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Deadlock [NE] 2.4/2.5

-Night Empire-
Formerly one of the sons of the most feared empire ever existed, yet he defected.
Thus he raised his own empire, the one that dominates the night and beyond.


Night Empire is an altered melee map where you can play as the deceptive, cunning and agile Night Empire, a sub-faction of NullMagic that betrays them in Resistance Against the Cake Crusade RP.


Features

Screenshots

Changelog

Credits

Other Versions

Authors Notes

A whole new arsenal of the human army called Night Empire.
Play with deception, ambushes and manipulates the night to your utmost. Show everyone who's in command of the battlefield.


PROS
+ Can attack and deal some damage before everyone else can react (Earliest rush)
+ Powerful Heroes
+ Very Beneficial Upgrades
+ Has very powerful late game units
+ Late game dominance
+ Easy Food Supplying
+ Easy Expansion
+ Steal enemy building for your own purposes :p


CONS
- Complicated Tech methodology (losing a building costs more than just resources and production, but also tech advance)
- Extensive Lumber usage
- Weak early units
- Long teching time
- Only heals at night for most units and heroes
- Did I mention they don't have defensive Towers? :cry:




[November 28th, 2021 [2.5] [1.31+]]
Increased Night Arrows' max level by 1
Increased Loyalist's base defense by 2
Increased Elite Guard's base defense by 4
Increased Bowman's training time by 5
Increased Assassin's training time by 15
Increased Enhanced Blade's damage distribution factor by 5%
Increased War Aura's damage bonus by 2%
Increased Emperor's Presence's defense bonus by 1
Increased Grand Slam's Area of Effect for level 1 by 50
Increased Vitality Training's health bonus by 50
Increased Spirit Power's damage bonus by 10%
Increased Spirit Power's armor bonus by 2
Increased Support Powers' area of effect by 150
Increased Fortification Support armor bonus by 2
Increased Night Pillar's gold cost by 70
Increased Night Pillar's lumber cost by 20
Increased Infiltrator's cast time by 1
Increased Infiltrator's gold cost by 50
Increased Noctis Knight's health by 25
Increased Infiltrator's health by 50
Increased Bank's Bonus Lumber from 0 to 1+1%
Increased Blink (Blink Strike) cooldown from 3/2/1 to 7/6/5
Increased Blink (Blink Strike) mana cost from 30/20/10 to 55/40/25

Decreased Loyalist's training time by 3
Decreased Night Arrow's upgrade damage bonus by 5/10
Decreased Stationary Mode's secondary weapon duration by 1s
Decreased Wraith Tank's food cost by1
Decreased Loyalist's armor by 4
Decreased Cold Rain's damage by 30/70/110
Decreased Bank's Quick Deploy soldier by 2
Decreased Loyalist's armor by 4
Decreased Speed Boost's speed bonus by 50
Decreased Tower Speed's boosts by 15%
Decreased Noctis Knight's food cost by 1
Decreased Bank's Bonus Gold from 10+1% to 1+1%

Added Resistant Skin for Sky Guardian
Added Suicidal classification to Infiltrators, preventing sneaky ambushes

Changed Sky Guardian overall capabilities, more powerful but very costly
Changed Loyalist's tooltip
Changed Magus Empowerment upgrade placement
Changed Wagon's tinting
Changed Loyalist's armor from Small to Large
Changed Scout Post's armor from Small to Fortified
Changed Imbued Night Arrows' requirement from Tier 2 to Tier 3
Changed Loyalists' Snare to give additional damage as well
Changed Grand Slam's icon
Changed Battle Spirit effect into more healing-oriented one
Changed AI algorithm to allow better efficiency in AI decisions
Changed Blink into Blink Strike, dealing damage at destination

Reverted Night Elven Hide's icon to default

Fixed Stationary Mode has less health than mobile mode
Fixed Wraith Tank's food inconsistency
Fixed Tiny Great Hall creating Town Hall instead of Manor
Fixed Bank gives gold before completion
Fixed Imbued Night Arrows upgrade
Fixed General's ultimate's icon
Fixed a bug with Sky Guardian attack range

[January 7th, 2019 [2.4]]
Added AI for Night Empire (Human 90% Handicap, Support EASY NORMAL HARD)

