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Diablo Chronicles English v1.2

I want to introduce a new map - Diablo AOS.

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Author: FatalBlade
Genre: AOS
Number of Players: 10 (5 on 5)
Size: 128 x 128
Land Type: Jungle (Sunken Ruins)

Description and Review

It's gameplay is similar to DOTA, but with much and much differences:

Gameplay

- Heroes can choose skills, 3 out of 9, with which they will play along the game. The are 3 skill trees, each tree has 3 skills. You choose 1 skill for each position on the panel. There is also an ultimate skill, the 4-th skill, that can be learned only at 20 level. Actually, with this system, each hero has 27 variations of development, which can be much different from each other. Each variation is a different style of playing.

- 10 Heroes for each side (it's not many, but with the choosing-skills system each hero can be as many different heroes)

- 40 levels for heroes.
- AI included.
- Nearly 150 items.
- Realistic, dynamic and not-standard skills.
- Nice landscape.
- Mobs and Neutral Creeps get slightly upgraded from time to time.
- 4 Neutral Bosses - Azmodan, Belial, Andariel and Duriel, that should be killed in party, not alone.
- Bosses have their own AI, they will use skills in some situations.
- Elite mobs instead of Towers, who fight

- Instead of World Tree and The Throne as the main quest objects, there are 2 main Bosses: Tyrael at the Good side, and Diablo at the Bad sidfe. As Bosses, they will also fight those who try to kill them, and both have their AI.

- New and original damage-in-line system for mage-classes. Each nuke of the mages' attack does line damage, in front of the hero. The I|ntelligence Stat and Magical Weapons increase the line damage and decrease cooldown. Also the Hero Level affects the damage. Fixed bug from the previous version, that those nukes could interrupt other hero's abilities.

- When your hero gains a level, he gets 5 Stat Points, like in the Diablo game series. You can choose what Stat you want to increase for your hero. For that, you have 30 seconds. If you don't distribute the Stat Points with 30 seconds, they will be distributed automatically, using the best setting for the current character class.

- When a unit dies, each player sees the amount of gold he has been rewarded for that unit. Actually, I mean Floating Text.) The same is the damage of the mages' nukes are shown.

- There are tutorials in the game, which can be turned on and off using chat commands "-helpon" and "-helpoff". The language of the tutorials can be changed between russian and english, using the "-eng" and "-rus" commands, to English or Russian accordingly.

- Fighting Bosses is complicated and interesting. The bosses summon minions or cast spell at certain HP levels. They also have some speech replies. Dying, the bosses drop 5 different items.

- When a boss dies, everybody gets rewards of Stat Points and Gold. The amount of these depends on the damage the entire team has dealt to the boss.

- The system described above is more fair to the players. If a team was farming a boss, until it had a very low HP level, and a hero from the opposing team has come and made the last hit, he would not get all the rewards, only what he deserves according to the damage he had dealt.

- Player counting system is applied. The more active players are in the game, the more Exp and Gold will be gained for killing creeps and enemy heroes.

- Backstab. When a melee-rogue class using an immediate damaging spell at an enemy unit from the back, the damage will be doubled, and there will be a floating text above the target, that says "Backstab!"

- Added Horadric's Cube, which is a mobile storage or a vault for items. The item that a hero can not use at the moment, goes to Cube. Item restriction and craft formulas DO NOT WORK inside the Cube.

- Added the Cow Farm, where mobs drop different items, except for Full Sets and Socketed weapons. However, these mobs give less exp and gold creeps which are equal to them in strength outside of the Farm. The reason I did it this way, is to make sure that players will not be always stuck at the Cow Farm, and will go killing creeps and advancing to the enemy base either :)

Item craft, Equip system, Multi-Traders, Herbs

- Multi-traders. There are 2 merchants - 1 is armor merchant, 2 is weapon merchant. For example is you click the Weapon Merchant, it will show you various types of weapons and accessories: Normal Items, Rare Items, Unique Items and Socketed Weapons. When you choose, for example, Rare Items, it will show you all the Rare Items the merchant sells. You can return to the category menu and choose Unique Items, then it will show you all the Unique Items it sells. The same is with Armor Merchant.

