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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Destiny Battle v0.21i

Submitted by AdamMighty
This bundle is marked as approved. It works and satisfies the submission rules.
~See website for most recent change logs~

Due to interest, I am posting a version up here for download.


Destiny Battle is a Hero Siege map oriented around teamwork and skill. Unlike the others however, Destiny Battle incorporates many RPG-like features and randomization to make each game different. Version v0.20j Includes..

- 30 Heroes, custom designed, all with custom spells and abilities. Each features their own strengths and weaknesses which must be carefully used with your teammates.

- Several Feats, which can be trained to make your hero more suited to your play style.

- Hundreds of custom items, all carefully designed, many with scripted effects. The Rarity Tier system ensures that each rare item drop is exciting and unique. Also includes rare sets, that can be gathered to further increase the power with set bonuses.

- Scrolls which drop during the game which teach your hero new skills and spells, making your hero your own creation.

- Currently, v0.20j includes twenty-five levels, many with custom objectives and devious traps to test your mettle.

- A unique bonus system which rewards good cooperation and good play. Saved an ally by healing them with a clutch heal? Thats a bonus!

- A custom weather system that can either bolster or hinder you. Beware the rainstorms that make you suffer miss chances, but welcome the Healing Winds that grants bonus regeneration. Over 20 different weathers!

- A few various soundtracks make important moments even more exciting.

- Auto-balancing difficulty that adjusts to the amount of players you have. Only four people? No problem! Got a whole crew? The game will adjust itself.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

WHAT WILL THE FUTURE VERSIONS CONTAIN?

Companionships - Establish bonds with other players that will grant bonuses while near each other and unlock hidden quests... as well as change the ending of the game.

City Building - Build unique buildings at building plots to ensure victory!

Fully scripted Dialog for Story Mode - Containing branching story paths for a unique experience each time.

More Heroes, More Items, and even more devious monsters and bosses.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

So you think you have what it takes to defeat Lord Adomach? Go ahead, take a few of your closest companions and challenge him and his enemy hordes.

RECOMMENDED PLAYERS: 4-8.
AVERAGE PLAYTIME: 30m-3h (!)
DIFFICULTY: Hard
**Please Note: Destiny Battle is very resource intensive. Slower computers may have trouble running it.**

I hope you enjoy my creation as much as I have enjoyed making it. If you have any comments, concerns, or pesky bug reports, I welcome any comments/criticism on my official forums at http://wc3destinybattle.freeforums.org .

*!* Important: Destiny Battle is Open Source, meaning the map is not protected, and you can look/learn from it. HOWEVER, please do not take this as an open invitation to delete my name and claim it as your own. I worked hard on this map for your enjoyment, and I take plagerism seriously. Thanks! *!*

Cheers!
Arathil

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*Changelog*~
v0.20l
- Numerous Bug Fixes from my forums (Thanks guys!)
- A few new Team Feats Added
- Level 25 should now play correctly after level 24.
- Few miscellaneous changes to prepare for v0.21.

v0.20m
- Added Option at the beginning of the game to control time between levels.

Half-Elven Bard
- Symphony of Storms fire time changed from every 1 second to every 2.25 seconds.

Wilderness Runner
- Health increased from 575 to 725.
- Forage cooldown reduced from 50 seconds to 30.

Cleric of Elven Word
- Blessing of Elven Heart cast time reduced to 0.25 seconds, down from 2 seconds.

Gnome Illusionist
- Imagecraft images take slightly less damage then before, but are still very flimsy.

Wildbond
- Feral Rage attack speed boosted by roughly double.
- Lifelink now returns double to the WIldbond's pet, was previously equal.

War Guard
- Armor increased to 5, up from 2.
- Shield Bash duration dramatically increased against lesser foes, and mana cost lowered to 30, from 40.

Dwarven Rockfighter
- Rampage penalty damage reduced by roughly half.
- Last Stand mana cost reduced to 70, from 100.

