Direct Strike Reforged

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Version 1.3 Highlights:

  • An item shop has been added.
  • Units now have a 90 second timed life, except heroes.
  • Fortress and Watch Tower HP increased.


Basic Info

How to play

Income

Credits

Patch Notes


Inspired by the massively popular tug of war map Direct Strike on StarCraft II, this map aims to capture a similar experience with Warcraft 3 units and heroes!

Based on Desert Strike this map adds new features such as heroes, unit placement and ability A.I. toggle for all spells.

*Requires at least 2 players (1v1) to play (max. 3v3).


  • Build your army in your building area that will spawn on your turn.
  • Build 'Gold Extractors' to gain extra income.
  • Control the middle for extra income.

Each player gain 100 gold over 20 seconds. Building Gold Extractors will increase income. The cooldown for building Gold Extractors is 90 seconds.
Controlling the middle counts as an additional Gold Extractor.
  • 0 Gold Extractors: 100/110 gold
  • 1 Gold Extractor: 110/120 gold
  • 2 Gold Extractors: 120/130 gold
  • 3 Gold Extractors: 130/140 gold
  • 4 Gold Extractors: 140/150 gold

Systems:

Custom Models and Icons:

Patch 1.3.3b (March 5th, 2021)

General:
  • The Dark Ranger now prioritizes enemy hero units when using Life Drain.

Human:

  • Resurrection now revives up to 7 dead friendly units, down from 8.

Orc:

  • Serpent Ward duration reduced to 20 seconds, down from 40 seconds. Cooldown has been increased to 12 seconds, up from 6.5 seconds.

Night Elf:

  • Demon Hunter attack interval increased to 0.92 seconds, up from 0.88 seconds.
  • Tranquility cooldown increased to 90 seconds, up from 60 seconds.

Tavern Heroes:

  • Transmute gold received reduced to 50%, down from 75%.
  • Beastmaster bear summon HP reduced to 490, 695 and 900, down from 600, 900 and 1200.

Other:

  • Skeletons summoned by Black Arrow on the Dark Ranger and Orb of Darkness HP increased to 250, 310, and 375, up from 200, 260, and 320.

Fixes:

  • Fixed an issue where players could upgrade gold mines at no cost when sharing units with allies.
  • Silver now has his critter back on the map.
Patch 1.3.3a (Feb 19, 2021)

Orc:
  • The Serpent Wards attack speed interval reduced to 1.00, down from 2.00.

Undead:
  • Raise Dead cooldown reduced to 13 seconds, down from 15 seconds.
  • Frost Wyrm range increased to 500, up from 400.
  • The Death Knight will now use Death Pact on stronger units.

Fixes:
  • Implemented a fix for wc3stats.com match statistics to prevent the winning team from getting a loss and vice versa.
  • Potentially? fixed a bug where some data was lost on wc3stats.com.
  • Fixed an issue where the Shadow Hunter didn't cast Serpent Ward in many cases.
  • Fixed an issue where the Witch Doctor didn't cast Healing Ward in many cases.
Patch 1.3.3 (Feb 8, 2021)


New Features:
  • Implemented match leaderboard statistics which can be uploaded to- and displayed by wc3stats.com. If you want your match statistics to be automatically uploaded you can download and install their "Auto Uploader" from the website: https://wc3stats.com/upload

General:
  • Players will no longer receive the same race two times in a row when selecting "Random".
  • Player names are now displayed when hovering over units.
  • Building tooltips now also show unit range.
  • Stone Form ability A.I. toggle has been added.
  • The Beastmaster should now cast Stampede more consistently.
  • Dryads now attempt to dispel crowd control effects on friendly units (just like the other units in previous patch).
  • Priests, Shamans, Spirit Walkers, Destroyers and Dryads now attempt to dispel positive buffs on enemy units. Also, they attempt to dispel Cyclone on friendly units in addition to the other crowd control effects they already dispel.

Human:
  • Storm Bolt mana cost increased to 60, up from 30. Cooldown increased to 9 seconds, up from 5.
  • Thunder Clap cooldown increased to 10 seconds, up from 6 seconds.
  • Avatar HP bonus reduced to 300, down from 500.
  • Flying Machine Bombs research gold cost reduced to 100, down from 150.

Orc:
  • Wind Walk backstab damage reduced to 70, 110, and 150, down from 100, 165, and 230.
  • Bladestorm cooldown increased to 45 seconds, up from 30 seconds.
  • War Stomp stun duration reduced to 2, 3 and 4 seconds, down from 3, 4 and 5 seconds. Cooldown increased to 15 seconds, up from 9 seconds.
  • Spirit Link max number of units linked reduced to 3, down from 4. Cooldown increased to 15 seconds, up from 10 seconds. Duration reduced to 15 seconds, down from 75 seconds.
  • Witch Doctor starting mana increased to 300, up from 200. This is because he only has 1 research level for his "master training".

Undead:
  • Gargoyle base damage against air increased to 60, up from 30. Air attack range changed to melee.
  • Frost Wyrm splash radius has been increased to 75, up from 25. Range increased to 400, up from 300.
  • Freezing Breath gold cost reduced to 100, down from 150.
  • Destroyer range increased to 500, up from 450.
  • Possession is now channeled for 2 seconds before possessing the target (again).
  • Vampiric Aura leech reduced to 20%, 35% and 50%, down from 25%, 50% and 75%.
  • Locust Swarm cooldown reduced to 25 seconds, down from 30 seconds. Duration reduced to 10 seconds, down from 15 seconds.
  • Skeleton Warrior HP increased to 150, up from 115.
  • Skeletal Mage HP increased to 175, up from 150.