- Realistic equip system. A hero cannot equip 2 identical items.
- There are 4 categories of equipment: Armor Sets, Weapons, Accessories and Other.

- All items are available for all classes, but there are a few restrictions: If a hero has a Full Set item, he cannot equip an item that is a part of a set. The same thing is about the opposite, if you have items from different sets, and one of the sets lacks only one item to get the full set, then you will not be able to pick up/buy it, because you have items related to other sets in your inventory.

- When you collect all the four items of an armor set, which are: Armor, Helmet, Gloves and Boots, they will be merged into 1 item - a Full Set. This operation cannot be undone.

- Full Armor Sets, or set parts can be equipped only at 20 level and above!

- Weapons which names are written in gray color, can be socketed. Socket is an effect added to the weapon. It gives a certain additional bonus to the hero that equips the weapon. Its also visually shown on the weapon in game. The bonuses are written in the item's description.

- There are 4 types of Sockets: Ruby, Emerald, Amethyst, Sapphire. Each of them gives different bonuses.

- Sockets are added by an NPC. When the player clicks on Socket,a dialog window pops up, where there is a choice of all the items (weapons), which are currently in the inventory, and can be Socketed.

- The armor is devided into 6 sets. When a hero equips all the parts of a set, these 4 items merge into 1 item. This item has the total bonuses of all the 4 items.

- There is a list of various achievement that the hero or a team can accomplish to get Extra Gold, like First Blood, or killing an enemy hero within 6 seconds, or kill a Boss, or get level 24 before all other heroes, or the team must kill more enemy heroes then the other team, within 3 minutes and etc...

- Herb dropping system: all mobs and creeps drop herbs, that when a hero walks over them, they automatically disappear, healing his health or mana. They don't need to be targeted as items to be picked..

Screenshots


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Download
Version: v1.2
File: Diablo AoS v1.2

Keywords:
Diablo, AoS, DotA, RPG, Chronicles, Conflict, Tyrael, Nephalem, Heroes
Contents

Diablo Chronicles English v1.2 (Map)

Reviews
Date: 11:47:25 14-Jul-12 Map Moderator: -Kobas- Map Status: Approved 4/5 Contact map moderator: Visitor Message / Private Message! Useful Links: If you have any complaints or questions about your map, please make a thread here:Map Resource...
Level 4
Joined
Jan 7, 2012
Messages
72
Well, I used many models from this site in my map, but I can't remember all the people whose models I used, so instead I wrote www.hiveworkshop.com. It's damn hard now to search the names of authors of all the models I used. I just wrote some ppl which names I do remember, whose models I used most of all. I should have written down every name when downloading each model, but I forgot doing that.

Isn't it enough, or I really should search all the names now to get my map approved?
 
Level 6
Joined
Mar 31, 2009
Messages
247
Good Heroes Idea and skills, Good items system and nice Bosses combats.
I think you need more items combinations, because you can follow a main set line according to the hero speciality ... hasn't much combinations.
 
Level 6
Joined
Dec 9, 2010
Messages
121
Hello FatalBlade. Just played your map with some friends. Here are some thoughts.

First, the camera bouncing around randomly was annoying. There was consensus among my friends that we found it disorienting, and even if the map wasn't seriously flawed in other ways, we probably wouldn't be playing it again solely for that.

However, there is a more serious issue... namely the balance. Wow. I don't really know what to say. I guess for a start, look at maps like DotA, SMotA, Arkana, or really any other AoS. Your heroes are seriously flawed. Let's take two examples.

My hero (Carpenter or Blacksmith or something) had a 15 second AoE disable with HUGE AoE that also reduced Armor by like 20. He also had a Meta that makes him stationary but drains a huge amount of HP from surrounding enemies, and a Thorns Aura that returns 68% damage. O.O. I don't need to tell you (I hope) that this hero was unkillable and dominated everything. I probably could have 1v5 instead of 3v3, and won.