Changed University to use small size instead
Changed Bank gold mechanic

Increased Loyalist armor from 1 to 2
Increased Loyalist HP from 400 to 450
Increased Scholar HP from 230 to 285
Increased Bowman HP from 300 to 375
Increased Grand Slam damage from 100/150/200 to 125/175/225
Increased Grand Slam movement speed reduction from 25/38/56% to 25/45/65%
Increased Grand Slam attack speed reduction from 30% to 40%
Increased Sky Guardian gold cost from 400 to 500
Increased Infiltrator HP from 50 to 100

Decreased Loyalist food cost from 3 to 2
Decreased Scholar food cost from 3 to 2
Decreased Infiltrator food cost from 2 to 1

Fixed Wraith Tank requirements

[July 3rd, 2018 [2.2 + 2.3]]
[2.2]
Fixes Blink cost for third level (1.29 factor)
[2.3]
By FlameofChange (alias Ghostofpast)
¤ Fixed Selection circle, size, and color of all units and buildings.
¤ Changed the icon of Scholars, Sky guardians, wizards and Noctis Knights.
¤ Changed the model of the University. It has now a proper build animation.
¤ Fixed a leak in the Init.
¤ Compressed some triggers, destroying ~100 lines of code. They do the same but it's cleaner.
¤ Compressed some textures and icons, saving ~40-50 kb

Note: I created manually the icons of the Bandit Knight and the fire mage model.

[February 20th, 2018 [2.1]]
Aesthetic changes
Tooltip fixes
Changed hotkey of most buildings

Noctis Artificium no longer requires Altar of the Night

Added effect for Breeze Aura healing

Removed Magus Agreement research

Increased Quick Deploy (Manor) from 20 seconds to 30 seconds
Increased Quick Deploy (Tower) from 10 seconds to 30 seconds
Increased Ambusher strength from 5 to 6
Increased Moon Blade damage from 100/150/200 to 250/400/550
Increased War Aura damage bonus from 5/10/15% to 8/16/24%
Increased Null Wave duration from 5(2) to 10(4)

Decreased Ambusher agility from 25 to 24
Decreased Moon Blade mana cost from 125 to 120

[January 28th, 2018 [2.0]]
NEW Night Empire UI

Changed Noctis Knight requirement from tier 2 to tier 3

Increased Tower Speed speed bonuses from 20% to 25%
Increased Tower Speed effect range from 800 to 1200
Increased Night Arrows damage from 10/20 to 15/30
Increased Night Arrows mana cost from 0 to 5
Increased Bowmen's mana start, mana maximum and mana regen from 0/0/0.0 to 75/150/1.0 respectively

Reduced Rejuvenating Light healing from 300/450/600 to 200/400/600
Reduced Emperor's Call damage bonus from 5/8/11 to 4/6/8
Reduced Breeze Aura healing from 10% to 5%

[December 1st, 2017 [1.9]]
Increased Sabotage's damage from 750 to 800
Increased Spirit Power's mana cost from 125 to 150
Increased Tower Speed's area of effect from 500 to 800

Reduced Moon Blade damage from 250/400/550 to 100/150/200
Reduced Moon Blade cooldown from 30 to 20
Reduced Water Gush damage from 15/30/45 to 10/15/20
Reduced Cold Rain damage from 200/330/560 to 150/250/350
Reduced Emperor's Call damage bonus from 10/15/20 to 5/8/11
Reduced War Aura's percentage bonus from 7/14/21 to 5/10/15
Reduced Night Walk's backstab damage from 50/100/150 to 40/80/120
Reduced Snare's duration from 15 to 10
Reduced Night Arrow's damage bonus from 12/25 to 10/20
Reduced Thunderstrike's damage from 20 to 15

Changed Water Gush mana cost from 75/125/175 to 125

[SKIPPED [1.8]]
Added Fortification Support and Willpower Support
Added Quick Deploy for Bank

Changed All heroes health regeneration from Always to Night Only
Changed Wraith Tank tooltip slightly
Changed Assassin, Magic Allies icons
Changed Noctis Knight model

Fixed Manor tooltip
Fixed Tier System
Fixed Deflecting Shield tooltip
Fixed Cold Rain tooltip
Fixed Breezing Aura Buff icon

