New "Passive"-effect: "Mana Power". Spells will deal additional damage based of current mana.

Titan Boost
- New additional effect "Titan Boost". Increases the total healing recieved by 15%.

Tower Shield of the Guardian
- The bonus armor from the "Defensive Stance"-effect changed from 25 to 20.
- The bonus magic resistance from the "Defensive Stance"-effect changed from 50% to 35%.
- Fixed an issue that caused only 1 Tower Shield of the Guardian to become droppable/undroppable after use if the Hero carried more than 1.
- The "Defensive Stance"-effect is now reset back to the "No Stance"-effect after each round.
- Fixed a potentional issue that caused the "Defensive Stance/No Stance"-effect to malfunction.

Feasting Claws
- The healing from the "Feast"-effect is now part of the reworked Healing 2.0.

Whirlwind Glaive
- The healing from the "Whirlwind"-effect is now part of the reworked Healing 2.0.

Obliteration Blade
- Gold cost changed from 1100 to 1500.
- The damage bonus changed from 98 to 144.
- The "Obliteration"-effect no longer works with any damage dealt and is now only "On Physical Damage Dealt".
- The increased damage bonus from the "Obliteration"-effect increased from 100% to 150%.

Sobi Mask
- Gold cost changed from 50 to 25.

Ring of the Archmagi
- Mana Regeneration bonus changed from 75% to 60%.
- New "On Use"-effect: "Magical Execution". Increases Spell Critical Rating and Spell Damage for 7 seconds, but also increases the damage you take by 100%.

Fractured Moonstone and Moonstone
- The "Manawave"-effect and the "Greater Manawave"-effect no longer hit enemies that are dead.
- The range of the "Manawave"-effect and the "Greater Manawave"-effect changed from 1800 to 800.

Volatile Spell Sphere
- The healing from the "Super Critical"-effect is now part of the reworked Healing 2.0.

Necklace of the Tireless
- Removed and replaced with Relocation Gem.

Pendant of Elements
- The healing of damage dealt from elementals are now part of the reworked Healing 2.0.

Hood of the Wanderer
- The "Scouting"-effect now stacks.
- The movement speed bonus from the "Scouting"-effect changed from 300 to 260.

Summoners Glove
- The "Enhanced Regeneration"-effect now stacks.

Golem Armor of the Summoner
- The "Harden Skin"-effect now stacks.

Battle-Horn of the Legion
- The "Ready for War"-effect now stacks.
- The bonus damage from the "Ready for War"-effect changed from +24 to +36.

Forgotten Eye of the Raven
- The cooldown reduction of the "Master of Summoning"-effect changed from 50% to 35%.

Ancient Tribe Scroll of Creation
- The "The Key of Creation"-effect now stacks.
- The maximum health bonus from the "The Key of Creation"-effect changed from +60% to +55%.

Ultimate Ability Orb
- Gold cost changed from 50 to 100.

Book of Ultimate Unlearning
- Gold cost changed from 200 to 100.

Tome of Strength
- Gold cost changed from 0 to 200.

Tome of Agility
- Gold cost changed from 0 to 200.

Tome of Intelligence
- Gold cost changed from 0 to 200.

Tome of Knowledge
- Gold cost changed from 1000 to 800.


Legendary Artifacts

The shop sub-menu now clarify that a Legendary Artifact is added as an ability.

Vessel of Elune
- Now increases the total healing by 3 every helpful cast, down from 5.
- The healing done is now part of the reworked Healing 2.0.


Guardians

- The enrage timer for a Guardian changed from 185 seconds to 125 seconds.
- The enrage damage increased from +50% to +100%.

New Guardian: Grua, the Ravager
- (X) Deep Wounds; 10% of any physical damage dealt will be applied as a Deep Wound if the damaged target has less than 90% health. The Deep Wound deals damage every second until the unit reaches above 90% health again to remove the effect.
- Unleashes a massive roar that impales all enemies of Grua, dealing physical damage and stuns them for 1.4 seconds.
- Grua pauses for a brief moment and then do a massive frontal swipe. Any enemy of Grua hit will take high physical damage and be knocked back a great distance.

New Guardian: Yor'shajjza, Tempest of the Shath'Yar
- (X) Gift of Yor'shajjza; targets a random creep and infuse it with powers of the Old Gods. The creep will get +25% increased damage and regenerate 3% maximum health every 3rd second.
- Calls forth an illusion of a random player from another twisted realm. The Illusion takes 200% increased damage and deals 25% damage. It takes 5 seconds before the illusion is activated.
When activated, Yor'shajjza will cast "Gift of Yor'shajjza" on the illusion. When the illusion is killed it will leave behind a Lost Soul that will force its way to Yor'shajjza. If the
Lost Soul reaches Yor'shajjza it will heal Yor'shajjza for 5% of its maximum health.
- When Yor'shajjza, Tempest of the Shath'Yar reaches 20% health it will Unleash its Tempest Storm. This storm deals constant area damage to all friendly and enemy units in the arena, except himself and Lost Souls.
The tempest also slows and reduces healing recieved.

Voltronax, the Arcane Monstrosity
- The total mana drained with Mana Drain changed from 6% to 5% every second.
- Mana Drain now drains mana every 0.5 second instead of every 1 second.
- Fixed an issue where Mana Drain lightning could be invisible.
- Fixed an issue where Mana Drain could target dead Heroes.
- Fixed an issue where Mana Drain refused to target Heroes from players that left the game.
- Slightly increased the size of the Arcane Orb.

Molganath, Lord of Fire
- Improved the visuals of Sea of Flame.

Demo'vilesh, the Hellish Torturer
- Fixed an issue that could cause Hell Chains to become invisible, but they still can. The possible cause for this might be if the game runs for too long or several defeat related in-game restarts.
- Hell Chains now deals damage every 0.5 seconds, instead of every 0.33 seconds.
- Hell Chains damage reduced by 15%.
- Hell Burn will now properly target all Heroes.
- Demo'vilesh will no longer cast Hell Burn on a dead Hero.
- Torturing Pulse damage reduced by 33%.

Rotch, Embodiment of Gore
- Model size of Rotch increased by ~30%.
- Model size of Gore Maggot increased by ~8%.
- Fixed an issue with Gore Maggot where the source of the damage wasn't from the caster.
- The damage taken when entering a Blood Gate increased by 10%.
- Fixed an issue where the lightning effect between Blood Gates could become invisible.


Creeps

- The enrage timer for a creep wave changed from 120 seconds to 90 seconds.
- The enrage damage increased from +50% to +100%.

- Creeps now gain +3.6% more incremental damage after each wave between waves 15 and 20.
- Creeps now gain +0.5% more incremental health after each wave between waves 20 and 24.
- Creeps now gain +1.0% more incremental health after each wave between waves 25 and 29.
- Creeps now gain +1.5% more incremental health after each wave between waves 30 and 34.
- Creeps now gain +2.0% more incremental health after each wave between waves 35 and 39.
- Creeps now gain +2.0% more incremental health after each wave between waves 40 and 49.
- Creeps now gain +2.5% more incremental health after each wave between waves 50 and 54.
- Creeps now gain +5.0% more incremental health after each wave between waves 55+.

Divine Shield (Creep Ability)
- The duration changed from 10 seconds to 4 seconds.
- The cooldown changed from 60 seconds to 30 seconds.


Environment

- The poison in the cave no longer affect Magic Immune units.
- Fixed an issue that could cause the poison in the cave to hit dead units.


I hope you'll enjoy the update and please report any bugs and any feedback or suggestions are always greatly appreciated! :)


Update (2019-03-16)

The development of version 3.6a is moving fast forward!

Here's a work in progress of the new Game Results feature:

WC3ScrnShot_031619_190256_01.png



Update (2019-03-09)

Version 3.5c released!

I've fixed a couple of issues found in the 3.5b version. I'd recommend that you play this version instead of 3.5a/3.5b; the Champions Highscore is not reset and is compatible between all 3.5 versions!

General

- The Champions Highscore is compatible with version 3.5a and version 3.5b.

Abilities

Mirror Image

- Fixed a typo in the ability description.

Items

Helm of the Dark Realm

- Fixed a typo in the item description.

Doomsayer's Cloak of Destruction
- Fixed an issue where the stacking damage effect from the "Mark of Destruction"-effect could affect yourself and your allies.

Guardians

Demo'vilesh, the Hellish Torturer

- Fixed an issue that could cause the lightning effect of Hell Chains to not be removed properly.


Update (2019-03-08)

Version 3.5b released!

I've fixed a couple of issues found in the 3.5a version. I'd recommend that you play this version instead of 3.5a; the Champions Highscore is not reset and is compatible between both versions!

General

- The Champions Highscore is compatible with version 3.5a.

- Fixed an issue where you wouldn't be refunded all Ability Points from your Overcharged Ability if you used "Remove Overcharge Effect".
- Heroic Essence now have a maximum cap of 5 (this change doesn't matter as 5 Heroic Essence is what you could spend at most anyway).

Game Mode: Brawl

- A sound is now played when the "-brawl"-mode is activated.
- Some commands are now disabled while a brawl is active.
- Fixed a rare issue where the brawl could get stuck when a player won.

Items

Arcane Gem

- Removed a debug text that wasn't actually behaving as a debug text.

Tome of Strength, Tome of Agility, Tome of Intelligence and Tome of Knowledge
- Removed the 600 seconds delay until these items could be purchased at start.



Update (2019-03-06)

Version 3.5a released!

I'm happy to release version 3.5a! Major improvements and balancing fixes has been made and a couple of new fun stuff added as well! I hope you'll enjoy it and please report any bugs or issues you may find! :)

---


Update (2019-03-03)

I was aiming for a 3.5a release today, but unfortunately it isn't ready yet; it's close though!

A LOT of improvements and balancing have been made and a couple of new additions; like a PvP Brawl mode (experimental and just for fun)!

I'm looking forward to release it! :)


Update (2019-02-20)

Version 3.4b released!

I've fixed a couple of found issues in this version, so I'd recommend you play this version instead of 3.4.0a. The Champions Highscore is not reset and is compatible between both versions!

---

Update (2019-02-17)


Version 3.4.0a released!

---

Update (2019-02-09)

Version 3.4.0a is currently under development and in this version I've implemented a new mechanic that will change the way to play: Ability Overcharge

Ability Overcharge

This will let you overcharge one of your Basic Abilities up to two (2) times, improving its power even further. You're able to select the Basic Ability you want to overcharge, this is not random, but the Basic Ability must be upgraded to level 3 first.
It costs 150 gold and 2 talent points per overcharge-level and you may reset the overcharge for free at any time.

Values might change under development.


Update (2019-02-02)

Version 3.3.0a released!

---




Previous versions of Champions Trial can be found below in this post.


Thank you for playing!
 

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Last edited:
Level 7
Joined
Aug 11, 2010
Messages
270
My Review
For what my opinion is worth; this is an excellent map with a very high replay value. Me and my friend have both enjoyed twelve hours of it within the last two days; which should speak towards it's quality.

The Good:
  • The terrain is nice, for what it is. Simplistic; but it doesn't have to be overly complex to be eye-pleasing.
  • Incredibly replay value, especially with the fact the game automatically restarts itself. It's easy to lose track of time when you begin playing.
  • Really interesting gimmick, having boss mechanics carry over into the waves.
  • Unique and fun, compelling items. Especially the later tier abilities.
  • I'm not sure if the system scales with more players, but for two players the game felt very well balanced; there was just the perfect amount of challenge for us.

The Bad:
  • It feels really shitty to keep getting really bad base heroes (the most egregious are melee int heroes), and needing to wait in the kill zone to restart the game (I see in the commands that there is a -restart, but as player 1 I wasn't able to get it to work)
  • Okay, so; I recommend you edit each ability to take the UI slot 0,2 and then you code them whenever you get a new ability to put it in the next available slot (e.g. second ability goes to slot 1,2, third goes to 2,2) and sets the hotkey to Q, W, E, and R; with T or something being the ultimate. With the functions added in 1.2.9, this should be possible. It's a pretty big problem because sometimes abilities overwrite hotkeys (for example, StormBolt and Blink.)
  • A'er the Guardian of the Wind feels absolutely cheap. It doesn't feel fun at all (and this isn't a "oh, I can't beat it" type of complaint, since me and my friend have collectively managed to beat all the bosses), the tornadoes sometimes spawn on-top of you, and there's no real way to counter-play the tornadoes. Movement speed really doesn't help all that much, and if you're focused on summoned units? Well... Good luck keeping them alive during a tornado. Every other boss seems fairly reasonable, and I have no real complaints other than that.
  • I realize you were trying to make every single ability be featured in the game; but I suggest changing the way some of them work, otherwise there's just abilities that you get that literally have zero practical purpose. (the biggest examples are Taunt and Phase shift that we've found so far; if you gave Taunt the ability to increase armor for a short duration (the armor value scaling with level), it would make that ability viable. I'm not sure what you could do for phase shift, though.