Earthen Templar
- Strength scales slightly lower, will now recieve 5 str per 2 levels, instead of 6.
- Stalagmite damage reduced by roughly a third.

Elven Cryptguard
- Hallow Range slightly reduced. Damage dealt to enemies inside the circle reduced to 10, down from 15.

v0.20q
- Border Skirmisher Added. Expect balance tweaks and fixes to follow.
- Added Circle 1 Scrolls. (Spells that drop from levels 11-20).
- Finished up the 4th Feat Stone. Quite a few new team feats added.
- Innumerable balance fixes and bug fixes. Check bug report forums for details.
- The Caravan should no longer enter the fortress by accident on level 14.
- Level 25 should be slightly easier, with tentacle entangle chance reduced to 60% from 100%.
- Many tooltip inaccuracies have been changed or clarified.
- A few new bonuses have been added for the early levels.
- A new class of item has been added to the game: Cursed Items! These items are undroppable with a negative effect. However, they can be cleansed by removing the curse in special ways which turns them into a very powerful relic.
- It is no longer possible to glitch level 13 and cause it to stop playing.

v0.20s - Balance Changes
=-=-=-=-=-=-=-=-=-=-=-=-

Fire Magus
- The Fireball ability has changed so that you can now aim it before you cast it.

Wildbond
- The Grizzly Bear's "Protect the Master" ability has changed to simply teleport the bear to the Wildbond.

Elven Swashbuckler
- Derring-Do now correctly works and should proc more often.

Bug Fixes
- Making Illusions of prisoners that die no longer can cause game overs in Level 4.
- Players can now type -drop to drop any misplaced item in an Artificier's Post.
- The Herbalism Feat does now works properly and does not give herbs to NPCs/Buildings.
- The Devil Card summoning a devil now works correctly instead of doing nothing.
- Midas' Touch will no longer spawn multiple copies of itself when purified.

Bug Fixes
- Goblin Skirmisher and Goblin Thrower damage has been reduced.

v0.21 - Updates and Bug Fixes

- Cleric of Order
- Mark of Order cooldown reduced to 60/60/60/45 seconds, down from 90/75/60/60 seconds. Duration increased to 8/10/12/14 seconds, up from 8/8/9/9 seconds.

- Earthen Templar
- Stalagmite cooldown increased to 15 seconds, up from 6 seconds.
- Seismic Crush will now only spawn earthquakes in the playable area.

- Axe Brother
- The Axe Brother's decimates will now correctly credit the axe brother with experience and gold whenever a decimate kills an enemy.

- War Guard
- Aid Another mana cost reduced to 50, down from 75. Cooldown reduced to 30 seconds, down from 45 seconds.

- Border Skirmisher
- Sabotage mana cost reduced to 250, down from 350.

- Rogue of the Dark
- Blind mana cost reduced to 50, down from 100. Also fixed a bug which was giving units inside the cloud increased movement speed.

- Elven Sharpshooter
- Aimed Shot damage increased, cooldown reduced, range is no longer unlimited, and now costs 50 mana, up from 1.

- Sun Soul Initiate
- Sol Strike damage increased to 450/600/850, up from 250/400/650.
- Aurora Rays now also cancels the current weather effect when used.

- Man At Arms
- Battle Experience chance to gain experience increased to 100% at all levels, and experience gained also increased by roughly 25%.
- Stand Ground reduces damage taken by 85/75/60/50%, down from 85/75/50/35%. Attack speed penalty reduced to -30% attack speed, down from -50%.

- Arcane Archer
- Eagle Arrow damage slightly increased at ranks 1 and 2.

- Master of the Art
- Missle Storm missles now have a max of 9 missles attacking a target at one time.


- Fire Magus
- Fire Nova cooldown reduced to 90 seconds, down from 2 minutes. Mana cost reduced to 250, down from 325.
- Scorching Ray mana cost reduced to 30, down from 50. Cooldown reduced to 6 seconds, down from 12.