Increased Scholar's HP from 130/180 to 230/280
Increased Elite Guard's HP from 1100 to 1250
Increased Airship's HP from 700 to 900
Increased Swordsman's armor upgrade bonus from 1 to 2
Increased Wizard's HP from 200 to 300
Increased Magician's HP Regen from 0.25 to 0.5
Increased Sky Guardian's base damage from 50 to 70
Increased Armored Airship Research HP Bonus from 0 to 100
Increased Support Houses food provided from 0 to 8

Reduced Power Potion's damage bonus from 30 to 20
Reduced Worker's food from 2 to 1
Reduced Grand Slam's mana cost from 110 to 100
Reduced Emperor's Call's HP Regen from 2/3/4/ to 1/2/3
Reduced Rejuvenating Light's mana cost from 100/125/150 to 100/100/100
Reduced Ambusher's Blink's cooldown from 5/4/3 to 3/2/1
Reduced Moon Blade's damage from 300/500/700 to 250/400/550
Reduced Wizard's food cost from 4 to 3

Known Bug : The tier system is partially abusable

[October 14th, 2017 [1.7 (Messed Log due to Miss Check)]]
[Log Part 2]
FIXES :
Version number in front screen
Feedback now has Night Blade name
Special Combat Training now has Defense Training name
Invisible Move skill bug
BALANCE :
Increased Wraith Tank health from 600 to 700
Increased Force upgrade heath bonus from 10% to 25%
Increased Bank build time from 60 to 90
Increased Foundry build time from 60 to 90
Increased University build time from 70 to 75
Increased Elite Guard build time from 45 to 60
Increased Sky Guardian build time from 70 to 75
Increased Night Arrows damage from 10/16 to 12/25
Increased all units Food cost by 1 (except Wagon)
Increased Ambusher's Night Walk damage from 50/75/100 to 50/100/150
Increased Scholar (Magus Agreement) health by 50
Reduces Ambusher base damage from 10 to 8
Reduces Manor build time from 180 to 45
Reduces Farm build time from 35 to 30
Reduces Lumber Post build time from 60 to 20
Reduces Scout Post build (Worker)/deploy (Wagon) time from 20/20 to 15/5
Wagon now used to build Manor and no longer requires Mobile Deployment
Wraith Tank now only requires Weapon Base and no longer auto regenerates (and upgrade no longer provide such bonus)
Manor now requires Mobile Deployment
Peasant no longer can build Manor
Scout Post no longer has deployment requirement (only build requirement)
House has a new mode : Morale Support (req. Command)

[Log Part 1]
AESTHETIC :
Changed Ambusher, Swordsmen and Elite Swordsmen voices
Changed Noctis Knight model and icon
Changed Cold Rain to deal massive damage in 1 wave instead of similar to Blizzard
Changed Night Arrows upgrade to Improved Night Arrows
FIXES :
Fixed Assassin's tooltips
Fixed Rejuvenating Light level requirement
BALANCE :
Increased Cold Rain mana cost from 80 to 100
Increased Cold Rain cooldown from 15 to 45
Increased Wraith Tank gold cost from 215 to 275
Decreased Water Gush damage from 15/35/60 to 15/30/45
Decreased Battle Spirit mana cost from 35 to 25
Decreased Bind mana cost from 80 to 75
Decreased Emperor's Call armor bonus from 2/3/4 to 1/2/3
Decreased Emperor's Call damage bonus from 15/23/30 to 10/15/20
Decreased Grand Storm damage from 50 to 40
Decreased Specialized Gold Harvesting bonus gold from 10 to 5
Decreased Reinforcement unit summoned from 5 to 3
Decreased Wraith Tank stationary building attack range from 1900/2000 to 1400/1500
Removed Spell Immunity from Elite Swordsman

[August 2nd, 2017[1.6]]
Changed Magus Agreement mechanism slightly (unseen difference)
Changed Loyalist model to BETA Footman (by Blizzard Entertainment)
Changed Assassin powers : attacks now cause them to appear for a brief moment, health increase by 200
Changed Quick Deploy Swordsman powers : no longer Spell Immune, lasts for 10 (Tower)/20 (Manor) seconds
Changed General's Divine Shield with Rejuvenating Light
Added Night Shield for Loyalist
Added Deflecting Shield for Elite Swordsman (Reinforcement)
Increased Null Wave's cooldown by 30
Increased Emperor's Call's mana cost by 25, Area of Effect by 50, life regeneration by 1, and cooldown by 30
Increased Grand Storm's Area of Effect by 50
Reduced Loyalist health by 50
Reduced Wraith Tank's damage side per die by 3, health by 150, secondary weapon (deployed) damage by 15 and armor by 2/4 (normal/deployed)
Reduced Scholar's Battle Spirit armor bonus by 1 and mana cost by 15
Reduced Moon Blade's cast range by 28
Fixed Battle Spirit Buff