Night Elf:

  • Corrosive Breath gold cost reduced to 100, down from 125.
  • Hippogryph gold cost reduced to 75, down from 90.
  • Druid of the Claw Bear form attack speed interval increased to 1.00 seconds, up from 0.75 seconds.
  • Immolation damage per interval reduced to 10, 20 and 30, down from 20, 30 and 40.
  • Metamorphosis HP bonus reduced to 300, down from 500.
Tavern Heroes:
  • Healing Spray cooldown increased to 14 seconds, up from 8 seconds.
  • Frost Arrows movement speed reduction increased to 30%, 60% and 90%, up from 30%, 50% and 70%.
  • Volcano wave interval reduced to 3 seconds, down from 5 seconds.

Items:
  • Scourge Bone Chimes leech reduced to 20%, down from 30%.

Other:

  • Dark Minions summoned by Black Arrow and Orb of Darkness now have a 1.00 second attack interval, down from 2.00 seconds.

Fixes:

  • Fixed a bug where the Brewmaster could become stuck when attempting to cast Breath of Fire.
  • Fixed a bug where the Blademaster could become stuck in Wind Walk when trying to attack an invisible unit.
  • Fixed a bug that caused Chimaeras' attacks to become disabled. This bug happened if the player had Corrosive Breath researched and chose to be Night Elf again on an extra round. The same bug happened for the Flying Machine, which is also fixed.
  • 2nd Archer skin now has the same range as the original archer.
  • The Crypt Lord no longer attempts to cast Impale on air units.
  • The last Witch Doctor skin no longer costs 245 gold (wrong cost).
  • Druid of the Talons no longer use Storm Crow Form when Sentinel owls or Destroyers are nearby.
  • Fixed a typo on the Footman's Defend upgrade.
  • Fixed a typo on the damage upgrade for Riflemen.
  • Fixed a typo on the Grunt's Brute Strength upgrade.
  • Fixed a typo in the Mana Shield description.
  • Chimaera tooltip now displays the correct damage.
  • The Hippogryph Rider "mount" ability now shows stats for the Hippogryph Rider.
  • Necromancers should now cast Cripple more consistently.
  • Selecting an ally's item shop no longer brings up the item shop menu.
Patch 1.3.2 (Jan 18, 2021)

General:
  • Updated the description of several upgrades.
  • Players can now change their skins every 20 seconds, down from 120 seconds.
  • The last Archer skin is no longer hotkeyed to "R".
  • Transmute now counts towards total gold earned on the scoreboard.
  • Cancelling a tier upgrade now refunds 100% of the gold spent, up from 75%.
  • Night Elf players can now research Storm Crow Form for the Druid of the Talon. When researched, the Druid of the Talon will take the form of a Storm Crow when enemy air units are nearby.
  • Cyclone now requires Druid of the Talon Adept Training level 2 (Master).
  • Improved the Tornado behavior for both the Archmage and Sea Witch. The Tornado will now search and move towards enemy units.
  • The Tauren Chieftain no longer attempts to cast War Stomp on buildings and magic immune units.
  • The Mountain King no longer attempts to cast Thunder Clap on buildings and magic immune units.
  • The Tauren Chieftain no longer attempts to cast Shockwave on air units.
  • The Dreadlord now searches for hero targets first when casting Sleep.
  • Priests, Shamans, Spirit Walkers and Destroyers now attempt to dispel crowd control effects on friendly units, such as Polymorph, Entangling Roots, Banish etc.

Balance:

  • Tornado duration for both the Archmage and Sea Witch reduced to 25 seconds, down from 40 seconds. Minimum hit interval has been reduced to 1 seconds, down from 2, which means it will now scan more often for units to toss. Movement speed reduction increased to 75%, up from 60%.

Human:

  • Divine Shield duration reduced to 6, 9 and 12 seconds, down from 6, 12 and 18 seconds.
  • Devotion aura armor bonus reduced to 1, 2 and 3, down from 1.5, 3 and 4.5.
  • Inner Fire duration reduced to 30 seconds, down from 60 seconds.
  • Spellbreaker gold cost increased to 145, up from 135.
  • Sorceress gold cost increased to 140, up form 130.
  • Priest gold cost increased to 135, up from 120.

Orc:

  • Bloodlust duration reduced to 30 seconds, down from 60 seconds.
  • Shaman gold cost increased to 140, up from 130.
  • Healing Ward regeneration reduced to 3% HP/s, down from 4%.
  • Unstable Concoction primary damage reduced to 275, down from 350. Splash damage reduced to 120, down from 140.
  • Pulverize gold cost reduced to 200, down from 250.
  • Ancestral Spirit now revives Taurens with 75% HP, up from 50%.
  • Grunt gold cost increased to 180, up from 170.
  • Blademaster Critical Strike chance reduced to 15%, 15% and 15%, down from 15%, 20% and 25%. Damage multiplier remains unchanged.

Undead:

  • Sleep duration on heroes reduced to 3, 3.5 and 4 seconds, down from 3, 4 and 5 seconds.
  • Possession is now an instant cast spell.
  • Skeleton Warrior HP increased to 115, up from 100.
  • Skeletal Mage HP increased to 150, up from 125.
  • Shade gold cost increased to 75, up from 25.
  • Ghoul gold cost reduced to 90, down from 100.
  • Gargoyle gold cost reduced to 140, down from 150.
  • Ghoul Frenzy attack speed bonus increased to 30%, up from 25%. Movement speed bonus has been removed.
  • Frost Wyrm gold cost reduced to 440, down from 470.
  • Spirit Touch mana gained increased to 8, up from 3.