- Paladin of Justice
- Exorcism damage greatly increased at all levels to both regular and undead units.
- Lay on Hands now heals a minimum amount at all levels, regardless of the paladin's current health.
- Crusade now also passively increases the paladin's attack speed by 10/20/30%, in addition to its old effect.

- Feral Archon
- Ferocity ranks 3 and 4 no longer cause the Feral Archons attacks to never miss. Damage increased at ranks 3 and 4 to 60, up from 40.

- Dwarven Rockfighter
- Intimidating Shout cooldown changed to 45/35/30 seconds, down from 75/65/60. Range also greatly increased, and the ability should be more reliable now.
- Last Stand duration increased to 25 seconds. Amount healed increased to 25/40/60/80% of max health, up from 20/30/35/40%. Cooldown slightly increased at higher ranks.
- Extra Damage taken while using rampage reduced to 50/35/15/0%, down from 60/50/40/30%. Rampage duration increased to 15 seconds, up from 10.

- Reckless Pyromancer
- Fire Flower cooldown increased to 10 seconds, up from 1 second.

- Elven Swashbuckler
- Opportunist will no longer play the animation and display "+0" if the swashbuckler hasn't learned the skill yet.

- Wildbond
- Lifelink cooldown reduced to 15 seconds, down from 30.

- Wildbond Bear
- Uncontained Rage duration increased to 15 seconds, up from 8.

- Wildbond Hawk
- Screech damage slightly increased, and attack speed slow increased to 40%.

- Wildbond Turtle
- Shell barrier damage reduction reduced to 40%, down from 50%. Attack/movement speed penalties reduced to 60/50/40/30%, down from 90/80/70/60%.
- Shellstomp cooldown reduced to 120 seconds, down from 150 seconds.
- Water Spit mana cost reduced to 40, down from 90.

- Cleric of Elven Word
- Power Word: Stop cooldown reduced to 4/3/2 minutes, down from 5/4/3 minutes.
- Magic Weapon mana cost reduced to 40/25/10/0, down from 50/50/50/50.

- Human Engineer
- Repair cooldown reduced to 20 seconds, down from 40 seconds.

- Wilderness Runner
- Root Trap mana cost reduced to 70, down from 125.
- Preparation cooldown reduced to 3/2/1.5 minutes, down from 5/4/3 minutes.

~*!*v0.21b*!*~
- Map optimized. Load time reduced by 90%. =)
- Fixed an exploit involving Level 14.
- All Units statistically adjusted. For specifics, check thread on forums.

*!*v0.21e*!* **For complete changelog, please see changelog section on my site.
- Upgrades for Level 1 and 2 completed.
- Vern Harbor is now available.
- More Dialogue added for Story Mode.
- Many Bug Fixes
- Several Hero Tweaks

v0.21f
Major Changes:
- Added an extra rank to each spell. Each normal spell now has 5 ranks, each ultimate has 4 ranks, and each legendary has 2 ranks.
- See changelog section on my forums for minor bug fixes/tweaks/balancing changes.

v0.21h
- Fixed many hero ability problems that coincided with an increased ability rank.
- Fixed a problem that resulted in some heros permanantly staying dead.
- Fixed Multiple problems in the bug forums.
- Fixed a problem where some music was overlapping incorrectly.

v0.21i
- Fixed a few problems
- Added support up to round 30.
- Been busy last few months... more to come soon.

