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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. ProfessorZmurge

    ProfessorZmurge

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    change log o.o?
     
  2. SilverSong

    SilverSong

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    love it!

    First time I played it. I had to play it again.
    Second time I played it. I knew I was obsessed.
    Third time I played it, everybody left.
    Fourth time I played it, I found the most updated version.
    Fifth time I played it, I made it to last level and beat the game!
     
  3. AdamMighty

    AdamMighty

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    Glad you enjoyed it. =)
     
  4. swifty360

    swifty360

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    Thank you!
     
  5. Bumkt

    Bumkt

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    what is the current max rounds? I got to 27 and there were 7 units left and we got stuck.
     
  6. AdamMighty

    AdamMighty

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    27 is currently the final round.
     
  7. Thick_Armor

    Thick_Armor

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    Think you could decrease the file size a little?
    No way I'm gonna be able to get 9 players in, they'd leave before it's downlaoded.
     
  8. Don-Para-

    Don-Para-

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    text is bugging on these forums, oh noooooes!
     
  9. Paavo

    Paavo

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    The best custom map I've ever played. The only promlem is that it's not finished yet.
     
  10. Dr Super Good

    Dr Super Good

    Spell Reviewer

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    This map has potential however it has its problems as well.

    Ballence is a key problem as far as I can tell. Heroes I do not know enough about to comment on ballence wise but I certainly can with other areas of the map. Many traits are noticably less useful than others, especially some of the team ones. For example the one that prevents the final player from dieing once is lacking a constant useful passive effect making it near worthless. Others like the 5% chance not to die one are too unpredictable to be reliable (if people are dieing 20 times, a RM is needed not a free revive) and should maybe have their values raised and effect changed (eg 50% chance to resurrect instantly on death (only the owner) with full penalty (techs affect it) but you respawn at the base with reduced health and mana). A good idea is to make it so all traits are equally usable and so few people constantly pick the same traits.

    The thieves guild random level 3 item is broken and gives you a usless dummy. As a guess the reason is cause there are no level 3, in which case it should temporarilly be disabled until that feature is added.

    All the buildings in town should have some use, the blacksmith for example could perodically boost a random unit's armor. The training buildings spawn troops, stuff like that as currently they are like meat walls.

    All the allies extra gold (the NPC) should be shared or used every round, as I have seen them with 1-2K gold atleast.

    The tooltip of the keeper of the grove looking hero for the treants is broken (learning atleast I think), it says a max of 3 yet I made 4.
     
    Last edited: Nov 24, 2009
  11. AdamMighty

    AdamMighty

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    Thank you for the comments everyone. I appriciate the feedback and am looking forward to releasing a new DB soon.
     
  12. Fourmman

    Fourmman

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    Blasted server splits! I was playing with a few friends on LAN and if any of the bosses used their special, the server would split. Also, needle traps explode the server. Please fix these bugs.
     
  13. pregomal

    pregomal

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    LOVE THIS MAP <3:ogre_haosis:
     
  14. Swan

    Swan

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    I was going to try to fix up this map a bit but upon loading there are several unit data errors and its missing basically every custom element of it, anyone know what to do about that?
     
  15. Dr Super Good

    Dr Super Good

    Spell Reviewer

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    Probably is "protected" meaning that most WorldEdit only data has been deleted.
     
  16. Shaeam

    Shaeam

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    I know that he used Widgetizer to make all the object data into text files... I'm not sure if the process is revertible or not. Plus it's considered incredibly disrespectful to edit somebody's map without their permission, especially if you had plans on posting the updated version. I've tried multiple times getting hold of Arathil through various different outlets but he's a difficult guy to contact these days. Because of that, you'd definitely be better starting your own map.

    I, myself, am actually working on a spiritual successor. A good friend of mine and I have enjoyed this map for well over 8 years. We always come back to it. There's something so fun in it's simplistic nature, it's replayability, and it's attempts to create it's own narrative. I've taken this into account, as well as I've tried to create a D&D esque feel for the map in addition to that.
     
  17. Setokaiva

    Setokaiva

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    Hello! I can't believe I didn't think of doing this here before, but I'm here now, just letting everyone know I'm working on a direct update for this very map. AdamMighty (Arathil) himself gave me explicit permission to edit and update Destiny Battle, which I've been doing for the past few months. The remake is roughly 70% done now, and given another couple weeks or so, I should be plenty ready for open testing. Not sure if they'll let me upload it to Hive as a download, though, since I'm not the original author... but I'm not too worried about that right now.
     
  18. Swan

    Swan

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    That's awesome setokaiva, this game was a blast.
     
  19. nhs325

    nhs325

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    This map DESPERATELY NEEDS an update, a really unique map that has alot of expectations but still misses alot of things like the 2nd level of the ults, the level 3 items, endings......
     
  20. Setokaiva

    Setokaiva

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    There was actually supposed to be second levels of the ultimates, but there were a number of problems. For starters, several heroes had ultimates that were either plain silly, or really did nothing at all. "Dramlor's Guarantee" is a good example; it's supposed to give his allies 5 times the gold he has if he leaves the game. Read that again: if he leaves the game. Why there is an ability that requires someone to quit playing to work, I have no clue. There was also no coding for Mustadio the Maker's "Build Schematic" ability, the Illusionist's "Reality Warp", etc. I'm still working on those, but as far as getting a version out for everyone to play, I doubt very much I'll be having all 30 heroes ready right off the bat. There is a LOT of work to do, and I've got an enormous amount of triggering to get through.

    As for the ending, I'm actually going to work on that next. Yes, I'm still actively editing this; though I've been doing it in fits and starts, I admit. Other things tend to tempt me away. Now I've found a great deal of extra help with regards to the triggering, though, and I'm VERY excited by the recent major updates to the World Editor, so I'm working at full speed ahead now!

    Level 3 items will be the most fun for me to do. I'm planning to extend the existing acts as I work up to making an actual final boss, so hopefully players can now actually get to see their Ultimates, too. I've already taken to beefing up the enemies that you'll see round-by-round. And I'm adding in new custom music tracks. I'm pretty much going nuts with this. ;) I very much hope to have an update ready to show everyone in the near future!