Night Elf:

  • Hardened Skin upgrade gold cost increased to 150, up from 100.
  • Resistant Skin upgrade gold cost increased to 100, up from 50.
  • Roar duration reduced to 30 seconds, down from 45 seconds.
  • Starfall damage per star increased to 20, up from 18.
  • Mana Burn mana drained increased to 75, 135 and 195, up from 50, 100 and 150.
  • Evasion dodge chance reduced to 10%, 20% and 30%, down from 15%, 25% and 35%.

Tavern Heroes:

  • Cluster Rockets mana cost increased to 100, up from 70.
  • Mana Shield damage absorbed per mana point reduced to 1, 1.5 and 2, down from 1, 3 and 4.

Items:

  • Alleria's Flute of Accuracy gold cost reduced to 450, down from 550.
  • The Lion Horn of Stormwind armor bonus reduced to 1.5, down from 3.
  • Sobi Mask mana regeneration bonus increased to 75%, up from 50%. Gold cost increased to 200, up from 150.

Bug Fixes:

  • Fixed a bug where Raise Dead did not work on the Grunt Skeleton Skin.
  • Chimaeras no longer deal splash damage to friendly units.
  • Fixed a bug where changing a hero skin would remove all items from the hero.
Patch 1.3.1 (Jan 6, 2021)

General:
  • The spawn timer has been increased to 26 seconds per wave, up from 24 seconds.

Balance:
  • Unit timed life increased to 96 seconds, up from 90.

Night Elf:
  • Blink level 3 cooldown increased to 4 seconds, up from 3.

Tavern Heroes:
  • Mana Shield level 3 mana drained per hit point reduced to 4, down from 5.

Items:
  • Sobi Mask mana regeneration bonus reduced to 50%, down from 100%.

Bug Fixes:
  • Victory/Defeat scoreboard text now shows properly.
  • Fixed a bug where the Fortress could teleport on death if units were directly beneath it.
  • Fixed a bug where Healing Spray didn't heal allied units.
  • Orb items no longer enable attack on hero buildings.
Patch 1.3 (Jan 5, 2021)

New Features:
  • An item shop has been added to the game. For the time being, only permanent items are available. Actively used and charged items are unavailable.

General:

  • The Fortress and Watch Towers have been placed further apart.
  • The spawn timer has been reduced to 24 seconds per wave, down from 25 seconds.
  • Added ability icons to all unit buildings, so players can read about the spells.
  • Players can now see remaining cooldown on abilities on their hero buildings.
  • The green skin icons on Classic graphics now show the Reforged icons.
  • Blight in the building area now disappears on a new round if the player has selected something other than Undead.
  • The Glaive Thrower (Cage skin) now disappears faster when dying.
  • The Dreadlord no longers casts Carrion Swarm on air units.
  • Banshees now prioritize stronger units when using Possession.
  • Spirit Walkers now casts Spirit Link more often.
  • Priestess of the Moon and Dark Ranger now casts Silence more often.

Balance:

  • Units now have timed life. If a unit has been on the battlefield for more than 90 seconds, it will be removed. This does not include heroes.
  • Melee heroes now gain 10% XP per kill as opposed to 15 flat XP per kill.
  • Fortress HP increased to 4000, up from 2000.
  • Fortress damage increased to 85, up from 70.
  • Watch Tower HP increased to 2000, up from 800, and damage type has been changed to Normal instead of Piercing.

Human:

  • Fragmentation Shards no longer increases the splash radius of Mortar Teams (sorry, I wasn't aware it did that).
  • Gryphon Rider range reduced to 500, down from 600.
  • Dispel Magic area of effect reduced to 150, down from 200.
  • Divine Shield duration reduced to 6, 12 and 18 seconds, down from 8, 16 and 24.

Orc:

  • Grunt gold cost has been increased to 170, up from 160.
  • Disenchant area of effect reduced to 175, down from 250.
  • Purge summoned unit damage reduced to 150, down from 400.
  • Healing Ward regeneration increased to 0.04 HP/s, up from 0.02.
  • Shamans no longer cast Purge on melee units for no apparent reason, but now uses it to dispel positive buffs on enemy units.
  • The Far Seer now only casts Earthquake on buildings.
  • Earthquake building damage per second increased to 100, up from 50. Cooldown reduced to 35 seconds, down from 80. Duration reduced to 10 seconds, down from 20. Mana cost reduced to 100, down from 150. Area of effect increased to 400, up from 250.
  • War Stomp cooldown increased to 9 seconds, up from 6, and now stuns heroes for 1, 2 and 3 seconds, down from 2, 3 and 4. Area of effect has been reduced to 200, 250 and 300, down from 250, 300 and 350.

Undead:

  • Raise Dead Skeletal Warrior HP increased to 100, up from 88, and Skeletal Mage HP increased to 125, up from 112. Base duration increased to 10 seconds, up from 8, and upgraded duration increased to 16 seconds, up from 13.
  • Devour Magic area of effect reduced to 150, down from 200.
  • Essence of Blight healing increased to 15 HP, up from 10.
  • Death and Decay no longer deals damage to buildings. Life drained per second increased to 15%, up from 10%. Duration increased to 10 seconds, up from 8.
  • Sleep hero duration has been reduced to 3, 4 and 5 seconds, down from 5, 7 and 9 seconds.
  • Vampiric Aura leech has been reduced to 25%, 50% and 75%, down from 30%, 60% and 90%.

Night Elf:

  • Druid of the Talon spell cast backswing duration reduced to 0.7 seconds, down from 1.97.
  • Evasion dodge chance has been reduced to 15%, 25%, and 35%, down from 20%, 30% and 45%.
  • Metamorphosis duration reduced to 15 seconds, down from 20.