[July 1st, 2017 [1.5]]
Changed Tier 2 unlock set requirement
Changed Snare requirement
Changed Worker hotkey to Q
Changed Backpack hotkey to R
Changed Assassin requirement to Night Pillar from None
Changed General's Night Blade to War General
Changed Wraith Tank's requirement and Stationary Mode model and icon
Changed Tower Speed ability position
Increased Bind duration from 20 (5) to 60 (10)
Increased sight range of all buildings (except Scout Post) during night
Increased Command's lumber price from 50 to 100
Increased Wraith Tank's food cost from 4 to 5
Increased Ambusher's damage base from 0 to 10
Reduced Improved Wood Cutting lumber increase from 10 to 5
Reduced Specialized Gold Harvesting gold increase from 15 to 10
Reduced Noctis Knight's Invisible Move's requirement from Dark Armor to Night Armor (1 tier down)
Reduced Fade Duration of Ambusher's Shadowmeld from 1.5 to 0.5
Reduced Ambusher's starting agility from 32 to 25
Some icon and model changes
Tooltip fixes

[April 8th, 2017 [1.4.1]]
Changed several tooltips
Changed some units' sounds
Changed Scout Post armor type to Fortified
Changed effect of Repair On-Board of Sky Guardians
Changed some unit's models
Changed Magician's proper names
Added one more Thunderstrike to Sky Guardians
Added 3 armor to Scout Posts
Added 3 additional armor to Elite Swordsmen
Added Special Combat Training upgrade for Swordsmen
Added Spell Immunity to Sky Guardians
Added 1 extra food cost for Sky Guardians
Reduced movement speed of Magician by 50
Removed True Sight from Sky Guardians
Removed Defend from Elite Guards
Fixed a bug with Repair On-Board for Sky Guardians

[Feb 28th, 2017 [1.4]]
Added Stationery Mode for Wraith Tanks (requires Force)
Added Wizards into list of units affected by Magic Shield
Increased Noctis Knights' Base Damage by 2
Increased Elite Guards' Sides per Die by 2
Increased Magician's Strength by 3
Increased General's Night Blade's Bonus Damage by 20
Increased General's Grand Slam Damage by decent amount
Increased Sky Guardian's Sides per Die by 3
Increased Sky Guardian's Thunderstrikes by 1
Increased Wraith Tanks' food cost and level by 1
Reduced [Mobile] Wraith Tanks' Sides per Die by 1
Reduced Noctis Knights' Sides per Die by 1
Reduced Wizards' HP by 100
Reduced Loyalists and Swordsmen's Deflecting Shield deflect chance by 15%
Reduced Scout Posts' Quick Deploy amount by 2 and duration by 45 seconds
Reduced Ambusher's Agility by 3
Reduced Sky Guardian's Food Cost by 3
Reduced Wraith Tanks' Turbo Engine gold cost by 50 and lumber cost by 75
Changed Wizard spellset
Changed some units models and icons
Changed Infiltrator training building to Night Pillar
Changed Snare requirement
Changed Night Empire's Orb
Changed Bowmen's research ability
Changed Lumber Base into Weapon Base with new uses
Changed Moon Blade's effects
Fixed Infiltrator's Capture ability
Fixed Noctis Artificium Tier 3 Items Setting
Removed House requirement from Military Command
Others unmentioned upgrades