Meanwhile, arguably the weakest hero on the other team was this archer with two crossbows (forget his name). He had an arrow that did around 150 damage, and lots of other EXTREMELY weak nukes. At level 1, the arrow did 1/10 of my HP roughly. At level 3, the arrow did 1/12 of my HP, roughly. By the time I got my ult at level 20, the arrow was laughable. I had around 2900 HP, and he's doing 160 damage to me with his main nuke?

Oh yah, the items are also extremely unbalanced. We were able to substantially outfarm the other team just by spending ~450 total Gold to get the three items (Stat growth on lvl up, Bonus gold, Bonus xp). The funny thing is, we could buy all of those with our starting gold, and then proceed to do almost nothing, and we'd outfarm them. Also the structure of the lane, and the timer duration meant that I could have essentially afk'd for 15 minutes by my stationary creeps (that I guess replace towers), come back, and been better farmed than the enemy. I could have then proceeded to run about the map, ganking enemy heroes with my 15 second disable + armor reduce.

The "Reputation" system is also flawed, as it basically ensures that the team who starts off strong gets stronger and stronger cyclically.

Add these things all together, and we get the game result:

Our team: 28 K / 0 D, Victory.
Their team: 0 K / 28 D, Loss.

I hope you'll reconsider the balance of your map. I think it has some interesting concepts. Look at DotA or other similar maps to get a rough idea of duration/spell damage for abilities.

- Mech

P.S. of those 28 Kills, 15 of them were mine, 27 of them were because of my imba disable that they couldn't do anything against.
 
Level 4
Joined
Jan 7, 2012
Messages
72
OK tnx for the review. Next version I'm already planning some changes. I will remove the Reputation System, and change all the items. This time, the items will be crafted like a Lego. I mean, if you have item with the A bonus, and item with the B bonus, you can merge them to get AB bonus. If you merge AB with A, you get AAB. If you merge AB with B, you get ABB.

All the combinations are available for all classes. All items will be devided into Diablo-like cathegories - Normal, Rare, Unique, Socketed and etc... A hero can use only 1 socketable weapon. There will be armor sets, but they will be available only at 20+ lvl. Their requirements will be Stats! I mean a set item can require for example 50 STR.

I'll also do something with the STR heroes - nerf them.

P.S. I'm planning to add the Cow Level, like in Diablo 2. Its an event.
 
Level 4
Joined
Jan 7, 2012
Messages
72
Currently added:

Ultimate spell for Druid. He summons 3 giant Treants (Ancient Protectors), that throw rocks at the nearby enemy units. Lasts 60 seconds

Added ultimate spell for Leoric - Creates a huge veil above the hero, that follows him everywhere he goes. All units caught by the veil get certain buffs. Freindly units have their attack speed and movement speed increased. Enemies of the hero have their attack speed and movement speed decreased. Lasts 60 seconds.

Wirt's Left Leg - teleports the hero to the Cow Farm.

Wirt's Right Leg - Gives the hero 33 bonus to all Stats! But dropped when the hero dies.

The Arcane Incineration spell is changed. Now the giant sphere shoots not with multi-shots as before, but it unleashes many projectiles as towards many enemy units, as towards one. Same way is the Lightning Sentry Ward spell (Assassin).
 
Last edited:
Level 4
Joined
Jan 7, 2012
Messages
72
Added Cow Farm, that is full of Mad Cows

Those Mad Cows (taurens with a pike, or halberd), are very strong, and respawn very fast. Their level is low, so they give less Gold and Experience than creeps that are equally powerful as they are. However, Mad Cows can drop almost all items, except for Socketed Weapons, Wirt's Right Leg, and Full Sets. The chance of dropping those items is very good (1/10).

To teleport to the Cow Farm, you need to buy Wirt's Left Leg from Wirt himself (the child merchant) for 50 Gold. There is no other way to get to the Cow Farm. To leave the Cow Farm, you need to buy Town Portal from Wirt, the one which is located at the Farm itself (50 Gold).

You will see all of this at the new version, the v1.1 version of my map, that will come out very soon.
 