Overall Rating:
Overall, I hope I didn't sound too harsh or nitpicky; this game is *excellent*, but there's still room for growth I feel. Overall, it's got a masterful execution and it's own identity; it's very unique.

For this reason, my verdict is 5/5

Edit: Oops, I was so tired yesterday after typing this review that I forgot to -actually- put down a rating. My bad; I went ahead and put in the rating, thank you deepstrasz for the heads up! :D
 
Last edited:
My Review
For what my opinion is worth; this is an excellent map with a very high replay value. Me and my friend have both enjoyed twelve hours of it within the last two days; which should speak towards it's quality.

The Good:
  • The terrain is nice, for what it is. Simplistic; but it doesn't have to be overly complex to be eye-pleasing.
  • Incredibly replay value, especially with the fact the game automatically restarts itself. It's easy to lose track of time when you begin playing.
  • Really interesting gimmick, having boss mechanics carry over into the waves.
  • Unique and fun, compelling items. Especially the later tier abilities.
  • I'm not sure if the system scales with more players, but for two players the game felt very well balanced; there was just the perfect amount of challenge for us.

The Bad:
  • It feels really shitty to keep getting really bad base heroes (the most egregious are melee int heroes), and needing to wait in the kill zone to restart the game (I see in the commands that there is a -restart, but as player 1 I wasn't able to get it to work)
  • Okay, so; I recommend you edit each ability to take the UI slot 0,2 and then you code them whenever you get a new ability to put it in the next available slot (e.g. second ability goes to slot 1,2, third goes to 2,2) and sets the hotkey to Q, W, E, and R; with T or something being the ultimate. With the functions added in 1.2.9, this should be possible. It's a pretty big problem because sometimes abilities overwrite hotkeys (for example, StormBolt and Blink.)
  • A'er the Guardian of the Wind feels absolutely cheap. It doesn't feel fun at all (and this isn't a "oh, I can't beat it" type of complaint, since me and my friend have collectively managed to beat all the bosses), the tornadoes sometimes spawn on-top of you, and there's no real way to counter-play the tornadoes. Movement speed really doesn't help all that much, and if you're focused on summoned units? Well... Good luck keeping them alive during a tornado. Every other boss seems fairly reasonable, and I have no real complaints other than that.
  • I realize you were trying to make every single ability be featured in the game; but I suggest changing the way some of them work, otherwise there's just abilities that you get that literally have zero practical purpose. (the biggest examples are Taunt and Phase shift that we've found so far; if you gave Taunt the ability to increase armor for a short duration (the armor value scaling with level), it would make that ability viable. I'm not sure what you could do for phase shift, though.


Overall Rating:
Overall, I hope I didn't sound too harsh or nitpicky; this game is *excellent*, but there's still room for growth I feel. Overall, it's got a masterful execution and it's own identity; it's very unique.

For this reason, my verdict is 5/5


Great review, thank you for taking the time to write it!

I'm not sure if the system scales with more players, but for two players the game felt very well balanced; there was just the perfect amount of challenge for us.
It does; the amount of creeps that spawn depends on the amount of players playing:
1 player - 3 creeps
2 players - 5 creeps
3 players - 7 creeps
4 players - 10 creeps

The enemy values (health, armor, damage, etc) are still the same and the total amount of gold and experience gained is also the same.

The Champions Highscore is different for each player count though, as it's difficult to keep the balance equal.

It feels really shitty to keep getting really bad base heroes (the most egregious are melee int heroes), and needing to wait in the kill zone to restart the game (I see in the commands that there is a -restart, but as player 1 I wasn't able to get it to work)
I completely agree and I've been trying to think of a solution. I'm not sure what to do of it yet though. Any suggestions are welcome.

The "-restart" command will only work after the first wave has spawned (if it still didn't work then, it's a bug).

Okay, so; I recommend you edit each ability to take the UI slot 0,2 and then you code them whenever you get a new ability to put it in the next available slot (e.g. second ability goes to slot 1,2, third goes to 2,2) and sets the hotkey to Q, W, E, and R; with T or something being the ultimate. With the functions added in 1.2.9, this should be possible.
Good idea with the ability UI position, I'll look into it!

Unfortunately there's no simple solution to change the hotkey of an ability (that I know of) in-game. Hopefully this feature will be added in the future.

A'er the Guardian of the Wind feels absolutely cheap. It doesn't feel fun at all (and this isn't a "oh, I can't beat it" type of complaint, since me and my friend have collectively managed to beat all the bosses), the tornadoes sometimes spawn on-top of you, and there's no real way to counter-play the tornadoes. Movement speed really doesn't help all that much, and if you're focused on summoned units? Well... Good luck keeping them alive during a tornado. Every other boss seems fairly reasonable, and I have no real complaints other than that.
Yes, I agree and I've already removed the damage from the tornado for the next version. I've also reduced their area of effect and the maximum amount of speed they can drag you in. This will make it less dangerous, but it will still be an annoying hazard that will try to move you out of position. I'm also looking into a new ability for A'er, as she'll now lack any damaging ability.

I realize you were trying to make every single ability be featured in the game; but I suggest changing the way some of them work, otherwise there's just abilities that you get that literally have zero practical purpose. (the biggest examples are Taunt and Phase shift that we've found so far; if you gave Taunt the ability to increase armor for a short duration (the armor value scaling with level), it would make that ability viable. I'm not sure what you could do for phase shift, though.
Yeah, there's some abilities that are below average in the included ability-list currently. The Taunt suggestion is great and I'll see what I can do about any other, possibly underperforming abilities. I'm also looking into adding more original and custom abilities to the list. I'm not sure when this will happen though, so no promises yet.


Thanks again and I'm glad you enjoy the map!
 
Last edited by a moderator:
Level 7
Joined
Aug 11, 2010
Messages
270


Great review, thank you for taking the time to write it!


It does; the amount of creeps that spawn depends on the amount of players playing:
1 player - 3 creeps
2 players - 5 creeps
3 players - 7 creeps
4 players - 10 creeps

The enemy values (health, armor, damage, etc) are still the same and the total amount of gold and experience gained is also the same.

The Champions Highscore is different for each player count though, as it's difficult to keep the balance equal.


I completely agree and I've been trying to think of a solution. I'm not sure what to do of it yet though. Any suggestions are welcome.

The "-restart" command will only work after the first wave has spawned (if it still didn't work then, it's a bug).


Good idea with the ability UI position, I'll look into it!

Unfortunately there's no simple solution to change the hotkey of an ability (that I know of) in-game. Hopefully this feature will be added in the future.


Yes, I agree and I've already removed the damage from the tornado for the next version. I've also reduced their area of effect and the maximum amount of speed they can drag you in. This will make it less dangerous, but it will still be an annoying hazard that will try to move you out of position. I'm also looking into a new ability for A'er, as she'll now lack any damaging ability.


Yeah, there's some abilities that are below average in the included ability-list currently. The Taunt suggestion is great and I'll see what I can do about any other, possibly underperforming abilities. I'm also looking into adding more original and custom abilities to the list. I'm not sure when this will happen though, so no promises yet.


Thanks again and I'm glad you enjoy the map!

Awesome lengthy response. I'm very glad you talked over most of the points that I brought up, and especially glad to hear that a lot of them you agree with (and are aiming to fix with the next version) I just got finished playing again, this time me and my friend were able to effectively 'beat' the game (wave 37)

SAfFjRn.jpg


Was a lot of fun, and if it wasn't for a mistake on my end (I accidentally, right into a tornado and laughing flame face) we could've gotten further.

I'll private message you a list of gripes we got throughout the play, as-well as anything I seen that I thought may be a bug.
 

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,547
Goblin Land mines have no attack animation. Might want to make them ranged having a projectile or something.

To be frank, the way the systems work, randomization+choices is quite interesting. There is replayability value.

Approved.


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

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Description Guide - Maps
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How to Add a Screenshot to your Map Description


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

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
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Awesome lengthy response. I'm very glad you talked over most of the points that I brought up, and especially glad to hear that a lot of them you agree with (and are aiming to fix with the next version) I just got finished playing again, this time me and my friend were able to effectively 'beat' the game (wave 37)

SAfFjRn.jpg


Was a lot of fun, and if it wasn't for a mistake on my end (I accidentally, right into a tornado and laughing flame face) we could've gotten further.

I'll private message you a list of gripes we got throughout the play, as-well as anything I seen that I thought may be a bug.

Nice! :D That's a really good Highscore, will be though to beat!

Goblin Land mines have no attack animation. Might want to make them ranged having a projectile or something.

To be frank, the way the systems work, randomization+choices is quite interesting. There is replayability value.

Approved.


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

R U L E S

Site Rules
Map Submission Rules


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

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

How to Add a Screenshot to your Map Description


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

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

Thanks for the review!

I'll look into the Goblin Land mines. It was a quick fix I forgot about, as they were static and didn't attack previous versions.
 
Level 7
Joined
Aug 11, 2010
Messages
270
A lot of downloads recently with the release of version 3.4.0a!

Any feedback would be greatly appreciated as it would help me improve the map and get ideas for the next version; or just share your Highscores, it's always fun to see!

Thanks for playing!

Goodie, goodie! I'm excited to dig into the new update, I'll post a reply a little later with some thoughts when my friend gets on.
 
Goodie, goodie! I'm excited to dig into the new update, I'll post a reply a little later with some thoughts when my friend gets on.
Great!

I've just updated the map once again to version 3.4b that fixes some bugs and issues found in the 3.4.0a version; I'd recommend that you play that version.

Goodluck and I hope you'll enjoy the new update!
 
Just went through a couple of really good runs with 3 others; got a Champions Highscore of 62 the very last round! Try to beat that!

Seeing them enjoy the map for hours is really the pinnacle as a map maker and a small evidence that you've succeeded with what you've created!

The motivation is high and I've got some good notes for the next version, stay tuned!

WC3ScrnShot_022319_224328_01.png
 
Level 7
Joined
Aug 11, 2010
Messages
270
Goodie, goodie! I'm excited to dig into the new update, I'll post a reply a little later with some thoughts when my friend gets on.
I'm retarded and I forgot to actually post the review that I wrote; sorry about that...

General Thoughts

Specifics

After about 10~20 hours of play me and my friend (a game of two people as usual) managed to make it to wave 42. Here's just a quick list of thoughts and unsorted comments I might've had to make...
  • I genuinely love the overcharge system; although I'd ask you to consider branching it out so that you can overcharge two of your four allotted abilities; I think that'd be a good dynamic. Overall though; great addition to the game.
  • I do have a pretty significant gripe with this version; prior versions the mana costs (pretty much) stayed the same, and that was great for strength Heroes and agility Heroes; but now the spells cost way too much as you level them up. (Pocket Factory stopped at something like 260 mana cost at level 3, if I'm not mistaking) so basically; as a non-intelligence hero, it's INCREDIBLY frustrating. Like literally, I had Brewmaster and I leveled up Pocket Factory and I couldn't even USE it, I didn't have enough maximum mana to even cast it.
  • A lot of the balance changes on specific abilities I complained about before feel much better now; such as Hardened Skin and Taunt.
  • Removing abilities is still a bit of a hassle; it'd be great if you allowed players to manually select the slot they'd like to unlearn, much like you did with the overcharge system.
  • Bosses feel a LOT better now, especially the tornado boss. It's no longer a migraine to deal with anymore, so kudos!
Mechanics:
Like I mentioned on the General Thoughts tab; I think if you allowed the player to set which spell (via slot) that they'd like to remove manually; it'd be a more streamlined and less frustrating experience.
I firmly believe that either all non-intelligence Heroes need more base mana (or intelligence per level?) or the drastic change to mana costs of spells per level needs to be reverted.
I know I've mentioned it before; but I still feel it's relevant. Certain Heroes are too bad, and need small tweaks or changes unless you want it to be possible for someone who is luckier with their Hero random to be better. I don't think you should standardize, but you should give the Heroes that are under-preforming a buff (perhaps in another area, there's nothing wrong with having Heroes have niches). Here's a small list;

Alchemist - has the worst base attack speed of any Hero, and worst agility stat to boot (he was meant to rely on his Chemical Rage ability)
Suggested Change: Increased base damage, significantly
Tauren Chieftain - has an incredibly large collision radius (meaning it's easier for him to get
surrounded and cucked)

Suggested Change: Increased base armor, or slightly increased strength per level
Crypt Lord - same issue as Tauren Chieftain.
Suggested Change: Increased base armor, or slightly increased strength per level
Dreadlord - His cast backswing point is 1.530, it's one of the longest cast backswings for any Hero (Archmage is higher, but at least he's ranged).
Suggested Change: Perhaps a slight buff to his mediocre stats?