Tavern Heroes:

  • Lava Spawn HP has been reduced to 200, 300 and 400, down from 325, 475 and 600, but now splits on 12 attacks, down from 15.

Bug Fixes:

  • (Fixed a bug where one victory would count each consecutive defeat as a victory?)
  • Hero experience gained should now be calculated correctly.
  • Fixed a bug where swapping hero skins would disable XP gain for the hero building.
  • Players now correctly gain account XP by killing enemy heroes.
  • Healing Spray no longer heals enemy units.
  • Heroes no longer receive XP from building kills.
  • Priests, Spirit Walkers and Destroyers no longer attempt to dispel dead summoned units.
  • Fixed a bug where Mana Flare could not be turned off.
  • Frost Wyrm skin no longer takes 100 seconds to build.
Patch 1.2 (Dec 1, 2020)

New Features:
  • Added an option to display a grid in the building area.

General:
  • The Hippogryph Rider has been replaced with a Hippogryph in the building menu. Players can now order their Archers to mount the Hippogryphs, becoming Hippogryph Riders. The combined gold cost is now 260, up from 220 for one Hippogryph Rider (Archer: 170, Hippogryph: 90). Requires Tree of Eternity (Tier 3) to mount.
  • Stone Form has been added to Gargoyles. Gargoyles use Stone Form to drop enemy units from focus targeting. Requires Black Citadel to research.
  • Players can now see current XP for their heroes on their hero building.
  • The Archmage no longer casts Blizzard on magic immune units.
  • The Blood Mage no longers cast Flamestrike on air units or magic immune units.
  • The Mountain King now searches for hero targets first when casting Storm Bolt.
  • The Far Seer now casts Chain Lightning more consistently.
  • The Far Seer now searches for hero targets first when casting Firebolt.
  • The Shadow Hunter now casts Healing Wave more consistently.
  • The Warden now searches for hero targets first when casting Shadow Strike.
  • The Death Knight now searches for enemy hero targets first when casting Death Coil.
  • The Death Knight no longer uses Death Pact on friendly undead units whose level is greater than 3.
  • The Priestess of the Moon now casts Starfall more consistently.
  • Mortar Teams now use Flare more consistently against invisible units.
  • Priests now search for stronger units first when casting Inner Fire.
  • Shamans now use Purge on summoned units and melee units.
  • Unstable Concoction detection range has been increased to 600, up from 400.
  • Necromancers now search for stronger units first when casting Unholy Frenzy and Cripple.
  • Destroyers no longer taps mana from heroes.
  • Dryads now use Abolish Magic on summoned units.

Balance:
  • Fortress damage reduced to 70, down from 100.
  • Watch Tower damage reduced to 20, down from 28.
    Dev Note: Both the Watch Tower and Fortress were killing a lot of pushing enemy units, resulting in a slingshot effect that was in favor for the other team ~75% of the time. This is one step towards less random matches.
  • All catapult's 'outer' splash radius has been reduced to 75, down from 100. Splash damage factor has been reduced to 30%, down from 40%.
  • Melee heroes now gain 15 more XP for every kill than ranged heroes. This extra XP also scales the more heroes you have.
  • Gryphon Rider and Wind Rider ground range increased to 600, up from 450.
  • Dragonhawk Rider, Batrider and Gargoyle ground range increased to 500, up from 300.

Human:
  • Heal now heals for 30, up from 25.
  • Invisibility cooldown increased to 8 seconds, but units can now attack while invisible.
  • Mortar Team damage sides per die has been reduced to 4, down from 13.
  • Holy Light mana cost has been reduced to 25, down from 65, and now heals for 200, 300, and 400 HP, up from 100, 200 and 300.
  • Storm Bolt mana cost has been reduced to 30, down from 75.
  • Water Elemental health increased to 250, 380, and 500, up from 125, 190 and 250.
  • Brilliance Aura mana regen bonus increased to 1, 3 and 5, up from 0.75, 1.5 and 2.25.
  • Flying Machine air damage has been increased to 8, up from 6. Ground attack damage has been increased to 15, up from 6, and range has been increased to 300, up from 100.
  • The Gryphon Rider's "animation damage point" has been reduced to 0.4, down from 0.8.
    Dev Note: The Gryphon Rider was always very slow when initiating an attack, and this should ease up the very heavy inital attack animation.

Orc:
  • Demolisher damage sides per die has been reduced to 5, down from 21.
  • Wind Walk mana cost reduced to 30, down from 50, and now deals 100, 165 and 230 damage, up from 40, 70 and 100.
  • Bladestorm mana cost reduced to 125, down from 200.
  • Spirit Wolves HP has been increased to 140, 210 and 280, up from 70, 105 and 140.
  • Earthquake now slows units for 90% of their movement speed, up from 75%.
  • Firebolt mana cost has been reduced to 30, down from 40.
  • Lightning Shield no longer damages friendly units, and duration has been reduced to 10 seconds, down from 20.

Undead:
  • Meat Wagon damage sides per die has been reduced to 4, down from 18.
  • Anti-Magic Shell has been reverted back to full magic immunity.
  • Death Coil mana cost has been reduced to 30, down from 50, and cooldown has been reduced to 3 seconds, down from 5.
  • Death Pact cooldown reduced to 4 seconds, down from 15, and mana cost reduced to 35, down from 50.
  • Frost Armor cooldown has been increased to 5 seconds, up from 2, but now increases a unit's armor by 5, 7 and 9, up from 3, 5 and 7. Mana cost has been reduced to 30, down from 40.
  • Death and Decay mana cost has been reduced to 175, down from 250.
  • Sleep no longer breaks when the unit is attacked.