Level 4
Joined
Jan 7, 2012
Messages
72
Added Horadric's Cube, that can store upto 6 items. It doesn't have a specific location on the map, like other NPC's. It can be summoned and unsummoned by the icon at (1,1) position at the Command Panel, or by the D hotkey. Well, it does have a location: its beyond the camera bounds (not playable area bounds... so don't be confused). When summoned, it appears just ahead of the hero - 100 points forward by his facing angle. When unsummoned, it returns to the "invisible area" However, crafting items is not available in the Horadric's Cube. I know that in Diablo 2. Horadric's Cube was used to craft items, but in my map it is not needed, because you can craft items with Merchants.
 
Level 4
Joined
Jan 7, 2012
Messages
72
A new version of the map released - 1.1


1) The damage-in-line system a little bit improved. Mages do less damage to creeps, and more to heroes and bosses. Those who played the older versions, and did not play in 1.0, remember that the imitation of attack itself was not very comfortable. During the cooldown skill that should replace the attack, if you right click on a unit, then the hero was sometimes walking to him. This has been fixed, and now the hero awaits cooldown in his place, and after the cooldown shoots towards the enemy. Just the same way as should be with normal attack normal attack. The only thing that I could not fix, is when the hero click an icon of a spell that requires a target or a point, at the same time casting his "attack", the target cursor gets "cancelled", and you will need to select the spell again. But do not worry, that's why there are hotkeys :)

2) Items have been fully replaced. Equip consists of new weapons, armor sets, and other items. No more restrictions on the carrying of weapons or items for specific classes. Hero can buy or carry absolutely any item. It remains only to restrictions on the wearing of identical items - a hero cannot carry identical items. And there are also restrictions associated with sets of armor. Read down more about them.

3) Weapons and other items (accessories) are crafted by combining bonuses. Merging item with bonus A, and item with the bonus B and paying gold, you get an item of bonus AB. Same bonuses cannot be merged for one simple reason - it is impossible to carry two identical items in the inventory. There are 3 levels of Accessories and, 4 levels weapons. Level 3 - 3 bonuses. 4th weapon bonus is the Socket, which is inserted into the weapon.

4) The first level of items is Normal, which has 1 item bonus. Their names are written in white. The second level is the Rare Items - items with 2 bonuses. Their names are written in blue. The third level is the Unique Items - Items with 3 bonuses. The names of accessories are written in yellow, and names of weapons - in gray. Third level weapons called Socketable, not Unique, and can be socketed by 4 of the following socket types: Ruby, Emerald, Sapphire and Amethyst. Socket bonus is the 4th bonus.

5) Socket bonuses: Ruby - 15 STR, Emerald - 15 AG, Sapphire - 15 INT, Amethyst - 5 to all stats. The Socket can be inserted by the same NPC as in previous versions, but now the hero can carry more than one weapon in his inventory, so when the player clicks on Socket,a dialog window pops up, where there is a choice of all the items (weapons), which are currently in the inventory, and can be Socketed.

6) Sets of armor available only on level 20. Hero of level below 20 will not be able to carry/buy such a thing. Their names are written in green. Collect a set that consists of armor, helmet, gloves and shoes, and these items will be merged into one item with the bonuses of all 4. This is the reward for collecting the set. And now about the restriction. If you've collected a set, what means that your hero has a Full Set Item (the name is written dark green), then you can not carry/buy an item that is a part of a set. The same thing is about the opposite, if you have items from different sets, and one of the sets lacks only one item to get the full set, then you will not be able to pick up/buy it, because you have items related to other sets in your inventory.

7) Added the Horadric's Cube (Storage or Vault or Stash). It is not visible to the player while the player himself does not "open" it. The Cube can opened by the D hotkey, or an icon in the orders panel in the (1,1) position, which of course, has a description that says, that this button opens the Horadric's Cube. This cube is needed to store items. For example, you have found an item that can be worn only at lvl 20, and your lvl is lower. But you still want to pick up this item, and use it later, when your lvl becomes 20. Or you have a similar item in the inventory, and you want to pick up the found item to sell it to a Merchant. So, the item does not go to you in your inventory, but goes into the Cube. However, if the Cube's inventory is full, you will not be able to pick up the item at all (it is referred to an item that currently can not be used by the hero for the reasons stated above).