Abilities:

Arcane Resistance is NOT ever worth leveling up; though it's a pretty cool ability on paper. I'd recommend tweaking it so that the spell damage reduction increases with level up, because right now it is always 15% reduction. (Maybe 15%/25%/35%, since it's more niche than Hardened Skin?)
Anti-Magic Shell is a pretty rubbish spell. It blocks a negligible amount of flat damage, which also means it falls off pretty hard, too.
Unholy Aura is an ability that I kinda forgot about until I got it randomed one game; but it's absolutely trash. It's movement speed is not worth the ability slot (plus endurance does that, but better); and it give you 1/2/3 hit points regeneration... Which is practically nothing. I don't recall if Unholy Aura can be toggled to be a percentage like Brilliance Aura, but maybe if it gave percentage regeneration; it'd at least not be absolute trash. (1%/2%/3%?)
Life Drain is exceptionally strong... It almost feels TO strong since I can use it to keep myself up, whilst everything is wacking on my low-health squishy Hero. You may want to check that out a little bit; since I think there's some trigger bugging going on there. (Definitely feels like more than 100 DPS)
Bloodlust... Okay hear me out on this one since it's a bit of an odd one; Bloodlust... I feel like you severely overestimated it's power and made it worse than it should be, anticipating it to be *extremely* good... However, it doesn't play out like that. The duration is very short (most of your time is spent keeping it refreshed, rather than attacking) and the actual effect is less valuable than a 250 GP item.
You've done it! You've made Hardened Skin AND Taunt useful, Phase Shift isn't AS bad now, so that's awesome -- that's quite a feat within itself.

Items:
I've got no complaints about the new items, they're all pretty interesting and cool. I do definitely hope to see more late-tier items with stacking effects, though.


That's all I've got this time, I haven't been able to test for as long as I was last time since my schedule has been pretty hectic; but 10 hours is still a pretty solid chunk to form some opinions, I suppose :p
 
Last edited:
Level 2
Joined
Mar 16, 2006
Messages
19
I played the map with a couple of friends and some random people this past weekend.
I love it, but would love the option to restart or repick heroes if the host wishes it or all players agree.
We got to the point where we're pretty competitive to go far but when your team has no tanks, no ranged or agi heroes, it's not very possible.
The people who commented before me have really good constructive criticism as well.
We wiped at 38 in my furthest run.
How did you get to level 63? Did you have 2 tanks and 2 agility damage dealers?

I really don't care for some of the skills which have no functionality by themselves, like sacrificing undead units. Dark Ritual, Death Pact etc.
Still haven't tested a build with Silence for example. I like that you added Armor buff to Taunt.

And I think you could use a more visible color than brown for some of the text. It's really hard to read.

Keep up the good work, man.

I host the map as "NEW MAP Random Hero Defense" and it fills up quickly.
 
Last edited:
Level 2
Joined
Mar 16, 2006
Messages
19
  • A lot of the balance changes on specific abilities I complained about before feel much better now; such as Hardened Skin and Taunt.
  • Removing abilities is still a bit of a hassle; it'd be great if you allowed players to manually select the slot they'd like to unlearn, much like you did with the overcharge system.
  • Bosses feel a LOT better now, especially the tornado boss. It's no longer a migraine to deal with anymore, so kudos!

Isn't Hardened Skill directly worse than Evasion though? Like 50% effective compared to Evasion?
That's one of my problems with the Hardened Skin skill.

I think the ability removal shouldn't change because I like the "gambling" nature of it.
You can progress slowly when you're not satisfied with the last skill you get OR reroll all of them.
 
I'm retarded and I forgot to actually post the review that I wrote; sorry about that...

General Thoughts

Specifics

After about 10~20 hours of play me and my friend (a game of two people as usual) managed to make it to wave 42. Here's just a quick list of thoughts and unsorted comments I might've had to make...
  • I genuinely love the overcharge system; although I'd ask you to consider branching it out so that you can overcharge two of your four allotted abilities; I think that'd be a good dynamic. Overall though; great addition to the game.
  • I do have a pretty significant gripe with this version; prior versions the mana costs (pretty much) stayed the same, and that was great for strength Heroes and agility Heroes; but now the spells cost way too much as you level them up. (Pocket Factory stopped at something like 260 mana cost at level 3, if I'm not mistaking) so basically; as a non-intelligence hero, it's INCREDIBLY frustrating. Like literally, I had Brewmaster and I leveled up Pocket Factory and I couldn't even USE it, I didn't have enough maximum mana to even cast it.
  • A lot of the balance changes on specific abilities I complained about before feel much better now; such as Hardened Skin and Taunt.
  • Removing abilities is still a bit of a hassle; it'd be great if you allowed players to manually select the slot they'd like to unlearn, much like you did with the overcharge system.
  • Bosses feel a LOT better now, especially the tornado boss. It's no longer a migraine to deal with anymore, so kudos!
Mechanics:
Like I mentioned on the General Thoughts tab; I think if you allowed the player to set which spell (via slot) that they'd like to remove manually; it'd be a more streamlined and less frustrating experience.
I firmly believe that either all non-intelligence Heroes need more base mana (or intelligence per level?) or the drastic change to mana costs of spells per level needs to be reverted.
I know I've mentioned it before; but I still feel it's relevant. Certain Heroes are too bad, and need small tweaks or changes unless you want it to be possible for someone who is luckier with their Hero random to be better. I don't think you should standardize, but you should give the Heroes that are under-preforming a buff (perhaps in another area, there's nothing wrong with having Heroes have niches). Here's a small list;

Alchemist - has the worst base attack speed of any Hero, and worst agility stat to boot (he was meant to rely on his Chemical Rage ability)
Suggested Change: Increased base damage, significantly
Tauren Chieftain - has an incredibly large collision radius (meaning it's easier for him to get
surrounded and cucked)

Suggested Change: Increased base armor, or slightly increased strength per level
Crypt Lord - same issue as Tauren Chieftain.
Suggested Change: Increased base armor, or slightly increased strength per level
Dreadlord - His cast backswing point is 1.530, it's one of the longest cast backswings for any Hero (Archmage is higher, but at least he's ranged).
Suggested Change: Perhaps a slight buff to his mediocre stats?


Abilities:

Arcane Resistance is NOT ever worth leveling up; though it's a pretty cool ability on paper. I'd recommend tweaking it so that the spell damage reduction increases with level up, because right now it is always 15% reduction. (Maybe 15%/25%/35%, since it's more niche than Hardened Skin?)
Anti-Magic Shell is a pretty rubbish spell. It blocks a negligible amount of flat damage, which also means it falls off pretty hard, too.
Unholy Aura is an ability that I kinda forgot about until I got it randomed one game; but it's absolutely trash. It's movement speed is not worth the ability slot (plus endurance does that, but better); and it give you 1/2/3 hit points regeneration... Which is practically nothing. I don't recall if Unholy Aura can be toggled to be a percentage like Brilliance Aura, but maybe if it gave percentage regeneration; it'd at least not be absolute trash. (1%/2%/3%?)
Arcane Resistance is NOT ever worth leveling up; though it's a pretty cool ability on paper. I'd recommend tweaking it so that the spell damage reduction increases with level up, because right now it is always 15% reduction. (Maybe 15%/25%/35%, since it's more niche than Hardened Skin?)
Life Drain is exceptionally strong... It almost feels TO strong since I can use it to keep myself up, whilst everything is wacking on my low-health squishy Hero. You may want to check that out a little bit; since I think there's some trigger bugging going on there. (Definitely feels like more than 100 DPS)
Bloodlust... Okay hear me out on this one since it's a bit of an odd one; Bloodlust... I feel like you severely overestimated it's power and made it worse than it should be, anticipating it to be *extremely* good... However, it doesn't play out like that. The duration is very short (most of your time is spent keeping it refreshed, rather than attacking) and the actual effect is less valuable than a 250 GP item.
You've done it! You've made Hardened Skin AND Taunt useful, Phase Shift isn't AS bad now, so that's awesome -- that's quite a feat within itself.

Items:
I've got no complaints about the new items, they're all pretty interesting and cool. I do definitely hope to see more late-tier items with stacking effects, though.


That's all I've got this time, I haven't been able to test for as long as I was last time since my schedule has been pretty hectic; but 10 hours is still a pretty solid chunk to form some opinions, I suppose :p

Great feedback as usual and congrats on the Highscore!

I genuinely love the overcharge system; although I'd ask you to consider branching it out so that you can overcharge two of your four allotted abilities; I think that'd be a good dynamic. Overall though; great addition to the game.
Glad you like it, I'm very satisfied with how it turned out!

I did consider increasing the limit, but was afraid of how easily abused it could be. I don't want players to become overpowered and I'll have to find a balance.
I've got some ideas and will continue to experiment; but currently no plans to change this mechanic.

I do have a pretty significant gripe with this version; prior versions the mana costs (pretty much) stayed the same, and that was great for strength Heroes and agility Heroes; but now the spells cost way too much as you level them up. (Pocket Factory stopped at something like 260 mana cost at level 3, if I'm not mistaking) so basically; as a non-intelligence hero, it's INCREDIBLY frustrating. Like literally, I had Brewmaster and I leveled up Pocket Factory and I couldn't even USE it, I didn't have enough maximum mana to even cast it.
I agree 100% and I've adjusted the mana costs for the next version with a rule that all heroes should be able to cast any basic ability (of level 1, 2 and 3) atleast once, without any items.

A lot of the balance changes on specific abilities I complained about before feel much better now; such as Hardened Skin and Taunt.
Great!

Removing abilities is still a bit of a hassle; it'd be great if you allowed players to manually select the slot they'd like to unlearn, much like you did with the overcharge system.
Currently no plans for this. It's a risk to keep an early ability you're not fully satisfied with and it's another risk to unlearn recent ones to remove the old ones. You've got the tools to slowly build your character, one ability at a time. Can be painful early with the gold cost and randomness; but might be very rewarding late game with the perfect abilities you've managed to get.

Though, when I introduce an "All Pick"-mode, this will 100% be the way to unlearn your abilities.

Bosses feel a LOT better now, especially the tornado boss. It's no longer a migraine to deal with anymore, so kudos!
Awesome; I've made a few adjustments to a couple of Guardians for the next version as some of them feel a bit underwhelming currently.

• I know I've mentioned it before; but I still feel it's relevant. Certain Heroes are too bad, and need small tweaks or changes unless you want it to be possible for someone who is luckier with their Hero random to be better. I don't think you should standardize, but you should give the Heroes that are under-preforming a buff (perhaps in another area, there's nothing wrong with having Heroes have niches). Here's a small list; ...
I completely agree and I'm still thinking of a fun way to improve the Heroes. I might just up the numbers for some, for now and do something else in a later version.

Abilities:
...
Many abilities are improved the next version and most of what you suggested have been implemented/fixed.

Items:
...
Yeah, I'd like more items to have stacking effects aswell, I'll see what I can do!