Night Elf:
  • Glaive Thrower damage sides per die has been reduced to 3, down from 12.
  • Starfall damage has been increased to 18 per star, up from 15.
  • Metamorphosis splash damage increased to 35% up from 20%.
  • Shadow Strike now deals damage a second time after striking a target, as opposed to dealing damage over a longer period of time.
  • Huntress gold cost increased to 170, up from 160.
  • Druid of the Claw gold cost increased to 200, up from 185.
  • Rejuvenation total healing has been reduced to 350, down from 400.

Tavern Heroes:
  • Engineering Upgrade damage bonus increased to 4, 8 and 12, up from 2, 4 and 6.
  • Robo-Goblin armor bonus increased to 3, 4, 5 and 6 depending on the level of Engineering Upgrade, up from 1, 2, 3 and 4. Strength bonus increased to 9, 11, 13 and 15, up from 5, 7, 9 and 11.
  • Forked Lightning now hits 3, 4 and 5 targets, up from 3, 3 and 3.
  • Mana Shield now absorbs 1, 3 and 5 damage per mana point, up from 1, 1.5 and 2.
  • Tornado for both the Sea Witch and Archmage now has a unit toss radius of 375, up from 275. Minimum hit interval has been reduced to 2 seconds, down from 3, which means it will now scan more often for units to toss.
  • Storm, Earth and Fire mana cost reduced to 100, down from 150.
  • Storm HP increased to 1000, up from 350, and attack speed is now every 0.75 seconds, down from 1.5. Earth HP increased to 1500, up from 525, and attack speed is now every 0.68 seconds, down from 1.35. Fire HP increased to 900 up from 315, and attack speed is now every 0.68 seconds, down from 1.35.
  • Life Drain range increased to 600, up from 500.
  • Charm cooldown has been reduced to 10 seconds, down from 15, and mana cost has been reduced to 40, down from 50.
  • Firelord attack speed is now every 1.2 seconds, up from 0.9.
  • Lava Spawn HP reduced to 325, 475 and 600, down from 425, 575 and 700.
  • Pit Lord base attack damage increased to 20, up from 15.

Bug Fixes:
  • (Possibly fixed the rare permanent hero death bug?)
  • Fixed an issue where total gold earned wasn't displayed correctly.
  • Fixed a bug where the Tauren Cheiftain (Cairne Bloodhood) skin spawned Rokhan (Shadow Hunter) skin on the battlefield and vice versa.
  • Fixed a bug where some Blademaster skin units didn't use some abilities.
  • Fixed a bug where autocast hero abilities were disabled in some cases.
  • Gold Extractor cooldown no longer persists to the next round.
  • Fixed an issue where the Brewmaster didn't cast Breath of Fire in many cases.
  • Demon Hunter (Metamorphosis) no longer displays a hero death message when he dies.
  • Fixed an issue where the Dreadlord didn't cast Sleep in many cases.
  • The Main XP bar now shows the correct progress on startup.
  • The Ability A.I. button will now correctly disappear on round end.
Patch 1.1 (Nov 22, 2020)

General:
  • The entire map script has been translated from Lua to JASS. This change should now have fixed all known desync issues.

Balance:
  • Spellbreakers armor has been changed to Medium instead of Heavy and amount has been reduced to 2, down from 3.

Night Elf:
  • The Keeper of the Grove will now cast Tranquility more often.

Bug fixes:
  • (Possibly fixed the instant "next round" vote bug?)
  • Fixed a bug where middle income could go to the enemy if your last unit died on the enemy's side.
  • Fixed a bug where one of the Warden skin heroes was invulnerable.
  • Fixed a bug where spawned units would incorrectly display for players with skins for their army.
  • Fixed a bug where players were able to place another hero after placing Archmage (Kelen the Seeker skin).
  • Fixed some bugs where some Night Elf hero skins would make the given hero disappear on the hero builder.
  • The Frost Wyrm and Necromancer skins now has the correct T2 and T3 requirement.
  • Fixed a bug where Web for Crypt Fiends could not be deactivated.
Patch 1.0.2 (Nov 15, 2020)

General:
  • Reduced file size.
  • Players now gain more experience from killing stronger units (progression XP).
  • Players can now vote for an additional round even after one player leaves at the scorescreen.
  • Added a visual effect to the Clockwerk Goblin when it explodes.

Balance:
  • All catapult type unit 'outer' splash radius has been reduced to 100, down from 150.
  • Mana regeneration bonus per Intelligence point has been increased to 0.1, up from 0.05.

Human:
  • Thunder Clap radius reduced to 250, 275 and 300, down from 250, 300 and 350.
  • Phoenix HP increased to 500, up from 350.

Undead:

  • Possession A.I. detection radius has been increased.
  • Carrion Beetles mana cost has been reduced to 25, down from 30, and cooldown has been reduced to 4, down from 6.
  • Locust Swarm cooldown has been reduced to 30 seconds, down from 80, and duration has been reduced to 15 seconds, down from 20. The swarm units now also return 100% of their damage dealt back to the hero, up from 75%, and the damage threshold has been increased to 30, up from 20.

Night Elf:
  • Starfall damage has been reduced to 15 per star, down from 25.

Bug Fixes:
  • Fixed a bug where the Blademaster could get stuck when trying to attack invisible and flying enemies with Wind Walk.
Patch 0.3 (downgrade) (Oct 30, 2020)

Dev Note: Due to an abnormal amount of desyncs, this version has all custom UI (except scorescreen), save/load and skins disabled.

Night Elf:
  • Evasion dodge chance has been reduced to 20%, 30% and 45%, down from 20%, 35% and 50%.