[Feb 13th, 2017 [1.3]]
Rename Dispel Magic into Nullify Magic
Added Repair On-Board to Phantom Cannons and Wagons
Added Quick Deploy to Scout Post
Added Lesser Clarity Potion to Noctis Artificium
Added Night Pillar as Tier 2 requirement
Added Backpack requirement which is Noctis Artificium
Added Wood Cutting upgrade to Workers
Increase Noctis Knight transport size by 1
Increase Thunderstorm damage by 5
Increase Invisible Move backstab damage by 15
Increase Nullify Magic dispel damage by 275
Increase Wizard food cost by 1
Decreased Power Potion damage bonus by 20
Decrease Sky Guardian movement speed by 30
Decrease Invisible Move (Elite) cooldown by 10 seconds
Decrease Water Gush mana cost by 5
Decrease Vitality Training health bonus by 50
Changed Elite Guard requirement into Command only
Changed Command requirement into Tier 3 Set
Changed tooltip of modified stats
Changed some icons and models
Changed Blade of the Moon, Strength of the Night and Night Armor upgrades' requirements into None/Tier 2 Set/Tier 3 Set
Changed some models and effects
Changed Web ability of Loyalists
Changed Heal ability of Scholars
Changed Inner Fire ability of Wizards
Changed Wizards' movement type and regeneration time of day
Changed Scout Post requirements
Fixed Scout Post tooltip
Fixed Wagon's hotkey
Fixed Emperor's Call buff model

[Jan 29th, 2017 [1.2.1]]
Rename Night Knight into Noctis Knight
Rename Warehouse into Bank
Changed Wraith Tank icon
Changed map description
Corrected Wraith Tank description
Corrected General model scale
Corrected some requirements affected by name changes
Fixed a major bug that caused Tier 2 and Tier 3 to unlock before all requirement met properly
Added New Music for Night Empire

[January 25th, 2017 [1.2]]
Minor Hotkey, Icon Placement and Icon changes
Some name changes
Some aesthetic changes
Strength of the Night now affects Sky Guardians and Wizards.
Increase gold price of Elite Guard by 40
Increase lumber price of Magic Shield by 100
Increase research time of Magic Shield by 30 seconds
Increase research time of Magus Empowerment by 60 seconds
Increase health of Night Vault and Slayer Agent by 25
Increase research time of Force by 15 seconds
Increase health regeneration of Phantom Cannon by 0.5
Increase gold price of Orb of Soulless by 175
Increase damage of Sky Guardian by 1
Increase movement speed of Phantom Cannon by 25
Increase dispel damage of Dispel Magic by 25
Increase effect radius of Dispel Magic by 50
Increase cooldown of Dispel Magic by 5 seconds
Decrease Sky Guardian health by 100
Decrease Repair On-Board health bonus by 150
Decrease Sky Guardian armor by 4
Decrease Scholar's health by 50
Decrease Slayer Agent's attack cooldown by 0.5 seconds
Decrease Magic Shield health bonus by 50%
Decrease Magic Shield lumber cost by 300
Decrease Magic Shield gold cost by 250
Decrease tier requirement of Hall of Shadows by 1 tier
Decrease Ambusher's Strength by 5
Decrease Night Blade's bonus damage by 11
Decrease Emperor's Call bonus damage from 20/30/40 to 15/23/30
Decrease Emperor's Call bonus armor from 2/4/6 to 2/3/4
Decrease Emperor's Presence armor bonus from 2/4/6 to 2/3.5/5
Decrease Sky Guardian's movement speed by 30
Decrease Slayer Agent's movement speed by 72 and damage by 25
Decrease Thunderstorm damage by 25
Added Feedback for Night Knights
Added Armored Airship upgrade for Sky Guardians
Added Mobile Deployment upgrade, now required to create Wagons
Added Magic Sense for Wizards, which requires the new Anomaly Detection upgrade
Added Surveillance Tower into Worker's building arsenal
Added Turbo Engine upgrade for Phantom Cannons
Remove gold and lumber cost from Wagon
(Note, names in the list are Version 1.1 name of the unit)

[January 13th, 2017 [1.1]]
Aesthetic modifications for the entire Night Empire
Increase Emperor's Null Wave cooldown from 90 to 120 seconds
Increase Emperor's Emperor's Call mana cost by 25
Increase Ambusher's Night Walk duration by 10 and cooldown by 15
Reduces General's Grand Slam damage for level 3 by 0.75
Reduces Ambusher's starting Intelligence by 5
Increase Ambusher's starting Agility by 5
Increase Magician's Water Gush damage for level 1 by 5
Increase Deflective Shield research time by 10, lumber cost by 50
Deflective Shield now gives additional armor and health to affected units
Reduces Vitality Training health bonus by 25
Force upgrade now increases Phantom Cannon range by 100
Reduces Worker, Lancer and Elite Guard max health by 25
Reduces Sky Guardian's Thunderstrikes damage by 10
Added Magic Allies upgrade
Magus Empowerment and Magic Shield now requires Magic Allies
Sky Guardians now deal Magic damage instead of Siege damage
Vitality Training now requires Dark Armor
Reduced Emperor's Emperor's Call damage from 30/45/60 to 20/30/40
Increase Dispel Magic mana cost by 5
Increase Vitality Training research time by 60 seconds