That's all I've got this time, I haven't been able to test for as long as I was last time since my schedule has been pretty hectic; but 10 hours is still a pretty solid chunk to form some opinions, I suppose :p
No worries, everything, big or small is very appreciated! :)



I played the map with a couple of friends and some random people this past weekend.
I love it, but would love the option to restart or repick heroes if the host wishes it or all players agree.
We got to the point where we're pretty competitive to go far but when your team has no tanks, no ranged or agi heroes, it's not very possible.
The people who commented before me have really good constructive criticism as well.
We wiped at 38 in my furthest run.
How did you get to level 63? Did you have 2 tanks and 2 agility damage dealers?

I really don't care for some of the skills which have no functionality by themselves, like sacrificing undead units. Dark Ritual, Death Pact etc.
Still haven't tested a build with Silence for example. I like that you added Armor buff to Taunt.

And I think you could use a more visible color than brown for some of the text. It's really hard to read.

Keep up the good work, man.

I host the map as "NEW MAP Random Hero Defense" and it fills up quickly.

I played the map with a couple of friends and some random people this past weekend.
I love it, but would love the option to restart or repick heroes if the host wishes it or all players agree.

We wiped at 38 in my furthest run.

Awesome, I'm glad you like it and great Highscore!

You are able to restart the game if Player 1 type "-restart". This only works after the first wave has spawned.
The purpose of this command is to prevent the game to get stuck with a rare bug (which hopefully is fixed in the next version); but can be used to force a restart.
So I guess the added time is a small disadvantage for those who force a completely new hero line-up.

The people who commented before me have really good constructive criticism as well.
Indeed and it's very appreciated and has helped a lot!

We got to the point where we're pretty competitive to go far but when your team has no tanks, no ranged or agi heroes, it's not very possible.
Well, every game and version has its own META. It's up to the players to find the best line-up to get as far as possible! I agree that atleast one tank
is a requirement to get far this version.

How did you get to level 63? Did you have 2 tanks and 2 agility damage dealers?
Yeah, exactly; the tanks barely held up together while the damage dealers nuked everything down. Everyone had a really good build of abilities and items that helped a lot.

I really don't care for some of the skills which have no functionality by themselves, like sacrificing undead units. Dark Ritual, Death Pact etc.
Still haven't tested a build with Silence for example. I like that you added Armor buff to Taunt.
Several improvements has been made for the next version regarding abilities. Dark Ritual and Death Pact as an example can now target any unit that's owned by the caster.

And I think you could use a more visible color than brown for some of the text. It's really hard to read.
Yes, I agree 100%. I'm looking to improve it for the next version. I'm not sure what text is "brown" though.

I host the map as "NEW MAP Random Hero Defense" and it fills up quickly.
That's really nice to hear! I've had no issues myself either and people are happy to learn the game and enjoy the stay!

Keep up the good work, man.
I will and thanks for the comment and feedback!
 
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Level 2
Joined
Dec 22, 2017
Messages
6
Hey! This game is a lot of fun! After fighting the Arcane boss, Arcane orbs continued to spawn in the following waves. Is this intended?
 
Hey! This game is a lot of fun! After fighting the Arcane boss, Arcane orbs continued to spawn in the following waves. Is this intended?
Hey, I'm glad you like it! :)

Yes, this is intended and actually a core mechanic of the game!

Whenever you kill a Guardian (a boss) it will permanently give the creeps one of its abilities (the ability it gives is pre-determined) and in your case the Arcane boss (Voltronax) gave his Arcane Orb ability to all the creeps when you defeated him.
This means that the more Guardians you kill, the more abilities the creeps will have their hands on and the harder and more chaotic it will become!
 
Level 1
Joined
Mar 13, 2019
Messages
1
I've been playing with a friend and we felt like the first items are almost useless, since we dont need any items until the first boss, but when you get to the first boss you probably have around 400G wich are the "true starter items" for us. I think you could implement recipes for the first items not being so useless.

When we were playing we got double Far Seer, we just accepted our fate and lost early. Then we got double Uther, who proved to be super strong with this build (see pic), Serpent Ward and Vengeance carried us in early stages that were super slow, then it fell off in late game when we didnt need it anymore.

We never managed to get far with mages, maybe theyre too underpowered? Anyway we enjoy playing this map, keep up the good work. :)

Screenshot_1.png
 
I've been playing with a friend and we felt like the first items are almost useless, since we dont need any items until the first boss, but when you get to the first boss you probably have around 400G wich are the "true starter items" for us. I think you could implement recipes for the first items not being so useless.

When we were playing we got double Far Seer, we just accepted our fate and lost early. Then we got double Uther, who proved to be super strong with this build (see pic), Serpent Ward and Vengeance carried us in early stages that were super slow, then it fell off in late game when we didnt need it anymore.

We never managed to get far with mages, maybe theyre too underpowered? Anyway we enjoy playing this map, keep up the good work. :)

Hey!

I don't see a problem having cheaper items around as they're there for experimentation and some earlier builds could benefit greatly from their effects.
However, I agree some of the cheaper items are too weak and barely worth buying and I've already made some adjustments for the next version that hopefully will make them more appealing!


That's the highest 2 player highscore I've seen, nice one! Also, I noticed the text is cut-off in the multiboard, will fix for the next version!

I've never played a 2-player game with both being Intelligence casters. I know for sure Intelligence heroes can carry their weight; but it might be harder in a 2-player game as you tend to build an Intelligence hero as a glass cannon with no survivability.

I'm glad you enjoy the game and I will, thanks! :)
 
Level 2
Joined
Nov 15, 2017
Messages
15
I tried this upon release. Liked the concept, the different bosses, fun to try. Any chance to bind spell hotkeys to q,w,e,r or similar? Probably difficult due to the spell training, but would be nice =)
 
I tried this upon release. Liked the concept, the different bosses, fun to try. Any chance to bind spell hotkeys to q,w,e,r or similar? Probably difficult due to the spell training, but would be nice =)
Hello!

Yes, it's possible to have the hotkeys change depending on the order you get them as Q, W, E and R. It's something I'd like to do and technically it's not difficult to add, but it's a very time consuming fix as there's no efficient way to do it.
I'd had to create 4 versions of each ability, each with its own unique hotkey; that's over 400 abilities! I'll start work on it as soon as possible, but hopefully Blizzard will add a patch where I can change the hotkey of any ability in-game!

Thanks for the comment and rating, very appreciated! :)
 
Level 13
Joined
Jul 15, 2007
Messages
763
A fun and polished map but undermines itself with the randomness. Sometimes you re-roll an ability multiple times only to get garbage, which then encourages you to die early or wipe in the death pit to force a restart. It's a bit tedious. Some abilities are clearly overpowered/underpowered (e.g. roar vs command aura). The fact you can't see the upgrade values for an ability makes it, as a player, difficult to decide which skills are worth upgrading and overcharging. This can lead to frustrating situations where you cause a run to go bad because you invested in something that was never going to be worth it.
 
A fun and polished map but undermines itself with the randomness. Sometimes you re-roll an ability multiple times only to get garbage, which then encourages you to die early or wipe in the death pit to force a restart. It's a bit tedious. Some abilities are clearly overpowered/underpowered (e.g. roar vs command aura). The fact you can't see the upgrade values for an ability makes it, as a player, difficult to decide which skills are worth upgrading and overcharging. This can lead to frustrating situations where you cause a run to go bad because you invested in something that was never going to be worth it.
I know and understand the frustration with having abilities given/upgraded to you by random, but there's also excitement with it as well as a challenge by learning to adapt with the situation.
I'd say most abilities could be used in some way, even though some seems worse than others; combined with items you can create some powerful builds. It's difficult however to make them all equally strong.

I'm planning to add new game modes for the next version; one of which will let you pick your abilities. It's long overdue, but I've had to prioritize other things in the map so far.

Thanks for the comment and thoughts! :)
 
Level 2
Joined
Dec 16, 2014
Messages
12
The map has some fatal flaws such as that int heroes are pure garbage and str heroes are overly reliant on items to tank. for example with a full build of titan shield, champions helm, siege armor, and the best str item in the game they still die by the raw amount of damage that ramps up around the 30th wave which is about 200? The most armor a tank could conceivably get with gold management and saving is about 50 armor plus and if they use the tower shield they could get around 70ish but giving up the ability to do ANY damage at all an extreme detriment. Not to mention there being ONLY one aggro grabbing item which has poor stats which makes it difficult for str heroes to catch aggro. Don't even get me started on int heroes, their frail, their damage is reliant on the few possible damaging they can get. Oh you randomed 'poison arrows' lul gl with those to do damage few of the int items even provide damage solutions as it's just int and "spell crit" how am I suppose to know how much damage a spell crit does or what % chance is it what exactly is even "spell crit" this could be remedied with just either adding chance afterwards or adding increased spellcrit damage or something of the like.

The items themselves are fatally flawed as they don't actually ever scale to something better the best they can do is support the group of players to about the 25th round. Also the items that only trigger when "creeps die" are absolute shite they don't provide any security or assurance that the player will get any benefits until a single creep has died and these items don't help whenever there's a guardian level as it's dependant on whether these bosses even spawn adds or not. My suggestion you either remove these items completely or rework them to give other buffs as well.

There's also the fact that the champion bosses bonus effects after their defeated there's no feasible way to counter some of them such as the harpy boss's tornado or the blood worms. There's no room to counter play them or be rewarded for knowing what to do their just purely unstoppable obstacles in your path.

Overall what I suggest you do is either add additional items to supplement the ramp or you rework the items to be less how you say 'shit' for example, take your legendary yshaarj item every 30 hits get a bunch of ms and get 10% of your ms as damage so at max you get about 52 damage? Your map screws over this entire idea of MS and juking the mobs as the there's the enrage timer which basically makes the enemies go crazy. The point is you either remove the enrage timer or you rework the items to be actually sound such as your ms item.
 
Hello!

The map has some fatal flaws such as that int heroes are pure garbage
I disagree that Intelligence heroes are garbage. I've played with several Intelligence Heroes that carries the team into the late game, dealing massive area damage and melts waves of creeps.

This applies to all type of Heroes, it doesn't really matter if it's an Intelligence, Agility or Strength Hero; it's all about how you build your character around the abilities you get.

str heroes are overly reliant on items to tank. for example with a full build of titan shield, champions helm, siege armor, and the best str item in the game they still die by the raw amount of damage that ramps up around the 30th wave which is about 200? The most armor a tank could conceivably get with gold management and saving is about 50 armor plus and if they use the tower shield they could get around 70ish but giving up the ability to do ANY damage at all an extreme detriment.
It's understandable that you try to build a tank with a Strength Hero due to the nature of the attribute, but it's not a requirement. I've played as a tank with Intelligence Heroes as an example, even in the later waves.

Wave 30+ is what I consider the beginning of the late game. At this stage it will be difficult to progress. Keep in mind that you will be defeated sooner or later as there's no end to the waves. The goal is to complete as many waves as possible, not to reach "the end".

It will be tough for a static tank to survive without any supporting Hero that heals or aid them in the later waves or managed to roll and build their character around abilities/items that heals themselves to sustain the damage.

Not to mention there being ONLY one aggro grabbing item which has poor stats which makes it difficult for str heroes to catch aggro.
I'm not sure if you've played version 3.5 or 3.6, but there's actually two of them in the "Defensive"-items menu. Provoking Skull and Heroic Crown of the Commander (added in 3.6a).

Don't even get me started on int heroes, their frail, their damage is reliant on the few possible damaging they can get. Oh you randomed 'poison arrows' lul gl with those to do damage few of the int items even provide damage solutions as it's just int and "spell crit" how am I suppose to know how much damage a spell crit does or what % chance is it what exactly is even "spell crit" this could be remedied with just either adding chance afterwards or adding increased spellcrit damage or something of the like
In Champions Trial the Intelligence attribute increases all Spell Damage and Spell Healing you do. You can see your total "Spell Critical Rating" and your %-chance to deal a Spell Critical Hit via the "-scr" command and a Spell Critical Hit (without any boosting items) deals +30% additional damage (it's explained in the "Help (F9)" window).

I'd say there's plenty of items that increases the damage and viability of spells, but I agree there could be more spell damaging abilities.

Also, every Hero is frail if you build them as a glass cannon.