Keywords:
Destiny Battle, Hero Siege, Hero Defense, Custom, Other
Contents

Destiny Battle v0.21i (Map)

Reviews
Moderator
13:39, 30th Oct 2008 VGsatomi: very decent defense map. This genre of map is always fun to play with a group. This map doesn't tweak or balance its self to suit the number of players present, which i saw as a big minus. Terrain is decent, and hero...
  1. Kolia

    Kolia

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    I've encounter a fatal error while playing with one of my friends, it was the stage where we have to escort the caravan to the hermit, yeah, it just fatal soon after, have no idea why, and could you work more on the research center, as soon as we upgraded it to level 2 research center, the level 1 upgrades were gone and theres no way to make it level 1 again, maybe if there were a switch button it would be good, and about the buildings, artificier? or something, forgot how it spelled, if u placed any item inside, it cant be taken out again and the building is "dead" could you work on that too? make it able to take items out and i never seen any so called stones from enemy corpse that can turn them into items that increase stats permanently, the heroes, customs were good, the quests in story modes and all were nice too. Could you also Add afew more auction spots? Its kind of long waiting for items after u just bought one, and maybe give it a minimum cost example blackweave legs are always 1k, maybe make it 800-1500? where the cost sometimes might be high make it even more valuable!

    nice map! 4/5!
     
  2. Shabazza

    Shabazza

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    What's the last lvl atm?

    We (3 guys) made it to that forgotten one boss who spawns tentacles and stuff (he was too easy btw), but after we killed him the game didnt progress at all. Instead the "Basic information" table said that there are more and more units remaining (went from ~10 to ~200).
     
  3. ProfessorZmurge

    ProfessorZmurge

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    Map maker is dead?
     
  4. chaoslord301

    chaoslord301

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    No, he has a life outside war3 believe or not o_O...
     
  5. ProfessorZmurge

    ProfessorZmurge

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    He didn't login for like a month now o_O
     
  6. AdamMighty

    AdamMighty

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    Sorry, spending time with my lady. =) I am still alive!
     
  7. Vaarj

    Vaarj

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    Just played this solo today, really fun map, though there were some things i didn't understand.

    First off was the spell-scrolls that dropped from mobs and some of the (random?) scrolls that you get when you start, i couldn't use any of them, and when i tried to use them a red-text came up that said something and i started attacking my own buildings..

    Also the same text came up when i tried to cast when the mobs were too close to me (or hitting me maybe) which i assume is some kind of way to limit the power of casters?

    Second off, maybe you could add some info in F9 for beginners..

    Third thing was the auction, almost everytime i looked there were only caster-items to buy, with only a few times i saw a squire's sword there.. maybe random it up some?


    I'll probably try this with some friends at some point as it was fun even though i was playing solo, got to level 13 or something like it alone, the wave i died was the one where you had to escort the wagon and mobs kept spawning which went into the fortress and after awhile i lost, would probably not have been a problem with atleast 2 players :p
     
  8. Ischaldirh

    Ischaldirh

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    I played with my friend earlier and came up with these two problems as well; the spell scrolls seem to do nothing except activate "Chaos Chord". Also every time I use an ability "Chaos Chord" comes up, which actually seems to interrupt spells in some cases (as the fire drake, trying to use either the flame breath spell or the consume corpse spell resulted in the "Chaos Chord" text and me attacking friendly buildings).
     
  9. AdamMighty

    AdamMighty

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    Thanks for the heads up, the problem actually originated from an update I did last night where I deleted some obsolete spells and missed a trigger. (And didn't get a chance to run a live test.) I have uploaded the fixed version of the map, and you shouldn't run into this issue again. Thanks. =)
     
  10. baboolaba

    baboolaba

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    yeah arathil i encoutered a massive bug in this recent ver 20t that u released it seems as wanderer when i use any abilty a chaos corde text apears like for the bard and items seem to not disapear until used like 5 times more then there stated charge and some items didnt disapear at all(the fool card for instance)
     
  11. kyle150

    kyle150

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    Bug:
    "Chaos Chord!"
    not sure what item initiates the bug or how it happens...
    When the bug occured it activated CC on every item use, it also prevent items from consuming themselves most of the time. 1000+ Stats and constantly under the effect of CC if not exploiting.

    CC causes random attack commands for units in the area.

    Bug2:
    Essence of Water was not droppable.

    Bug3: Sun Soul Initiate credited for Sunbeam kill without killing with it.
     