[December 31st, 2016 [1.0]]
First Upload
REPORT ME IF YOUR RESOURCES IS MISSING FROM THE LIST!
Terrain by Blizzard Entertainment
Coherence Improvements by GhostOfPast

Reviews :
Version 1.1 by Supernickman 32
Version 1.2 by Supernickman 32
Version 1.2.1 by Rufus
Version 1.2.1 by Alxen345
Version 1.3 by deepstrasz
Version 1.4 by deepstrasz
Version 1.9 by Unregret
Version 2.0 by Scias
Version 2.0 by twojstaryjakcie

Systems :
Customized Victory/Defeat Condition by Retera

Models :
Bank by Mike
BEDragonHawkLancer by Wandering Soul
FootArcher by Wandering Soul
Human Airship by Shiv
Assasin by soulreaver6
Sapper Academy by The_Silent
Fire Mage by Kitabatake
Swordsman by Elenai & General Frank
Barrack by Mike
Town Hall by Mike
Tower by Mike
House by Mike
Human Captain General by Direfury
Wc1Mage by Mc !
HeroGlow by assasin_lord
BETA Footman by Blizzard Entertainment
HD Peasant by KAIL333XZ
Bandit Knight by Direfury
Arcane Observatory by Ujimasa Hojo
Coup de Grace by Mythic/Vinz

Icons :
BTNBank by Eagle XI
BTNWardenCriticalStrike by -Berz-
BTNWardenEvasion by BETABABY
BTNWardenDoppelWalk by hieu2525
BTNFootman2 by RedCrusader
BTNRoyalCaptain by HappyTauren
BTNNWNSword by Apheraz Lucent
BTNBanditKnight by GhostOfPast
BTNFireMage by GhostOfPast

Music :
Sad Angel by Kupers

Others :
Recommended Name Changes by Leo Akastenix
UI by Renna!ssance team
Improvements by GhostOfPast
1.31 AI Fix by The3X
I was hoping that I could try sticking to the original package of the Night Empire, but since they're too similar with Humans in Warcraft 3 in many ways, I have to make changes here and there. In addition, their lack of useful technologies and unique heroes in the story has led me to lend them some of other RP factions' technologies (most notably Sky Guardians). And to worsen things up, I don't have the complete original unit list of this subfaction.


If you like this work and wish to support me financially, you can support me via Ko-fi.
Contents

Deadlock [NE] 2.4 (Map)

Deadlock [NE] 2.5 [1.31+] (Map)

Reviews
Supernickman 32
Off the reviews Episode 10 (*GREAT REVIEW EXCHANGE): Deadlock [NE] Read This My opinions are subjective, they can't be same as yours. Let's begin. Off the reviews Episode 10: Deadlock [NE] What is Deadlock [Night Empire]? This is altered melee map...
Rufus
I find it weird that you must build a ranch before the barracks though, but it is not a very beig deal. Pretty sloppy, I must say. Thebuildings was basically just human buildings tinted darker. The emperor had an ability that buffed nearby allies, and...
deepstrasz
Quick Deploy's icon is the same as Elite Guard's and as Command's. Snare should be placed under the Loyalist. Why do the Bank and Lumber Mill have the same upgrades with the exception of the Lumber Harvesting upgrade that is only present in the mill...
deepstrasz
Why aren't the Night Arrows under the Bowman? There's a blank spot between that upgrade and the unit. What about adding hero glow to heroes? One example: How to add Hero Glow without Modeling Weird that the first two spells on that hero have [Q], [W]...
deepstrasz
Some changes made. Set to Approved. It all depends on the creator to further polish the work or not.
Scias
I've played only 2 games so far vs Computer Normals so I have no idea how to play this race yet, but here's some of my first thoughts: -On the first game, I went with the Ambusher Hero, didn't like seeing her using same Warden model as the night...
twojstaryjakcie
I really like the originality of the mechanics implemented in your army. It reminds me of Dawn of War with all its powerful late game upgrades and units. That said, there's quite a few issues with the map that could be addressed. The first thing I...
Level 8
Joined
Feb 4, 2017
Messages
111
I really like the originality of the mechanics implemented in your army. It reminds me of Dawn of War with all its powerful late game upgrades and units. That said, there's quite a few issues with the map that could be addressed.