8) The restrictions of the wearing identical items and armor sets DOES NOT APPLY to the Cube. In Cube, you can store the same items, as well as sets together with set parts. However, items stored in the Cube, cannot be merged or crafted, as well as 4 parts of a set WOULD not merge in one. Cube itself has an inventory, and can sell and pick items from the ground, but can not buy items from Merchants. It cannot move, but when a hero opens it, the Cube will always appear in front of the facing of a hero, and if there are items close to it, Horadric's Cube can pick them up. It will not follow the hero, but will stay where you had opened it (unless it was closed). If you are far away from the Cube, and suddenly you need it, you do not need to return to it. Just close it and reopen, and it will appear in front of the hero.

9) I was often asked to make creeps and bosses drop items. Well ... I did it! Bosses can drop any items, except for Socketed Weapons and Full Sets. Creeps do not drop items, but Mad Cows in the Cow Farm do. Cow Farm is a place, where you can get only by purchasing his Wirt's Left Leg. Mad Cows too, can drop any items, except for Socketed Weapons and Full Sets. But, these mobs give less exp and gold than creeps that are equal to them outside of the Farm. The reason I did it this way, is to make sure that players will not be always stuck at the Cow Farm, and will go killing creeps and advancing to the enemy base either :)

10) Many times people told me that STR based heroes were too strong, compared to AG and INT heroes, which was caused by the previous equipment system. It was limited to certain equip-builds, giving players not many choices. Well, for this purpose, I have changed all the items, which would give the players more freedom of choosing equipment and it would also balance the classes. And it worked. At this moment, the classes are more balanced than in the previous version.

11) The hero can buy or craft any item, but some items are not profitable to certain classes. For example there are items with +10 bonus damage, and items with a 25% damage bonus. 25% bonus damage works ONLY for archers. For melee classes it is not working at all. Archers initially high damage, so it is much more profitable to buy an item with 25% damage bonus, because it would give him more than 10 damage. Melee of course would by the +10 damage bonus, because the other one does not work for them. Mages don't need no +10 damage or +25% damage, because they do not have a normal attack. They have skills, that provide them the damage-in-line attacks. The damage of mages depends on the formula INT - HeroLevel - 10, so guess which Stat is most important to them :)



Added Ultimate spell for Druid - he summons 3 huge Treants that throw rocks at the enemy nearby units. Lasts 60 seconds.

Added Ultimate spell for Leoric - Leoric creates a giant veil above himself, that follows him. Friendly units within the veil receive a bonus to attack and movement speed. Enemy units have their attack and movement speed slowed. Lasts 60 seconds.

Wirt's Left Leg - teleports the hero to the Cow Farm (will be added too).

Wirt's Right Leg - Gives the hero 33 bonus to all Stats! But dropped when the hero dies.

The Arcane Incineration spell is changed. Now the giant sphere shoots not with multi-shots as before, but it unleashes many projectiles as towards many enemy units, as towards one. Same way is the Lightning Sentry Ward spell (Assassin).

Changed some of the effects of auras and buffs.

Changed the Fury of Blacksmith spell at Grisswold. Now Grisswold creates a huge ax, which slashes an arc around the hero, dealing damage to all enemies within the radius of 350.

Added Ultimate spell for Grisswold. Now he creates a rain of corpses. Dead bodies fall from the sky on enemy units. Falling, they explode, dealing AoE damage.

Wards of Assassin have been changed. Wake of Fire fire slower. Its projectile model has been changed. Death Sentry doesn't fire with multiple shot anymore - he fires with an artillery cannon, and as artillery supposed to be - deals AoE damage.

Lightning Sentry now randomly unleashes electric projectiles towards nearby enemy units (multiple Phoenix Fire abilities, not multiple shot anymore)

The AoE damage of the Demonic Eruption skill (Ultimate spell of Bartuc) doesn't hurt allied unit anymore.

Many ppl say, that a few imported models can not make the landscape look better, but I do not agree. Palm trees, bushes and boulders have been replaced by imported models, and it DOES look better :)

I have modified the fog. Many people did not like his green color. Now he is duller, and it is white at day time, and the blue-gray at night.