Bug Fixes:
  • Damage Dealt now correctly shows on the scoreboard for player 6.
  • Fixed Frost Wyrm and Gryphon damage type and amount.
Patch 1.0.1 (hotfix) (Oct 25, 2020)

Human:
  • Defend has returned to it's original state. It no longer reflects incoming attacks, but now reduces incoming piercing damage by 50%.
  • Flying machine description updated.
  • Knight description updated.
Bugs Fixes:
  • Fixed a bug where upgrades didn't reset for units after a round reset.
  • Upgrade icons no longer bounce around when researching.
Patch 1.0 (Oct 24, 2020)

New Features:
  • A progression system has been added. Players can now "level up" and earn skins for a large variety of units.
  • Ability A.I. control has been added. Players can now dynamically switch off/on abilities for certain units.
  • All 8 tavern heroes from the melee game have been added to all races.
General:
  • Spawn timer changed from 20 seconds to 25 seconds.
  • Added spawn timers on the minimap.
  • The Fortress no longer regenerates HP.
  • All unit-buildings now have sound-sets.
  • Heroes now have their autocast abilities turned on by default.
  • The Paladin now casts Holy Light more consistently.
  • Unit building shadows have been removed.
  • Fixed Force of Nature description.
Balance:
  • All unit movement speed reduced to 270, down from 324.
  • Fortress damage reduced to 100, down from 350.
  • Heroes now cost 500 gold, up from 425.
  • All melee heroes have their Strength per level doubled.
Human:
  • Footman Defend has been changed. It now has a 15% chance to reflect incoming Piercing attacks on the attacker, and attacks that are not reflected only deal 70% damage.
  • Human players can now research Sundering Blades.
  • Sundering Blades: Upgrades Knights to deal increased damage to targets with Medium armor by 15%.
  • Flying Machines now prioritize air units.
  • Siege Engine building size has been increased.
  • Paladins now use Divine Shield when they reach 15% HP, up from 10%.
  • Resurrection mana cost reduced to 150, down from 200.
  • Phoenix Fire splash radius has been reduced from 125 to 75, and damage factor has been reduced to 0.2, down from 0.5.
  • Storm Bolt cooldown reduced to 5 seconds, down from 9.
  • Holy Light cooldown reduced to 3 seconds, down from 5.
  • Max units ressed by Resurrection increased to 8, up from 6.
  • Bash chance increased to 20%, 40% and 60%, up from 20%, 30% and 40%.
  • Avatar duration increased to 30 seconds, up from 20.
Orc:
  • Unstable Concoction damage reduced to 350, down from 600.
  • Envenomed Spears damage per second increased to 8, up from 4, and duration has been reduced to 10 seconds, down from 25.
  • Troll Regeneration HP regen per second increased to 2, up from 1.
  • Earthquake now only affects enemy units.
  • Firebolt mana cost reduced to 40 mana, down from 75.
  • Mirror Image mana cost reduced to 90, down from 125.
  • Wind Walk mana cost reduced to 50, down from 75.
  • Critical Strike chance increased to 15%, 20% and 25%, up from 15%, 15% and 15%.
  • Bladestorm cooldown reduced to 30 seconds, down from 80.
  • Number of targets hit by Healing Wave increased to 3, 5 and 7, up from 3, 4 and 5.
  • Hex mana cost reduced to 40, down from 70.
  • War Stomp mana cost reduced to 65, down from 90.
  • Reincarnation cooldown reduced to 60 seconds, down from 80.
Undead:
  • Frost Wyrm building size increased.
  • Gargoyles now prioritizes air units.
  • Anti-Magic Shell is now a shield barrier that blocks 100 spell damage. Lasts 20 seconds.
  • Possession now has a 2 second channeling time and lock it's victim in place during the channeling.
  • Gargoyle air damage increased to 30, up from 17.
  • Unholy Aura life regeneration increased by 100%.
  • Vampiric Aura leech increased to 30%, 60% and 90%, up from 15%, 30% and 45%.
Night Elf:
  • Archer cost increased to 170 gold, up from 160.
  • Mountain Giant building size has been increased.
  • Chimaera building size has been increased.
  • Rejuvenation cast speed reduced to 0.2 seconds, down from 1.7.
  • Taunt cast time reduced to 0.5 seconds, down from 3.
  • Entangling Roots mana cost reduced to 50, down from 75.
  • Treant HP increased to 150, up from 105.
  • Fan of Knives cooldown reduced to 8 seconds, down from 9.
  • Shadow Strike cooldown reduced to 4 seconds, down from 8.
  • Avatar of Vengeance HP increased to 1200, up from 350.
  • Evasion chance increased to 20%, 35% and 50%, up from 10%, 20% and 30%.
  • Shadow Strike duration reduced to 5 seconds, down from 15, but deals the same total damage.
  • Immolation damage per second increased to 20, 30 and 40, up from 10, 15, and 20.
  • Metamorphosis splash damage has been reduced.