The items themselves are fatally flawed as they don't actually ever scale to something better the best they can do is support the group of players to about the 25th round. Also the items that only trigger when "creeps die" are absolute shite they don't provide any security or assurance that the player will get any benefits until a single creep has died and these items don't help whenever there's a guardian level as it's dependant on whether these bosses even spawn adds or not. My suggestion you either remove these items completely or rework them to give other buffs as well.
Yes, some items are below average for what they can do and I aim to improve them; but an item is not supposed to keep you equal with the creep power scaling for the entire game. It's meant to be more difficult as you progress throughout the waves.

I agree the item effects that rely on creep deaths aren't that exciting and I'll look into it.

There's also the fact that the champion bosses bonus effects after their defeated there's no feasible way to counter some of them such as the harpy boss's tornado or the blood worms.
There's no room to counter play them or be rewarded for knowing what to do their just purely unstoppable obstacles in your path.
I agree that you should be able to counter-play the Guardian mechanics, so the "Blood Worm" mechanic is adjusted in the next version to let your allies step on the worm to kill it. The tornado is unchanged for now.

Overall what I suggest you do is either add additional items to supplement the ramp or you rework the items to be less how you say 'shit' for example, take your legendary yshaarj item every 30 hits get a bunch of ms and get 10% of your ms as damage so at max you get about 52 damage? Your map screws over this entire idea of MS and juking the mobs as the there's the enrage timer which basically makes the enemies go crazy. The point is you either remove the enrage timer or you rework the items to be actually sound such as your ms item.
Yes, the balancing of items will most likely never end and I'm adjusting values with every major version.

The Legendary Artifact "Wicked Fragment of Y'Shaarj" doesn't cap at 10% movement speed as damage. The "Legendary Augmentation" effect say that when you reach the cap of 522 bonus to movement speed it will instead increase the damage you get from your total movement speed. This has no cap.

The point of the enrage timer is to prevent indefinitely kiting of creeps. This can be abused and it's no fun running around for 10 minutes every wave, slowly killing the creeps.


Thanks for the feedback, greatly appreciated! :)
 
Level 24
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Nov 9, 2006
Messages
2,561
I liked this map.

My only suggestion is to separate items from skills.
Since i spent a lot of time figuring where to buy abilities.
I think if you put items in one corner and skills in the other that would help immensely.
With your hero starting beside skill shop first, since you want skills first.
Maybe some floating text above saying "items" and "skills", since the naga altar blends too much into the enviroment.
 
Level 12
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Jan 4, 2014
Messages
548
Hey I played this map a few times.

I really enjoyed the map. It is overall a very refined and clean take on the custom hero survival concept. If I were to describe the feeling of the in one word, I would have to say it feels like an Arcade game. The randomness aspect to it and the seemingly unending waves of mobs, with the whole game ending with a very satisfying scoreboard. If I were you, in continuing your development on the map, I would lean heavily into the arcade feel of the game. Perhaps add some post-boss fight statistics on damage and healing, or some achievements to be earned and shown in the ending scoreboard.

I do have two questions/complaints from my playthroughs though. First, I don't understand the harpy mana bombs. They seem to deal global AOE damage, therefore offering no counter play, besides potion spams. All other boss fights had very intuitive and obvious counter-plays. Second, as the game progresses, killing the regular waves no longer feels satisfying, it becomes a little tedious, as I patiently wait for the next boss fight.

Overall a very enjoyably map, I will be keeping a close eye on the updates and will certainly keep playing it with my wc3 customs group.
 
I liked this map.

My only suggestion is to separate items from skills.
Since i spent a lot of time figuring where to buy abilities.
I think if you put items in one corner and skills in the other that would help immensely.
With your hero starting beside skill shop first, since you want skills first.
Maybe some floating text above saying "items" and "skills", since the naga altar blends too much into the enviroment.
I'm glad you liked the map and thanks for the rating and suggestion! :)

Playing a new map for the first time is always disorienting and difficult, but for the most times you learn the basics after a couple of minutes, solving most issues.

It's a good solution to split the shops between items/abilities, but that will break my vision of keeping the shop as minimalistic and simple as possible (using 1 shop-unit with easy access sub-menus, minimizing unit clicks and camera movement).

I'd rather just implement a shop-interface like you see in most MOBAs like Dota 2 and Leauge of Legends, removing the need of any physical shop on the map. This is not yet possible as I'd need more time, knowledge and less World Editor restrictions. It will most likely be doable in Warcraft III: Reforged!

Hey I played this map a few times.

I really enjoyed the map. It is overall a very refined and clean take on the custom hero survival concept. If I were to describe the feeling of the in one word, I would have to say it feels like an Arcade game. The randomness aspect to it and the seemingly unending waves of mobs, with the whole game ending with a very satisfying scoreboard. If I were you, in continuing your development on the map, I would lean heavily into the arcade feel of the game. Perhaps add some post-boss fight statistics on damage and healing, or some achievements to be earned and shown in the ending scoreboard.
Hello, glad to hear you enjoyed the map!

The feeling you descibed is pretty much what I'm trying to accomplish! The randomness add a lot of replayability and this is also the reason I added a restart system, it should feel like a rewarding and fun grind towards your goal. Having to remake the game all the time would break this illusion.

I'm very happy with how the Game Results scoreboard turned out and I'll be happy to include more statistics and data to it! Just have to figure out what could be relevant and interesting for the players to see, like some Guardian statistics you mentioned.

I do have two questions/complaints from my playthroughs though. First, I don't understand the harpy mana bombs. They seem to deal global AOE damage, therefore offering no counter play, besides potion spams. All other boss fights had very intuitive and obvious counter-plays.
You can counter the "Mana Bombs" by having one unit stand in the circle to prevent the massive area damage. The soaking unit will take a small amount of damage itself instead.

Second, as the game progresses, killing the regular waves no longer feels satisfying, it becomes a little tedious, as I patiently wait for the next boss fight.

Overall a very enjoyably map, I will be keeping a close eye on the updates and will certainly keep playing it with my wc3 customs group.
Yeah, I get your point, but I personally don't find it that bad. This is also why I let Guardian abilities carry over to the creeps, to let the creep waves feel more interesting.

It's on my to-do list to have creep abilities scale with the current wave level, this will make creeps feel more threatening and interesting. It's difficult to do much else, without make the creeps feel overwhelming and overpowered.

Any suggestions to make creep waves feel more interesting is greatly appreciated!
 
Many WC3 default abilities are not included, such as Mana Shield.
Hey,

Yes, a couple of abilities are currently excluded for various reasons. A few of them are very lackluster and has no use unless I modify them first, which is a work in progress and some of them I've simply forgot to add or not prioritized so far.

Mana Shield is not included as there's a bug with the ability at the moment. When this issue is fixed I'll be happy to include the ability once again. :)
 
Level 24
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Nov 9, 2006
Messages
2,561
Some loose feedback:
-Immolation: I looked at the level 1 stats and i skipped it. Too mana heavy, too little damage. The stats for immolation used in ladder are really bad so dont use that as base.
-Berserk: 50% Damage taken is too much for a 40% increasein attack speed.
-Bear Boss: I still have no idea how this boss works or how i take damage.
-Harpy Boss: Same here. I can barely see the wind attacks.
-Movement Speed: Seems redundant most of the time. Same with other things like Blink. Sometimes usefull on bosses.
-Items: Damage and armor seems the way to go. Regen items seems pretty bad since rounds are short. HP/Mana is ok.
-Spent mana to cast death coil at end of round on a creep. The creep died before coil and i had less mana for next round.
-Rejuvenation: Gives 320 on level 2. I had Pit Lord with level 4 with 720 hp. Seems really bad imo.
-Gauntlet of Strength: Sold it, seemed pretty bad. Even on Pit Lord.

Some ideas:
-If there is always 2 ranged heroes and 2 melee heroes. This avoids the issue of 4 ranged squishies.

I'd probably argue that you need absolutely need Devotion Aura to get far into the game.
Here are some of the abilities i consider top tier:
-Devotion Aura (idiots always forget to buy armor so you save your team)
-Big Bad Voodoo (idiots always forget to buy heal items so you save your team)
-Faerie Fire (Necessary for bosses)
-Serpent Ward (You can set up a lot before units spawn)

Some abilities just feel weak or are too situational so you skip them, some of the spells that come to mind:
-Spirit Link
-Death Pact
-Watery Minions
-Dark Ritual
-Death Coil
 

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Hello, thanks for the great feedback and for sharing the Game Results, nice score!

Some loose feedback:
-Immolation: I looked at the level 1 stats and i skipped it. Too mana heavy, too little damage. The stats for immolation used in ladder are really bad so dont use that as base.
-Berserk: 50% Damage taken is too much for a 40% increasein attack speed.
-Spent mana to cast death coil at end of round on a creep. The creep died before coil and i had less mana for next round.
-Rejuvenation: Gives 320 on level 2. I had Pit Lord with level 4 with 720 hp. Seems really bad imo.
I'd probably argue that you need absolutely need Devotion Aura to get far into the game.
Here are some of the abilities i consider top tier:
-Devotion Aura (idiots always forget to buy armor so you save your team)
-Big Bad Voodoo (idiots always forget to buy heal items so you save your team)
-Faerie Fire (Necessary for bosses)
-Serpent Ward (You can set up a lot before units spawn)

Some abilities just feel weak or are too situational so you skip them, some of the spells that come to mind:
-Spirit Link
-Death Pact
-Watery Minions
-Dark Ritual
-Death Coil
I'll have a look at the abilities you mentioned and do some adjustments if necessary for the next version!

-Bear Boss: I still have no idea how this boss works or how i take damage.
Grua, the Ravager, has an ability called "Deep Wounds". This causes 10% of all physical damage you take below 90% health to be added as a stacking "damage over time"-effect on you, up to 15% maximum health/sec. Whenever you heal above 90% health again, the effect is removed.

This is the values for version 3.6b that you played; version 3.7a reduced this effect to 80% health and caps at 7% maximum health/sec as it was overtuned.

-Harpy Boss: Same here. I can barely see the wind attacks.]
The Wind Attack have a weak special effect I agree, but when she casts this ability she simply pushes all units back infront of her, it deals no damage. It can be avoided as a non-tank if you stand on the sides/behind her.

-Movement Speed: Seems redundant most of the time. Same with other things like Blink. Sometimes usefull on bosses.
-Items: Damage and armor seems the way to go. Regen items seems pretty bad since rounds are short. HP/Mana is ok.
Movement Speed bonuses/abilities are indeed good to have against bosses as you say. I'm not sure what I can do to make it more interesting, they're situational.

Damage and armor builds can be powerful, but don't underestimate spellcaster/support builds; I've seen some interesting combinations.

-Gauntlet of Strength: Sold it, seemed pretty bad. Even on Pit Lord.
It has an utility effect and is very situational. If you're surrounded by enemies it's a great item to have early, or simply throw away an enemy about to die enhanced with "Molganath, Lord of Fire" Fire Bomb ability.

Some ideas:
-If there is always 2 ranged heroes and 2 melee heroes. This avoids the issue of 4 ranged squishies.
I'll not limit the "Random Trial" game mode further, but I get your point. This type of strategy is more suited in the new "All Pick" game mode introduced in version 3.7a. :)
 
Level 24
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Nov 9, 2006
Messages
2,561
I guess the most you could do to make movement speed more viable is to implement more slow or generally hazard elements.
If this happens in bosses i think thats ok.
The boots are pretty cheap anyway, i sometimes buy them.

"Damage and armor builds can be powerful, but don't underestimate spellcaster/support builds; I've seen some interesting combinations."
I had a build with Shadow Hunter once: Serpent Wards, Faerie Fire i think and Big Bad Voodoo.
We made it to level 30-35 i think.
I saved our team multiple times that run with Big Bad Voodoo and by carrying tons of potions.

"Grua, the Ravager, has an ability called "Deep Wounds". This causes 10% of all physical damage you take below 90% health to be added as a stacking "damage over time"-effect on you, up to 15% maximum health/sec. Whenever you heal above 90% health again, the effect is removed."