Ranged attacks for some creeps has been changed. Now it is not artillery type, it is Missile type, so heroes cannot dodge them. However, their damage has been decreased.

Many spells, particularly for melee classes, have reduced mana cost.

Because of the new items, that are the modified standard items (not Custom) in the Object Editor, the map loading time has been reduced. Now it's 13-14 seconds + 4-5 seconds preloading time. The performance has been slightly increased due to the dynamic creation of triggers for spells. I means that it creates only the triggers that are associated with the selected character and selected spells. For example, if playing 1 on 1, Paladin vs. Blood Raven, the triggers for the other spells that are not associated with these classes, "does not exist." It can be lagging on slower computers when there is a large number of several imported effect models in the same place.

Sometimes the Elite Creeps advanced to the enemy base, along with the usual creeps. Fixed.

Neutral bosses became stronger, so killing them solo is very hard. These bosses should be killed by a team. Quest Bosses (Tirael and Diablo) is also enhanced.

Playing solo time for all classes is designed for approximately 40-45 minutes. 1 on 1 game for 50 minutes. 2 on 2 games, 3 on 3 and on, for about an hour. The more players slots are playing, the more gold and experience will be given for killing enemy units and creeps.

Reputation system is completely removed. As rewards for completing achievements, players get gold. Instead of the Reputation Points, the player sees the Tax Rate, the influx of gold per 10 seconds. This Tax Rate depends on hero level, through a complicated formula. The maximum value of 25. Minimum 1. These numbers are the amount of gold that the player receives every 10 seconds.


If you find a bug, and it is something that you can see, please - make a screenshot! First, because it is better to see once than to hear 100 times. It would be easier for me to fix the bug, if I can see it. Secondly, I need to know that there really is a bug, because there are people who don't know what means "bug". One day someone wrote to me by Skype, that he had found a bug in my map. When I asked him what bug, he said that the bug that I have Elite Creeps instead of towers like in Dota. :)))) I did not know what to do - laugh or cry. Do not get me wrong, I have nothing against DotA and its creator, but I don't like those school kids who think that if something is not "like in DotA", it is a bug.

And plz do not say that after supposedly 10-15 minutes the game is full of lags. Me and two friends tested the map on such computers, that even my grandma says that they are too old, and the game acted the same way as in the first minute, as after one hour of playing. Lags can be caused only by a large gathering of certain imported models of effects because of the large number of SFX (or whatever it is called, I'm not a model maker).

Download Diablo AoS v1.1 Eng


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Last edited:
Level 4
Joined
Jan 7, 2012
Messages
72
A new version of the map released - 1.2 - AI Included!

What's New?
1) As you can see, I have made an AI for computer players. When you choose an AI Player at map creation menu, AI scripts will be initiated. The AI players choose heroes for themselves, choose spells for those heroes by the spell system in my map, and equip items they need.

2) The AI heroes go randomly to one of the 3 lines (right, left, middle), when they finished their businesses at the base. Sometimes, being on the line already, the AI heroes can move to another line. Switching lines can happen everywhere, no matter where the hero is. Thus, they can move through Neutral Creeps on their way, farming them.

3) Low level AI heroes will stand and farm the center of the lines, where the running creeps meet. Middle leveled AI heroes with a decent equip will advance a little bit, attacking Elite Units of the enemy. High level AI heroes will advance to the enemy base, upto the Enemy Boss (Tyrael/Diablo).

4) Ofcourse the AI heroes learn and use spells. At low HP level, they will try to retreat. Healers will also use healing spells more actively. Moreover, AI heroes will pick up healing Herbs at low HP level.

5) At certain levels, the AI heroes will teleport to their base, to upgrade their items (if they have the gold). Same thing is when they die - they will upgrade their items after reviving (if they have the gold).

6) Sometimes, the AI heroes will attack Neutral Bosses, but not as a team - alone. This way they will eventually kill him. The AI scripts are fresh and new now, so don't expect that the AI heroes will go hunt bosses in group or go to Cow Level. However, that may be made in the next versions.

7) Creating and testing the AI, allowed to balance the heroes once more, mostly regarding spells.

Dowload Diablo AoS v1.2 Eng (with AI)
 
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