Bug Fixes:
  • Fixed a bug where units could stop spawning entirely for a team if a member of the team left.
  • Fixed a bug where the Destroyer and Shade could not spawn.
  • Fixed a bug where Priest Adept Training and Sorceress Adept Training could not be researched.
  • Fixed a bug where the Keeper of the Grove didn't use Entangling Roots.
  • Fixed a bug where the Priestess of the Moon casts Starfall at the wrong times.
  • Fixed a bug where the Druid of the Claw juggled between using Roar and Rejuvenation.
  • Fixed a bug where the Blademaster would sometimes run mindlessly towards the enemy base when using Wind Walk.
  • Fixed a bug where Priests didn't cast Dispel Magic.
  • Fixed a bug where Mortar Teams didn't use Flare.
  • Fixed a bug where Banshees didn't use Possession.
  • Fixed a bug where Meat Wagons didn't drop corpses.
  • The Dragonhawk Rider building now uses the correct model.
Contents

Direct Strike Reforged V1.3.3b (Map)

Reviews
Shar Dundred
Edit: Approved! Seems fine by me. Please provide a credits list so I can approve it. :)
Level 1
Joined
Oct 29, 2020
Messages
2
Love playing this map, but unfortunately it seems that the host gets booted out everytime the game starts. This has happened with me both as the host and someone joining in. Approximately 10 games or so and every time the host is disconnecting and when I am host it says that I left the game. Happened 4 times for me.
 
Love playing this map, but unfortunately it seems that the host gets booted out everytime the game starts. This has happened with me both as the host and someone joining in. Approximately 10 games or so and every time the host is disconnecting and when I am host it says that I left the game. Happened 4 times for me.
I'm aware, and yes it's very unfortunate. I'm going to release a version soon that disables all the custom UI elements, stats and skins, because that's what is causing the desyncs.
 
Level 1
Joined
Oct 29, 2020
Messages
2
Thanks for taking the time to update this game. I know a lot of people dont play it, but its a lot of fun and has big potential!
 
Level 1
Joined
Jan 15, 2021
Messages
1
hello guys, do u know if i have to make a save file for this mod? the progression doesn't save for me...( for skins units)
 
Level 1
Joined
Feb 12, 2021
Messages
2
I have a question, how much does the strenght items increase your health, normally 25 hitpoints pr str lvl but had about 700 pv at 48 str does not add up.
Really good game by the way
 

Vunjo

Hosted Project: SC
Level 13
Joined
Jul 1, 2010
Messages
1,342
Dryad Strike is a pretty good map, it's usually fast-paced and very fun to play. I understand that most units are based of melee Wc3 (with exceptions where their abilities would not be useful, such as Far Sight) and, as far as I'm aware, even their attack damage and armor values are untouched, with only their attack speed and health modifier to bring a much faster bloodshed compared to the original melee. I think this is a good starting ground for balancing, as you avoid touching unnecessary variables, but I still have a couple of balance concerns I wanted to share.

As a disclaimer I do not claim to be a good melee player whatsoever, nor a great player at this map either, so take this comment with a grain of salt. So far I've only played 20+ games with random hosts on Bnet, with my winrates of 7-6 as Human, 3-1 as Orc and 4-1 as Undead and 0 games as disgusting dryad spamming Night Elves. I've mostly learned the map by playing Humans and tried a couple of very questionable builds, like building around Paladin since level 1 through items and what not (works okay-ish in late game, just don't rush items in early game, from my experience at least).

That being said the map's name is misleading and should be called Dryad Strike instead, due to the amount of NEs and them always placing lots of Dryads and usually winning to be honest. Whenever my allied players are NE, I tend to compare the amount of Dryads they've built to the amount of Dryads the enemy has built and the win/loss tends to be determined by this rather accurately. Without going further into the shitpost, since they're magic immune and have slow poison they essentially counter both casters and attacking units, on top of which they also have abolish magic. As far as I know there's a good reason why they've been in melee meta for a while too. I would seriously consider reducing their DPS output since they already fill the role of support via slow poison and abolish magic.

Another unit I have serious issues with is Lich and his Death and Decay at level 6. In retrospect, I believe I've mostly lost by trying out questionable builds, or when I play "good" builds where I build solely to counter the enemy team, there's not much to do against Dryad spam (NE) or Lich (UD) hitting level 6. That guy alone destroys most of my armies, and his power only tends to go up as Death and Decay has a solid AoE and as spell damage it ignores armor values, so upgrading armor will not help against this. It's almost impossible to build around this, even my best counter so far, Mountain King with Storm Bolt really depends on the AI. Even if MK focuses the Lich, a smart Undead player will either get Banshees with AMS or simply get the item that blocks spells cast on the hero. The Frost Nova also oneshots Footmen if I'm not mistaken, though I suppose as an Intelligence hero you can't really build items for them (since there's no cooldown reduction or amplified spell damage or anything of the sorts in melee wc3, and therefore in this map) so I guess it makes sense that it deals so much damage. Death and Decay on the other hand seems way too good without any counterplay that essentially wins late game.

These are the 2 top balance issues I have with the map. I can talk about other things, units being overpowered/underpowered but I don't think anything comes close to the two examples I gave above, mostly due to the lack of counterplay in many cases. Flying Machines seem way too weak as in melee wc3 they're balanced around 1 food cost AFAIK which is not an issue in this map, yet their poor stats carry over. Gryphons might be dealing too high DPS considering they AoE rather easily with their upgrade, and they're pretty cheap too, as they are in melee. That is until they encounter Dryads and ignore the front line which they're supposed to counter (Knights, Abominations, Taurens and Druids of the Claw respectively per race) and start focusing the ranged heroes attacking them, only to get baited into the Dryad trap and have their private parts wide opened which they did not sign up for. The Spellbreakers might be a bit too versatile, being rather useful in most scenarios even with limited amount of casters on the opposing team, etc. I mostly talk about Human units as I have most experience with them, so I can point out those that are too good or weak, as I try to be honest with myself and find strategies that are overperforming too. Being able to build around some Heroes seems fun, though I question the usefulness of some Intelligence heroes, such as Blood Mage or Archmage. Their Flame Strike and Blizzard respectively seem to be overall outperformed by Thunder Clap MK (considering the AoE slow which seriously counters Vamp Aura/Ghoul spam, cheap Human units like Knights/Footmen/Rifles, strongest Orc units like Tauren and their Pulverize, etc.) who then also scales really well as a front line and damage dealer in late game. In my experience, MK is probably a bit too good; being able to deal with Hero strats through Storm Bolt and Bash, dealing with ground units via Thunder Clap while also becoming a tanking powerhouse through Avatar and a couple of items. Orc's Tauren Chieftain does a similar job too, comparing to him MK looks fine but compared to other Human heroes I'd say he outperforms them overall.