  12. Ischaldirh

    Ischaldirh

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    We ran into this one as well just now (Never would have gotten that far if you hadn't fixed the chaos chord bug though). Not only can you not drop the item, it doesn't appear to do anything either.

    As a side note, nearly all the secondary skills learnable from the scrolls are terribly weak and not very useful at all (Vortex didn't seem to even do anything?), and the ones from the store are certainly not enough to be worth 1000 gold, especially since they don't level up when you purchase them more than once.
     
  13. AdamMighty

    AdamMighty

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    I am aware of the Essence of Water glitch, I just need to edit it to fix it which should be worked on tonight when I get home from work. As for the scrolls, Circle 0 scrolls tend to be weak (They are dropped from levels 1-10). Scrolls begin to get more useful as the game goes on (Levels 11-20 drop Circle 1, and Levels 21-30 Drop Circle 2). Also, the abilities from the shop were added in as a temporary measure to have something to spend gold on until I am able to add more buildings to building plots, finish more upgrades from the upgrade center, among other things. =) Other then that, I am glad everyone is enjoying the map, continue to alert me to any pesky bugs, and I will get to them eventually. Thanks for the interest! (If you look at my bug feedback boards on my forums, I've smashed over 200+ bugs now, :) )
     
  14. AdamMighty

    AdamMighty

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    v0.21 is now live. Essence of Water glitch is still active, but I'll fix that when I get around to it. See wc3destinybattle :: Index for change log. Enjoy! =)
     
  15. baboolaba

    baboolaba

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    Is the chaos chorde bug removed thou?
     
  16. AdamMighty

    AdamMighty

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    Yes, that has been fixed.
     
  17. Longvie

    Longvie

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    The map itself is very good. But please, find music that doesn't increase the map size that much. Almost half the map size is music... and in my opinion at least, map size is really, really important.
     
  18. baboolaba

    baboolaba

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    right then im gonna dl and host
     
  19. Paladia

    Paladia

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    This may and it's basic idea behind it is absolutely great. However, it's not without flaws.

    The first thing that comes to mind the huge loading time and the large filesize (even though the map contains next to no custom models). Music is a terrible waste of map size, most people have it turned off anyhow and it just becomes tedious after some time.

    Secondly, when you have picked your hero, you should be allowed to choose between your traits directly (while others are still picking their hero), since otherwise you can just afk for basically two minutes, and then another two minutes while people are picking traits. All this just to be able to be able to finally actually play the game.

    Thirdly, the heroes are hugely unbalanced. So far I've not seen any hero that is overwhelmingly good but there are plenty of heroes that are overwhelmingly sucky. There is no good STR based hero at all (excluding tanks). For the STR heroes, they are basically just casters so you have to go for INT and mana regen gear in order to do any kind of damage so you can actually cast the spells more than once per round. Mind you, these spells do not scale with any kind of stat, so they swiftly become obsolete.

    Some of the ultimates are very poor as well. One guy even has as his level 18 ability (which takes 45 minutes to reach), that if he disconnects (why would he disconnect after 45 minutes?), the friends gets some extra gold (and gold is useless at the end). That is, hands down, the worst ultimate I have ever seen in any game.

    Despite that, the map is still good though but it could use quite some tweaking, especially for the weaker heroes.
     
  20. AdamMighty

    AdamMighty

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    The Swashbuckler's legendary ability is more of a parody of one of my friends, and I recognzie in most cases it is useless, which is why that ability also guarentees you an epic/artifact off of a boss when taken, instead of uncommons/rares. Most of the level 18 abilities will recieve retunes as I get closer to that area. As it stands now, in a 4-6 player game, players only reach about levels 14-16 before they finish the levels I currently have done. Also, keep in mind that gold will not be useless in a final version. There will be 5 tiers of upgrades, 10 levels of items, and 10 Circles of Scrolls to buy from, not to mention building upgrades. I do appriciate the constructive criticism though, and the map will be retuned many times before I deem it truly finished.

    Thanks for the comments. =)