The first thing I noticed when playing your race is that the building hotkeys are switched to ZXCV for some reason. As far as I'm all about using QWER when using custom heroes, it's definitely less confusing to simply use hotkeys that are similar to the building's names (I'd actually consider switching most hotkeys <definitely Altar, Farm and Barracks, since they are the most basic buildings> to their original Human state, because it's more intuitive than adapting to ZXCV).

You implemented a rather unusual tier advancement system which, in spite of being innovative and fitting the concept of your race pretty well (slow crawl towards powerful late game), is quite confusing even after the first few games. I suggest highlighting building names in the building tab with specific colours so that it's easier to spot buildings necessary for Tier 2 and Tier 3.

I think it's been mentioned before that the Emperor hero is quite underpowered when compared to any other hero (neither the buff or the ultimate are worth picking, so the "Storm Bolt" with aura are the only viable options right now. As far as other heroes are concerned, I think they are all pretty good, though the Magician's Q deals insane amounts of damage and is pretty much always better than W which is channeled and deals less damage.

Another issue I have is the scaling value of your units - it seems to be a minor problem, but it looks weird and disorienting when certain units such as the Scholars are almost twice the size of a regular infantry unit while having only 230 hp. Same goes for Noctis Knight (much bigger than Human Knight while having 135 less hp), Sky Guardians (which have Fortified armor and twice the hp of a Zeppelin, yet they're much smaller) and Elite Guard (having better stats than an Abomination despite not being much bigger than a Footman). Some could consider it a minor problem, but to me, it really takes away from the gameplay experience as the counterintuitive unit sizes often lead to confusion in terms of units' capabilities and break immersion (Little fortified zeppelins that can tank a million hits and heal with salves? The Wraith heal mechanic seems more reasonable as it's just a repair icon, but I digress - the names and icons aren't really that much of a problem).

The armor type of the Loyalist bugs me - such typing is usually reserved for flying units, not for melee fighters - it means that right now Loyalists are heavily countered by ranged units, making them very hard to use effectively. Before the upgrades they're just overpriced cannon fodder. I suggest changing the typing from Small to Large, so that they don't feel underwhelming during the early stages of the game. The Fortified armor of Sky Guardians seems pretty strong, especially upon realising that there are no siegie units that attack air. By the way, Elite Guard has only 1 Armor despite theoretically being the most powerful unit available. Is there a particular reason for it having less armor than Loyalists and Swordsmen?

The University model (is it called University? I'm referring to the building that trains casters) and the Bank are too large and you can't select units directly above it (maybe a smaller model could be used?). The main HQ and Military Command, on the other hand, look quite tiny in comparison (a bank is twice the size of military command, for instance).

It's debatable, but I think that the Swordsmen upgrade takes too long to research and doesn't give much in return. I suppose the cost and research time could be either reduced or the stat bonus could be increased (or the upgrade could reduce the cooldown of Quick Deploy). Also, Deflecting Shield doesn't grant additional 50 hp, contrary to what the description says.

All in all, the race is quite complex and innovative, though it does have its shortcomings. Despite that, it's still is enjoyable to play, mostly thanks to how different it is in terms of mechanics.
 
I really like the originality of the mechanics implemented in your army. It reminds me of Dawn of War with all its powerful late game upgrades and units. That said, there's quite a few issues with the map that could be addressed.

The first thing I noticed when playing your race is that the building hotkeys are switched to ZXCV for some reason. As far as I'm all about using QWER when using custom heroes, it's definitely less confusing to simply use hotkeys that are similar to the building's names (I'd actually consider switching most hotkeys <definitely Altar, Farm and Barracks, since they are the most basic buildings> to their original Human state, because it's more intuitive than adapting to ZXCV).

You implemented a rather unusual tier advancement system which, in spite of being innovative and fitting the concept of your race pretty well (slow crawl towards powerful late game), is quite confusing even after the first few games. I suggest highlighting building names in the building tab with specific colours so that it's easier to spot buildings necessary for Tier 2 and Tier 3.