Thats sounds a little overcomplicated. I'll share a tip that i've learned. Most people don't read anything in warcraft games. Not even buffs. So you should never make this level of complicated stuff. Ideally you can explain how a spell works only through audio and visual cues. I can use an example from Warcraft Royale, theres a spell which makes heroes not able to regenerate or heal if they have been afflicted. In fact you will take damage if you do. I implemented this spell over 3-4 months and people still have trouble understanding how it works despite visual improvements i've made over time. Obviously i don't want to remove it because it's my "baby" and it adds an interesting mechanic to the gameplay. But if i had too many spells of this type players would get frustrated and stop playing it or call it OP. So try and dumb things down when you can (IE streamline). So its usually best if a spell does one thing and one thing only. In the end it's up to you what you do with this information.

For wind attack, maybe add feathers or a sound cue, i don't know.

I think one thing that might bother me is that you still get tiny spiders at level 30 or so lol. I think everything scales at a nice level, but the models don't. So maybe remove some unit spawns and add some more badass looking monsters to the random unit pool over time. So you go from like beating up spiders, murlocs, bandits to demons, angels, etc as you get further.

Oh btw you can drop items and give to other players.
I haven't tested if this can break the game, but i assume it will.
 
I guess the most you could do to make movement speed more viable is to implement more slow or generally hazard elements.
If this happens in bosses i think thats ok.
The boots are pretty cheap anyway, i sometimes buy them.
Yeah, the next Guardians I create I'll probably focus a bit more on rewarding higher movement speed and utility and punishing slower players.

"Damage and armor builds can be powerful, but don't underestimate spellcaster/support builds; I've seen some interesting combinations."
I had a build with Shadow Hunter once: Serpent Wards, Faerie Fire i think and Big Bad Voodoo.
We made it to level 30-35 i think.
I saved our team multiple times that run with Big Bad Voodoo and by carrying tons of potions.
Nice! :D I find most players underrate Big Bad Voodoo, it's actually really strong with the right build.

Thats sounds a little overcomplicated. I'll share a tip that i've learned. Most people don't read anything in warcraft games. Not even buffs. So you should never make this level of complicated stuff. Ideally you can explain how a spell works only through audio and visual cues. I can use an example from Warcraft Royale, theres a spell which makes heroes not able to regenerate or heal if they have been afflicted. In fact you will take damage if you do. I implemented this spell over 3-4 months and people still have trouble understanding how it works despite visual improvements i've made over time. Obviously i don't want to remove it because it's my "baby" and it adds an interesting mechanic to the gameplay. But if i had too many spells of this type players would get frustrated and stop playing it or call it OP. So try and dumb things down when you can (IE streamline). So its usually best if a spell does one thing and one thing only. In the end it's up to you what you do with this information.
Solid advice. I'll keep that in mind in the future, thanks!

I think one thing that might bother me is that you still get tiny spiders at level 30 or so lol. I think everything scales at a nice level, but the models don't. So maybe remove some unit spawns and add some more badass looking monsters to the random unit pool over time. So you go from like beating up spiders, murlocs, bandits to demons, angels, etc as you get further.
Haha yeah, it can be funny at times and I agree; but not something I'm looking to change at the moment.

Oh btw you can drop items and give to other players.
I haven't tested if this can break the game, but i assume it will.
Yep, I'm aware of this and I'm not sure how abused it can be as I've not tested it either and not heard anything else.

I'll look into it!
 
A short update with a couple of new abilities to spice up the gameplay!

Balance vs 3.7a will be slightly adjusted, but I'd rather keep the current Champions Highscore intact instead of releasing 3.8a and let players restart their progress already.

General

The Champions Highscore is compatible with version 3.7a.

Fixed an issue that could prevent the "Beginner Tips (Page 1/4)"-ability to be given to heroes in the "All Pick" game mode.
The "Beginner Tips (Page 1/4)"-ability now have an updated description for the "All Pick" game mode.
Removed the text about the "Posion Cave" in the "Beginner Tips (Page 4/4)"-ability as it was moved in 3.7a.


Abilities

New Basic Ability: Cloud
New Basic Ability: Feedback
New Basic Ability: Burning Oil
New Basic Ability: Healing Wards
New Basic Ability: Lightning Shield (no longer deals friendly fire and damage is now scaled correctly)
New Basic Ability: Firebolt
New Basic Ability: Frostbolt
New Basic Ability: Summon Hawk

These abilities are added to all game modes.


Heroes

Added tooltip-information to all Heroes when selecting a Hero in "All Pick" game mode, such as attributes, etc.


Guardians

All Guardians now regenerate 1000 mana per second (this doesn't affect their behaviour or difficulty).

Grua, the Ravager
- Deep Wounds now have a new special effect on affected units, a red "!" overhead.
- Changed the icon of the "Deep Wounds" status effect (debuff).
 
Level 1
Joined
Oct 29, 2010
Messages
1
Firstly, thank you for the enjoyable map! I always look for good coop hero/tower defense/survival maps and probably got somewhere around 15-20 hours of gameplay from this one. Would definitely recommend!

Map has a pretty nice skill system and I really like the overcharge aspect. I did however feel like (most) of the ultimates are pretty bad and only really used a couple of them. That said, I only ever played solo or duo, never with 3 or 4 players.

To that end, my personal best solo was wiping on the level 50 guardian (Z'or on his second spawn) on random trial without ever learning an ultimate and opting instead to just buy more tomes.

Very nice array of items to choose from. Very well organized shop system with original item concepts. Big ++ here in my opinion.

Couple bugs/typos:
The artifact item that's +20 agility and scales damage off of your movement speed says that it increases by 0.02% each cycle, but actually increases by 0.2%.
Usually never have this problem, but on my most recent play-through, Voltronax never spawned any starfall zones. No idea why because every other time I've fought this guardian they have always been present.
The artifact item that increases in healing amount with every heal you cast won't actually apply that heal when you cast on yourself, only applies when you cast on other people (not sure if intentional or not, but I found it to be a rather unfortunate limitation for an ultimate item.)

Thanks for the map! Cheers :)
 

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Firstly, thank you for the enjoyable map! I always look for good coop hero/tower defense/survival maps and probably got somewhere around 15-20 hours of gameplay from this one. Would definitely recommend!

Map has a pretty nice skill system and I really like the overcharge aspect. I did however feel like (most) of the ultimates are pretty bad and only really used a couple of them. That said, I only ever played solo or duo, never with 3 or 4 players.

To that end, my personal best solo was wiping on the level 50 guardian (Z'or on his second spawn) on random trial without ever learning an ultimate and opting instead to just buy more tomes.
You're welcome and thanks! :)

I'm happy how the overcharge turned out; gives an important choice for players to do that will heavily impact their gameplay.

I agree with what you say regarding the ultimate abilities; they don't justify the cost. I'm looking into some gameplay adjustments for the next version, but nothing to share yet!

Very nice array of items to choose from. Very well organized shop system with original item concepts. Big ++ here in my opinion.
Glad to hear it, much work has been put into the items to make all of them appealing, unique and allow for a wide variety of hero-build combinations.

Couple bugs/typos:
The artifact item that's +20 agility and scales damage off of your movement speed says that it increases by 0.02% each cycle, but actually increases by 0.2%.
Usually never have this problem, but on my most recent play-through, Voltronax never spawned any starfall zones. No idea why because every other time I've fought this guardian they have always been present.
The artifact item that increases in healing amount with every heal you cast won't actually apply that heal when you cast on yourself, only applies when you cast on other people (not sure if intentional or not, but I found it to be a rather unfortunate limitation for an ultimate item.)

Thanks for the map! Cheers :)
Thanks, I've adjusted and fixed all of these issues for the next version! :)


Great highscore and goodluck in your future runs!
 
Another small update, fixes a couple of bugs and improves stability and performance!

General

The Champions Highscore is compatible with version 3.7a, 3.7b and 3.7c.

Improved and optimized a few things in the map; improved stability, etc.

Game Modes

All Pick
- Fixed a bug that allowed players to buy the same ability again. This couldn't be abused as the previous instance of the ability was simply replaced and the player wasted ability points, gold and lost one ability slot.

Abilities

New Basic Ability: Mana Shield!

Legendary Artifacts

You're now able to see the Legendary Artifact a player has purchased when looking at the multiboard via an icon next to the player name.

Wicked Fragment of Y'Shaarj
- Corrected the tooltip of the augmentation effect. It increases damage by 0.2% and not 0.02% as described before.

Guardians

Voltronax, the Arcane Monstrosity
- Fixed an issue that could cause Arcane Strike not to be cast on a random player hero.

Yor'shajjza, Tempest of the Shath'Yar
- Fixed an issue that could cause Tempest Storm to deal 0 damage against his summoned illusions.




Edit: 3.7e released that removes a couple of last minute debug texts I forgot to remove in 3.7d.
 
Last edited:
With patch 1.31 released I asume this map is broken as I've read about a couple of changes that I know would affect this map. I can't test it myself and unfortunately I'm unable fix the issues as for now; I'll wait until Blizzard patches most of the newly introduced issues with the patch until I update my Warcaft 3.

I'll continue to work on version 3.8a in the 1.30.4 client, so no progress is lost really. :)
 
Version 3.8a released!

General

The Champions Highscore is reset this version due to several balance changes and new additions. Your old Highscores will still load and save if you play the older versions, so no data is lost.

Map is now compatible with the latest Warcraft 3 patch (1.31.1).

Codeless Save and Load (Multiplayer) by TriggerHappy@hiveworkshop updated to v3.0.0.
Damage Engine by Bribe@hiveworkshop updated to v5.1.3.1.

Improved and optimized the Champions Highscore and synchronization-time reduced.

Enrage adjusted. When creeps or guardians enrage they'll now gain +30% damage every 2 seconds, instead of +100% damage every 15 seconds.
The warning text and sound will also only play once at the enrage start.

Ultimate Abilities redesigned:
You're no longer able to upgrade an Ultimate Ability; instead the level is increased by 1 after each completed wave, up to level 5.
The power of an Ultimate Ability starts low and gets exceptionally stronger after each level.

When you use the Ultimate Ability it loses power and the level is decreased by 2 after the wave is completed, instead of gaining a level.
An Ultimate Ability can be used once per wave and the cooldown is reset after each completed wave.

The cost of an Ultimate Ability in the "Random Trial" game mode changed from 100 Gold and 3 Ability Points to 300 Gold and 3 Ability Points.
The cost of an Ultimate Ability in the "All Pick" game mode changed from 3 Ability Tokens to 5 Ability Tokens.​

Unlearning an Ultimate Ability now only refunds the base cost (level 1) Ability Points.​

Added credits for imported models introduced in this version.
At first I didn't plan to import any models, but changed my mind. Mythic@hiveworkshop made some awesome special effects and I couldn't resist adding some of them.
When Warcraft 3: Reforged is released I'll replace the models that doesn't fit with the new visuals.

Game Modes

All Pick
- The enemy health bonus changed from +30% to +20%.

UI

Two new buttons added!
SHOP - If you press this button (hotkey: O) you'll automatically select the shop.
READY - If you press this button you'll be marked as "ready". When all players are ready the next wave will begin after 3 seconds.​

Commands

The Quick Start command (-qs) removed and replaced with new the new Ready-button mentioned above.

Abilities

All Ultimate Abilities now have 5 ability levels, up from 3, but can no longer be manually upgraded (see General changes above).

Cooldown of all Ultimate Abilities changed to 900 seconds (cooldown is reset after each wave; this is to prevent multiple uses).

Avatar
- Damage bonus changed to 10/18/35/64/120.
- Armor bonus changed to 2/3.5/6.5/12.5/25.
- Maximum Health bonus changed to 150/275/510/950/1750.
- Duration changed from 12 seconds to 10 seconds.
- Manacost changed from 110/130/150/150/150 to 70/95/125/175/235.

Phoenix
- Phoenix base damage changed from 60 to 35.
- Phoenix maximum health changed from 1250 to 680.
- The summoned Phoenix now scales with the level of the Ultimate Ability (+~65% stats per level, before other upgrades).
- Level 3 no longer summons 2 Phoenixes.
- Manacost changed from 130/165/200/200/200 to 120/160/215/295/400.

Big Bad Voodoo
- Area of effect changed from 1200 to 600/800/1000/1200/1400.
- Duration changed from 6/12/20/20/20 to 3/5/10/20/35 seconds.
- Manacost changed from 110/150/190/190/190 to 90/120/165/220/300.