The items are a really fun addition, though I think the Orbs need to be rebalanced. There's really no reason not to pick Orb of Corruption over anything else; Why slow/purge/poison a unit if you can simply kill it faster? Why gain +5 splash damage from Orb of Fire if you can get ~+25% DPS increase on single target, not just for your Hero but for other units too? The Orbs are rather expensive too, assuming Orb of Corruption gets nerfed, I'd say the orbs are never worth it unless you want to make a melee hero attack air units. Due to their high cost, I'd suggest buffing the other Orbs and potentially slightly nerfing Corruption in order to maintain balance.
It's good to see that Agility heroes were taken into account; you can't get as much Agility as you can get Strength from items. While I respect this careful approach, from my experience mostly Strength heroes dominate the arena as a result when built around; Dreadlord, Mountain King, Tauren Chieftain and Paladin alike. I have yet to see a scary Warden or Priestess of the Moon (though her Trueshot aura is amazing), as I've only seen decent Blademasters and Demon Hunters performing as your "expected", high DPS Agility heroes. The 4 mentioned heroes each have their really powerful abilities that make them so strong; Dreadlord gains 50% Life steal, MK has lots of CC and Avatar, TC has CC and revives himself, and a well equipped Paladin uses Divine Shield at ~15% health and then Life steals back up to ~70% health during that time, all while supporting allies through any and all of his other abilities.

All in all Dryad Strike is a really good map, I just wish I'd play against fewer Dryads and had more counterplay against them and Lich's Death and Decay. I think in general it would be cool to have an item or any other form of "neutral research", if that's something you ever plan to have, where we could grant spell damage reduction to our units, so that the spellcasting heroes have counterplay instead of being balanced around a spot without one.
 
Level 10
Joined
Jan 4, 2014
Messages
501
Hey man, just wanted to congratulate you on making such a great map. It's really a lot of fun and has a ton of re-playability. It's especially great that ladder players can recall their knowledge and immediately know how to counter certain builds. I especially love the UI and how the game auto-balances in uneven numbered teams. Great work all around. Here are some questions/criticisms I had:

-Tanks seems much weaker than their ladder counter-part, did you do this on purpose?

-Hyppogryphs and gyros seem too weak against air, even though they should specialize against it, never seem to have a reason to build any of these.

-I wish the camera settings saved between rounds

-Sometimes the AI is really frustrating, for example if I go Shadow Hunter first with serpent wards, he won't cast his spell until the enemy has a more sizeabale army, despite the fact that serpent wards is meant to be spammed, due to it's low cost and low cooldown.

Anyway, I'm a huge fan of your map! Good job!
 
Dryad Strike is a pretty good map, it's usually fast-paced and very fun to play. I understand that most units are based of melee Wc3 (with exceptions where their abilities would not be useful, such as Far Sight) and, as far as I'm aware, even their attack damage and armor values are untouched, with only their attack speed and health modifier to bring a much faster bloodshed compared to the original melee. I think this is a good starting ground for balancing, as you avoid touching unnecessary variables, but I still have a couple of balance concerns I wanted to share.
...
Hey man, just wanted to congratulate you on making such a great map. It's really a lot of fun and has a ton of re-playability. It's especially great that ladder players can recall their knowledge and immediately know how to counter certain builds. I especially love the UI and how the game auto-balances in uneven numbered teams. Great work all around. Here are some questions/criticisms I had:
...

Thanks for playing, and thanks for taking the time to write these reviews! I begin to see the same issues you point out like the Dryads, MK, Lich, orbs, anti-air etc. and I agree all in all.
There are a lot of things to consider when balancing this sort of map, and I'll attempt fix this stuff in future versions. I don't expect to release a new version too soon though, since I'm in the midst of doing an overhaul of the cosmetic system and misc. stuff as well as rewriting the map in TypeScript.
 
Level 3
Joined
Aug 15, 2016
Messages
72
The map is great

i've played to in the past 3 months and it's the best.... even looks bloody grand on Reforged graphics and i've recorded a few videoes on this map to :D

can't wait for the future updates on this map :)
 
Level 1
Joined
May 22, 2021
Messages
1
Hi guys

I have a question for a friend if he play this game so you got exp for your lvl for the race ,

after he finish the game and go to the main menu it reset all time the lvl ups is this a bug or what he can do

(sorry for the bad english)

thank you for comments
 
Hi guys

I have a question for a friend if he play this game so you got exp for your lvl for the race ,

after he finish the game and go to the main menu it reset all time the lvl ups is this a bug or what he can do

(sorry for the bad english)

thank you for comments
If his Bnet tag contains any special symbols it fails to load his savecode.
 
Level 7
Joined
Feb 11, 2016
Messages
179
AM does not use Tornado. No matter if Blizzard is enabled or not. When fixed, It should prioritize Tornado over Blizzard. My NE progress is level 5 with 0 matches. This bug is from the last version or so, a relatively new bug.

Mountain Giant has its resistant skin at 100% melee instead of "everything" else 50%, unbalanced, braindead, Many units deal minimum damage possible, miserable. I was always wondering why are they so hard to kill and now I discovered.
 
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