I think it's been mentioned before that the Emperor hero is quite underpowered when compared to any other hero (neither the buff or the ultimate are worth picking, so the "Storm Bolt" with aura are the only viable options right now. As far as other heroes are concerned, I think they are all pretty good, though the Magician's Q deals insane amounts of damage and is pretty much always better than W which is channeled and deals less damage.

Another issue I have is the scaling value of your units - it seems to be a minor problem, but it looks weird and disorienting when certain units such as the Scholars are almost twice the size of a regular infantry unit while having only 230 hp. Same goes for Noctis Knight (much bigger than Human Knight while having 135 less hp), Sky Guardians (which have Fortified armor and twice the hp of a Zeppelin, yet they're much smaller) and Elite Guard (having better stats than an Abomination despite not being much bigger than a Footman). Some could consider it a minor problem, but to me, it really takes away from the gameplay experience as the counterintuitive unit sizes often lead to confusion in terms of units' capabilities and break immersion (Little fortified zeppelins that can tank a million hits and heal with salves? The Wraith heal mechanic seems more reasonable as it's just a repair icon, but I digress - the names and icons aren't really that much of a problem).

The armor type of the Loyalist bugs me - such typing is usually reserved for flying units, not for melee fighters - it means that right now Loyalists are heavily countered by ranged units, making them very hard to use effectively. Before the upgrades they're just overpriced cannon fodder. I suggest changing the typing from Small to Large, so that they don't feel underwhelming during the early stages of the game. The Fortified armor of Sky Guardians seems pretty strong, especially upon realising that there are no siegie units that attack air. By the way, Elite Guard has only 1 Armor despite theoretically being the most powerful unit available. Is there a particular reason for it having less armor than Loyalists and Swordsmen?

The University model (is it called University? I'm referring to the building that trains casters) and the Bank are too large and you can't select units directly above it (maybe a smaller model could be used?). The main HQ and Military Command, on the other hand, look quite tiny in comparison (a bank is twice the size of military command, for instance).

It's debatable, but I think that the Swordsmen upgrade takes too long to research and doesn't give much in return. I suppose the cost and research time could be either reduced or the stat bonus could be increased (or the upgrade could reduce the cooldown of Quick Deploy). Also, Deflecting Shield doesn't grant additional 50 hp, contrary to what the description says.

All in all, the race is quite complex and innovative, though it does have its shortcomings. Despite that, it's still is enjoyable to play, mostly thanks to how different it is in terms of mechanics.

Yours not the first to complaint about the hotkey, I will consider replacing them in the next version.

I really like that recommendation, will look for proper coloring and highlight them which is tier 2 and tier 3.

Yes, I have addressed the issue and will buff the hero in the next update. Oh my, I must've take too high ratio of Blizzard for Cold Rain. It deals team damage though, so a cautious use is needed (cannot be in the middle of team battle easily).

Glad someone realize this, as I tend to forget it A LOT. I will re-scale them accordingly. Healing Salve was a bit forced cause the salve item ability is hard coded, Roar on the hand (base ability for Wraith Tank's repair) is steal-able and dispel-able.

Hence why their upgrade becomes more important for them. I will consider making the Defend upgrade to improve their armor type as well or just change it altogether. I've made the requirement as complex as possible to delay Sky Guardian, even raising their food cap without making them useless (you can smack one Sky Guardian with Raider's net or Spider's Web. I will check if NE and HU can counter them properly). Must've mistaken something on the Elite Guard.

Will rescale them.

Odd, I will check the bonus. I will change the effect to make it more beneficial.

Thanks for the feedback.
 
I ran an AI test and found that in a Night Empire vs Night Empire match (yes, AI coming soon to all of you), Sky Guardian is near impossible to destroy (given there's only 2 anti-air, both of which has pierce which is reduced by SG armor). So, I decided that Sky Guardian spell immunity will be removed and replaced with 60% Spell Damage Reduction. All Night Empire non-mechanical units except Wizard will gain Night's Bless, reducing pierce and magic attacks. This will be in the next update, hopefully.
 
For those who wish to play with AMAI, I provided the 2.4 version with AMAI below. I do not attach this to the main post since 2.4 is technically no longer supported (and it adds another few MB to download) and aims for more backward compatibility, but some might find this interesting.

Uses 2.6.1 version of AMAI.
 

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