Reincarnation
- Ability reworked: Once per wave you'll heal for 30/40/55/75/100% of your maximum health when taking damage that would kill you, but you'll deal 30% less damage for 15 seconds after you've been saved.

Animate Dead
- Number of Corpses Raised changed from 2/3/5/5/5 to 3/3/3/4/5.
- Duration changed from 30 seconds to 4/6/8/10/10 seconds.
- Manacost changed from 150/190/250/250/250 to 120/160/215/295/400.

Death And Decay
- Maxmimum health damaged per seconds changed from 5/7/9/9/9% to 1/1/2/2/3%.
- Duration changed from 5 seconds to 3/4/4/5/5 seconds.
- Total damage over full duration is now 3%/4%/8%/10%/15% maxmimum health.
- Area of effect changed from 250/320/400/400/400 to 280/300/325/350/400.
- Manacost changed from 160/220/280/280/280 to 135/180/245/330/450.

Inferno
- Impact damage changed from 90/150/300/300/300 to 60/90/135/205/300.
- Stun duration changed from 2 seconds to 1 second.
- Infernal duration changed from 60 seconds to 15 seconds.
- Infernal maximum health changed from 1500 to 900.
- Infernal damage changed from 48 to 29.
- Infernal armor changed from 6 to 2.
- The summoned Infernal now scales with the level of the Ultimate Ability (+~65% stats per level, before other upgrades).
- Area of effect changed from 250/300/400/400/400 to 300.
- Manacost changed from 175/225/275/275/275 to 120/160/215/295/400.

Starfall
- Damage changed from 90/130/200/200/200 to 65/120/225/410/750.
- Manacost changed from 110/150/200/200/200 to 95/125/175/230/315.

Tranquility
- Healing values changed from 10-20/20-40/30-60/30-60/30-60 to 10-20/20-35/40-60/80-100/150-200.
- Manacost changed from 170/235/300/300/300 to 110/150/200/270/365.

Vengeance
- Level 3 no longer summons 2 Avatar of Vengeance.
- Avatar of Vengeance maximum health changed from 1200 to 300.
- Avatar of Vengeance health regeneration changed from 1.6 to 5.
- Avatar of Vengeance armor changed from 2 to 1.
- Avatar of Vengeance damage changed from 24 to 13.
- The summoned Vengeance now scales with the level of the Ultimate Ability (+~65% stats per level, before other upgrades).
- The Avatar of Vengeance ability "Spirit of Vengeance" adjusted:
- Maximum Spirits summoned changed from 6 to 3.
- The summoned Spirit of Vengeance damage changed from 13 to 35.
- The summoned Spirit of Vengeance attack cooldown changed from 1.35 to 1.1.
- The summoned Spirit of Vengeance now scales with the level of the Ultimate Ability (+~65% stats per level, before other upgrades).
- Manacost changed from 130/165/200/200/200 to 120/160/215/295/400.

Finger of Death
- Damage changed from 410/770/1330/1330/1330 to 290/530/990/1830/3400.
- Manacost changed from 110/170/250/250/250 to 140/190/255/345/465.

Stampede
- Beasts per second changed from 7 to 5.
- Damage per beast changed from 70/110/150/150/150 to 85/120/175/250/355.
- Duration changed from 12 to 7 seconds.
- Cast range changed from 300 to 600.
- Manacost changed from 120/150/180/200/200 to 100/135/180/245/330.

Volcano
- Damage changed from 140/215/350/350/350 to 70/130/240/440/820.
- Stun duration changed from 2 seconds to 0.5 seconds.
- Manacost changed from 140/170/220/220/220 to 110/150/200/270/365.

Blizzard
- Damage changed from 25/40/55/75/100 to 30/50/75/110/150.
- Manacost changed from 80/110/140/190/250 to 90/120/150/200/250.

Brilliance Aura
- Mana regeneration bonus changed from 1/1.75/2.5/3.5/5 to 1/2/4/7.5/12.

Devotion Aura
- Armor bonus changed from 2/5/8/11/15 to 1.5/3/5/10/15.

Divine Shield
- Duration changed from 5/7/10/12.5/12.5 to 3/5/7.5/10/10.
- Manacost changed from 25 to 50/50/50/25/0.
- Cooldown changed from 40/40/40/40/30 to 45/45/45/40/35.

Holy Light
- Heal amount changed from 215/430/645/790/1000 to 295/590/880/1050/1400.
- Cooldown changed from 5 to 8 seconds.
- Manacost changed from 90/105/120/150/190 to 90/120/150/190/250.

Heal
- Heal amount changed from 30/50/80/125/190 to 60/100/200/320/450.
- Cooldown changed from 1 second to 3 seconds.
- Manacost changed from 20/35/50/70/110 to 30/40/50/85/120.

Mirror Image
- Illusion damage changed from 20/25/30/45/60% to 33/33/33/50/75%.
- Manacost changed from 95/110/125/150/180 to 70/90/110/140/170.

Impale
- Damage changed from 50/80/110/150/210 to 70/120/190/310/440.
- The time impaled units are airborn changed from 1 seconds to 0.66 seconds.
- Stun duration changed from 2/3/4/4/4 seconds to 1/1.5/2/2.5/3 seconds.
- Manacost changed from 70/90/110/135/160 to 90/110/130/175/225.

Immolation
- Damage per second changed from 10/25/40/70/100 to 20/35/50/85/120.
- Mana drained per second changed from 7/10/13/15/20 to 5/10/15/22.5/30.

Searing Arrows
- Bonus damage changed from 10/20/30/45/70 to 15/30/50/90/150.
- Manacost changed from 7/9/11/13/15 to 5/10/15/25/35.

Battle Roar
- Damage increase changed from 10/22/40/62/90 to 15/25/40/75/110.
- Area of effect changed from 650 to 800.
- Cooldown changed from 45 seconds to 30 seconds.
- Duration changed from 7 seconds to 10 seconds.
- Manacost changed from 50 to 30/40/50/75/100.

Black Arrow
- Bonus damage changed from 2/5/10/20/40 to 5/10/20/40/90.
- Manacost changed from 5/10/15/15/15 to 10/10/15/20/25.

Cold Arrows
- Bonus damage changed from 2/5/10/17/25 to 2/5/10/20/35.
- Attack speed and movement speed reduction changed from 20/30/40/55/70% to 10/20/30/45/65%.

Forked Lightning
- Level 5 now hits 6 targets, up from 5.
- Manacost at level 5 changed from 275 to 280.

Frost Arrows
- Bonus damage changed from 8/16/32/45/60 to 10/25/40/75/100.
- Attack speed and movement speed reduction changed from 5/10/15/20/25% to 5/10/15/20/20%.
- Manacost changed from 5/10/15/20/25 to 5/10/15/25/30.

Incinerate
- Damage multiplier changed from 2/4/6/8/10 to 2/5/8/15/25.

Moonsoon
- Damage changed from 20/32/45/60/90 to 25/40/60/100/170.

Poison Arrows
- Manacost changed from 8/12/17/20/25 to 5/10/15/20/25.

Aerial Shackles
- Damage per second changed from 15/38/60/87/111 to 20/45/90/180/300.
- Cooldown changed from 20 seconds to 15 seconds.
- Duration changed from 7 seconds to 5 seconds.
- Manacost changed from 60/75/90/90/90 to 40/70/100/150/200.

Anti-Magic Shell
- Cast range increased from 500 to 600.
- Slow duration changed from 0.5 to 0.75 seconds.

Inner Fire
- Cast range increased from 500 to 600.

Polymorph
- Polymorph duration changed from 4/6/8/10/12 to 3/4/5/7.5/10.
- Cast range increased from 500 to 600.
- Manacost changed from 110 to 70/90/110/150/200.
- Hotkey changed from "O" to "L".

Slow
- Attack speed slow changed from 10/15/20/30/40 to 5/10/15/25/35%.
- Movement speed slow changed from 30/50/70/85/95% to 20/35/50/70/90%.
- Duration changed from 10 to 30 seconds on creeps, but remains at 5 seconds against Guardians.
- Manacost changed from 40/60/80/110/150 to 35/70/105/140/190.

Berserk
- Damage taken increase changed from 50/40/30/15/0% to 30/25/20/10/0%.
- Attack speed increase changed from 40/50/60/70/80% to 30/40/50/65/80%.
- No longer provides a bonus to movement speed.
- Cooldown changed from 20 to 12 seconds.
- Duration changed from 12 to 5 seconds.
- Manacost changed from 20/30/40/70/100 to 35/50/75/90/110.

Bloodlust
- Manacost changed from 30/45/60/75/100 to 45/60/75/90/120.

Pulverize
- Pulverize stomp chance increased from 25% to 30%.
- Now also hits airborn enemies.

Rejuvenation
- Cast range increased from 400 to 600.

Slow Poison
- Damage per second changed from 5/10/20/32/48 to 5/15/25/40/70.
- Attack speed reduction changed from 10/16/22/30/40% to 10/15/20/25/30%.
- Movement speed reduction changed from 30% to 35%.

Envenomed Spears
- Damage per second changed from 5/12/20/45/80 to 10/20/35/60/90.
- Duration changed from 3/6/9/15/25 to 3/4/5/7/10 seconds.

Berserking Roar
- Damage bonus increase changed from 12/16/25/32/40% to 20/30/40/60/75%.
- Area of effect changed from 500 to 800.

Spirit Link
- Distributed damage factor changed from 40/50/60/70/80% to 35/50/65/80/95%.
- Linked number of targets changed from 2/3/4/5/6 to 3/4/5/6/8.
- Duration changed from 20 to 30 seconds.
- Cooldown changed from 40 to 30 seconds.
- Manacost changed from 75 to 50/75/100/150/200.

Carrion Beetles
- The base damage of progenerated Beetles changed from 7/14/21/28/35 to 9/18/32/51/80.
- Manacost changed from 30 to 20/35/50/80/110.

Summon Water Elemental
- The base damage of summoned Water Elemental changed from 19/29/39/49/59 to 24/39/54/77/108.

Feral Spirit
- The base damage of summoned Feral Spirits changed from 10/15/20/25/30 to 10/18/30/44/68.

Force of Nature
- Treants now always regenerate hitpoints, not only during the night.
- Treants hitpoints regeneration changed from 0.5 to 2.0.
- Overcharged Force of Nature (level 4 and 5) now creates Fortified Treants instead of Treants.
Fortified Treants have greater health, armor, health regeneration and slightly more damage.
- Summoned Treants count changed from 2/3/4/5/6 to 2/3/4/4/5.

Pocket Factory
- Spawn Interval of Clockwerk Goblins changed from 6/6/6/5/4 to 6/5/4/3.2/2.56.
- Manacost changed from 120/150/190/240/300 to 110/135/160/200/250.

Spirit Beast
- The base damage of summoned Spirit Beasts changed from 10/15/20/25/32 to 10/16/28/40/62.

Summon Bear
- The base damage of summoned Bear changed from 18/27/37/37/37 to 21/32/44/58/72.
- The maximum health of the summoned Bear at level 4 and 5 increased from 1200 to 1500/1820.
- The armor of the summoned Bear at level 4 and 5 increased from 2 to 3/4.
- Cooldown changed from 40/40/40/35/35 to 40 seconds.
- Duration changed from 50/50/50/60/70 to 60 seconds.
- Manacost changed from 100/125/150/150/150 to 100/125/150/200/200.

Summon Quilbeast
- The base damage of summoned Quilbeast changed from 12/24/36/36/36 to 18/35/55/55/55.

Wolf Guardian
- Now have the "Cleaving Attack (Neutral Hostile)"-ability.


Items

Overloaded Ability Orb
- Gold cost changed from 300 to 150 and removed the Ability Point cost.

Gauntlets of Ogre Strength
- Increased the damage dealt of the "Ogre Throw"-effect from 100% of current strength to 160%.

Drums of Suffering
- Damage bonus from the "Drum"-effect changed from 77 to 135.
- Armor bonus from the "Drum"-effect changed from 12 to 10.

Everlasting Medallion of Origination
- The "Safeguarding"-effect now triggers when the hero drops below 15% health, instead of 10%.
- Changed the cooldown of the "Safeguarding"-effect from 180 seconds to 90 seconds.

Shadowstep Ring
- Increased the damage dealt of the "Shadowstep"-effect from 70% of current agility to 200%.

Amulet of Techniques (Amulet of Agility)
- Name changed from "Amulet of Agility" to "Amulet of Techniques".
- The "On Attack"-effect "Perfect Attack" name changed to "Combat Techniques".
- The "Combat Techniques"-effect now increases damage by 10 each step and the cap is increased from 3 attacks to 4 attacks (total of 40 damage).
- Internal cooldown changed from 0.5 to 0.25 seconds.

Soulshatter Dagger
- The "Soulstab"-effect %-chance to deal a critical strike changed from 15% to 30%.

Moonstaff of Timeless Sands
- The cooldown of the "Timeless Attack"-effect changed from 3.6 seconds to 4.1 seconds.

Ring of Regeneration
- Gold cost increased from 25 to 100.
- Now also increases armor by 1.
- New "On Use"-effect: "Regeneration". Increases all healing recieved by 10% and heals for 10 health every second for 5 seconds.

Spiked Shield (Shield of Protection)
- Name changed from "Shield of Protection" to "Spiked Shield".
- Icon changed.
- New "When Attacked"-effect: "Counterattack". When attacked by a melee enemy, has a chance to do a counterattack with the shield, dealing 11 physical damage to the attacker.
- Gold cost increased from 50 to 100.

Provoking Skull
- Armor bonus changed from 1 to 2.
- Health Regeneration bonus changed from 2 to 1.
- Gold cost changed from 150 to 100.

Runic Shield
- Armor bonus changed from 5 to 4.
- Magic Resistance bonus changed from 20% to 15%.
- New "On Use"-effect: "Runic Barrier". Reduce incoming spell damage by 40%, but also recieve 80% less healing from healing effects for 4 seconds.

Shield of the Damned
- Armor bonus changed from 9 to 7.
- No longer decreases Mana Regeneration by -42%.
- New "Passive"-effect: "Undying Thirst". Drains 3.7% mana of maximum mana every second; if no mana can be drained, health will be drained instead.
- New "When Attacked"-effect: "Mind Sear". Non-guardian enemies who attack you have a 10% chance to be be cursed for 4 seconds; increasing the time between their attacks by 20%.

Brawlers Mask
- Overhealing to damage from the "Adrenaline"-effect changed from 10% to 20% and the duration increased from 3 to 4 seconds.

Titan Shield
- The increased healing recieved from the "Titan Boost"-effect changed from 15% to 20%.

Siege Armor
- Changed the name of the "Fortification"-effect to "Defensive Overdrive".
- The additional health gained from the "Defensive Overdrive"-effect when attacked changed from 80 to 64.
- The maximum health gained from the "Defensive Overdrive"-effect lowered with the above change, from 1200 to 960. Still 15 hits before reset.

Glyph of Fortification
- Maximum Health bonus changed from 340 to 290.
- No longer gives a bonus to Health Regeneration bonus.
- New "Passive"-effect: "Fortified Regeneration". Every 3rd second, heal for 440% of current Armor amount.

Claws of Attack
- Gold cost changed from 25 to 50.
- Damage bonus changed from 6 to 12.
- New "On Attack"-effect: "Desperate Swipe". Physical damage is increased when attacking a target with a higher percentage health than yourself.

Feasting Claws
- Internal cooldown changed from 0.5 to 0.25 seconds.

Claws of Searing Power
- Damage bonus changed from 24 to 27.

Firehand Claws
- Damage bonus changed from 15 to 18.
- The increased damage from the "Molten Swipe"-effect increased from 5 to 6 with each attack.

Whirlwind Glaive
- Damage bonus changed from 38 to 40.
- The damage dealt from the "Whirlwind"-effect changed from 400% to 500% of base damage.
- The damage dealt from the "Whirlwind"-effect is now regarded as "physical splash" (some item/ability effects will not trigger from this damage).
- The healing recieved from the "Whirlwind"-effect reduced by 50%.
- Fixed an issue that could cause the healing recieved from the "Whirlwind"-effect to be lower than intended.
- The radius of the "Whirlwind"-effect changed from 400 to 256.

Truestrike Hammers
- Damage bonus changed from 41 to 55.
- The physical damage bonus dealt from the "Truestrike"-effect changed from 20% to 30%.
- Corrected the Hotkey from "X" to "D" in the shop.

Wraith Axe
- Damage bonus changed from 65 to 78.
- New "On Attack"-effect: "Soulshatter". 50% of all physical damage dealt will be converted and dealt as spell damage instead.

Dagger of Disintegration
- Damage bonus changed from 77 to 101.
- Changed the cooldown of the "Disintegrate Armor"-effect from 60 to 35 seconds.

Inferno Axe
- Damage bonus changed from 98 to 124.

Obliteration Blade
- Damage bonus changed from 144 to 170.
- The damage bonus increase from the "Obliteration"-effect changed from 150% to 130%.

Sobi Mask
- New "On Use"-effect: "Focus". Become stunned for 3 seconds and restore mana equal to current Intelligence.
- Gold cost changed from 25 to 100.

Wand of Distortion (Wand of Focus)
- Name changed from "Wand of Focus" to "Wand of Distortion".
- No longer provides a +35% Mana Regeneration bonus.
- New "On Spell Damage"-effect: "Spell Fever". Has a 15% chance to distort the attacks of a spell damaged non-guardian enemy for 5 seconds; increasing the time between their attacks by 10%.

Circlet of Circlet of Incantations (Circlet of Mana)
- Name changed from "Circlet of Mana" to "Circlet of Circlet of Incantations".
- New "Passive"-effect: "Magic Formula". Increases Spell Critical Damage by a random amount based on the total mana of the caster.
- Changed Maximum Mana bonus from 130 to 65.
- Now also increases Spell Critical Rating by 5.
- Gold cost changed from 150 to 200.

Crystal Core
- Mana refunded from the "Crystalize"-effect changed from 40% to 30%.
- Cooldown of the "Crystalize"-effect changed from 25 to 20 seconds.
- The "Crystalize"-effect will no longer trigger from abilities that cost no mana.
- Replaced +5 Spell Critical Rating with +10% Magic Resistance.

Ring of the Archmagi
- Spell Critical Rating bonus from the "Magical Execution"-effect changed from 15 to 25.

Fractured Moonstone & Moonstone
- The radius of the "Manawave" and "Greater Manawave" effects changed from 800 to 640.
- Improved logic and optimized the effect of these items.

Volatile Spell Sphere
- Spell Critical Rating changed from 12 to 14.

Shadowland Wand (Cursed Shadowland Wand)
- Name changed from "Cursed Shadowland Wand" to "Shadowland Wand".
- The "Weaken Soul"-effect removed.
- New "On Spellcast"-effect: "Shadowland Ritual". Spellcasts spawns a shadow rift beneath the caster that increases spell damage and any spell damage dealt will stun enemies while the caster stands inside the shadow rift.
- Replaced +10% Magic Resistance with +10 Spell Critical Rating.

Relocation Gem
- Changed the trigger time of the "Unstable Warping"-effect from every 7th second to every 6th second.
- The attack speed bonus from the "Unstable Warping"-effect changed from +35% to +50%.
- The armor bonus from the "Unstable Warping"-effect changed from +5 to +8.
- The damage bonus from the "Unstable Warping"-effect changed from +55 to +96.
- The duration of all "Unstable Warping"-effect bonuses changed from 7 to 6 seconds.

Cursed Treasure of Yer'ahim
- The bounty increase from the "Greed"-effect changed from 50% to 65%.

Pendant of Elements
- The duration of the summoned elemental changed from 40 seconds to 20 seconds.
- The elemental damage to heal percent changed from 70% to 150%.
- Cooldown changed from 60 seconds to 30 seconds.
- Manacost changed from 70 to 50.
- Item gold cost changed from 200 to 225.

Urn of the Inevitable End
- Vroo'kel, the Seer of Dark Fates base damage increased from 47 to 71.
- Manacost changed from 100 to 80.

Demonic Portal Key
- Demonic Beast base damage increased from 17 to 28.
- Demonic Guard base damage increased from 11 to 21.
- Demonic Torturer base damage increased from 22 to 35.
- The demons summoned from the portal now lasts for 15 seconds instead of 12.
- Cooldown reduced from 70 seconds to 65 seconds.
- Manacost reduced from 140 to 110.

Forgotten Eye of the Raven
- Fixed a bug that could cause unintended abilities to get a lower cooldown.

Token of Nature
- The heal from the "Call for the Nature"-effect changed from 55 to 85.

Spiritual Water Relic
- The total heal amount of the "Cleansing"-effect changed from 190 to 220.

Legendary Artifacts

Bwonsamdis' Key to the Shadowlands
- Now resets the cooldown of a basic ability after every 4th blocked damage source, instead of every 5th.

The History of the Mist Serpent
- When taking damage, the augmentation effect is now paused for 2 seconds, instead of 4 seconds.

Vessel of Elune
- The effects of this legendary artifact now also works when cast on self, but the healing amount is reduced by 50% when cast on self.
- The total amount of healing is now capped at 30% of your maximum health, down from 60%.
- The augmentation effect now increases the healing done by 8 for each cast, instead of 3.

Thundering Heart of Lei Shen
- Cooldown changed from 20 seconds to 15 seconds.


Guardians

The maximum health of all guardians reduced by ~5% for all waves in all game modes.
The base damage of all guardians increased by ~20% for all waves in all game modes.

The time to prepare before a Guardian spawns changed from 50 to 40 seconds (Fast Mode is still 25 seconds).

The enrage timer for a Guardian changed from 125 seconds to 90 seconds.


Voltronax, the Arcane Monstrosity
- Arcane Orb now have a more intense pulsing effect and should be much easier to notice.

Molganath, Lord of Fire
- Molten Minions will now also enrage if the wave isn't cleared fast enough.
- The Fire Bomb left behind a killed enemy creep got a small color change and now have a new effect when it explodes, a fiery burst.

Cryllise, the Frostbitten Bonedragon
- The spawn rate of Frost Traps adjusted; they no longer spawn on a set interval and are instead random based of: base time + random value between 0 and 2 seconds.
They will spawn less frequent, but are not as predictable as before.
- The damage of Blizzard increased by 50%.
- The duration of Blizzard changed from 12 to 7 seconds.

A'er, Guardian of Winds
- Wind Bomb no longer hit the shop.

Yor'shajjza, Tempest of the Shath'Yar
- Yor'shajjza got a new projectile effect for attacks.

Z'or, the Manifestation of Void
- Z'or got a new projectile effect for attacks.
- Reduced model size slightly of Z'or.
- Void Burst now have a new effect.
- Void Burst damage increased by ~11%.


Creeps

The maximum health of all creeps reduced by ~12% for all waves in all game modes.
The base damage of all creeps increased by ~22% for all waves in all game modes.

Creeps now gain +15% more incremental damage after each wave between waves 10 and 15.
Creeps now gain +11% more incremental damage after each wave between waves 15 and 20.
Creeps now gain +10% more incremental damage after each wave between waves 20 and 25.
Creeps now gain +18% more incremental damage after each wave between waves 25 and 30.
Creeps now gain +9% more incremental damage after each wave between waves 30 and 35.
Creeps now gain +14% more incremental damage after each wave between waves 35 and 40.
Creeps now gain +12% more incremental damage after each wave between waves 40 and 45.
Creeps now gain +4% more incremental damage after each wave between waves 45 and 50.
Creeps now gain +6% more incremental damage after each wave between waves 50 and 55.

The enrage timer for a creep wave changed from 90 seconds to 75 seconds.

 
Level 2
Joined
Mar 16, 2006
Messages
19
Hey man I tried playing the latest version and I switched accounts after playing once, now the map goes to victory screen at synchronization step.
Maybe you need to add a check to see if the username saved matches the one being used or something. Just speculating here, you probably know what it is.

BR, Jimi
 
Hey man I tried playing the latest version and I switched accounts after playing once, now the map goes to victory screen at synchronization step.
Maybe you need to add a check to see if the username saved matches the one being used or something. Just speculating here, you probably know what it is.

BR, Jimi
Hey, thanks for the report! :)

I've looked into it and I believe I've found a solution. Unfortunately the Champions Highscore won't be compatible with previous versions as of this change.

I'll release this fix as version 3.9a when it's ready.
 
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