Divine Roguelike v16.2b - Save/Load system added for multiplayer

Rogue - is an adventure roguelike where the player (players) with their squads travel through locations.

Discord discord.com/invite/Y2zQ8Eqakg

Everything is as it should be according to the canons of roguelikes: heroes, creeps, locations, items, quests are generated.
And after death, there is a permanent pumping of the soul, which strengthens all new heroes with each of their revivals.
Do not be afraid to die (you will have to do this often), since death is a component of the improvement of heroes.

Gameplay maps from Archimond7450 (!new version map!):

Gameplay maps from WTii (old version map):

Gameplay maps from other authors (old version map):
Version 6.0
Version 6.0
Version 6.0

Gameplay maps from HushBook (old version map):

Features of the current versio
  • Randomization of enemy groups. The further the player goes, the harder it get
  • Choice of direction. After clearing the location, the player is given a choice of one of the following 4 location
  • Shower improvement. The player can upgrade the souls of their heroes so that they are stronger the next time they run. For example, by improving greed, heroes at the start in the next life will have more gold, and improving charisma from the next life increases the combat performance of mercenaries. You can even buy additional souls to increase the number of heroes you can control at the same tim
  • Village improvement. At a certain stage, a village will open for players, the development of which will give bonuses not only to the current passage, but also to all future race
  • Hiring troops. A distinctive feature of this roguelike is that the game offers to manage squads, and not single heroes. Lead huge troops against enemy armies at high level
  • Don't be afraid of losses. After cleaning each group, all your troops are reborn. This gameplay decision was made so that players are not afraid to engage in difficult battles that portend heavy losse
  • save/load. Use the /save and /load commands to save your souls and transfer your progress to the map of the next versions as well.
Previews
Contents

Divine Roguelike v15.12 (Map)

Divine Roguelike v16.2b (Map)

Reviews
deepstrasz
In the village, the red circle of power is named in Russian. Same with the gold item. The map is quite heavily dependent on Warcraft III standard material. The Razormane Brute has its description missing - tooltip missing. Progression to higher levels...
Level 8
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Feb 20, 2015
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New version: 13.9
Error correction,
Difficulty curve changes: monsters at the end stages have become weaker
Difficulty curve change: the more dangerous the world, the less frequent the red and yellow transitionsSome balance changes.
A large part of the map has been refactored. Now subsequent updates will be easier to rivet.

Interested specialists from UI artists to programmers are invited to join the team.
 
Level 8
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Feb 20, 2015
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After finishing 16 world danger, with no transition left (old age), a Soul Mentor appears and tells me to wash my soul, but when I click on him, he doesn't sell anything, what am I supposed to do?
He appears before dying of old age. Warns that after death in purgatory, before rebirth, you should improve your soul so that next time you can travel longer without dying.
 
Level 8
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I hate Eredar Diabolists and Sea Elementals, even with 25% of Bash chance, the sheer number of them makes sure anything I put up is stunlocked.
They need to be carefully lured out to the corners of the map. In future updates, it will be possible to purchase a world modification in the Hunter's Shack, which reduces the number of stun abilities for a certain percentage of enemies.
 
Level 8
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Is it me or hired heroes are not useful if they're hired late into the cycle? Like when you're level 10+ and a hired hero is only level 3, despite costing 1000g and 5 reputation
Supports are almost always useful, combat ones are useful if there are a couple of transitions to gain experience and search for artifacts.

Also, was this map created with Lua or JASS?
LUA. The map is open, you can view the code. Is this question purely exploratory, or are you thinking about joining development?
 
LUA. The map is open, you can view the code. Is this question purely exploratory, or are you thinking about joining development?
Purely exploratory. I've never seen what a map coded in Lua looks like, and when I view the code it looks different from Jass, so first I thought it was a different form of Jass.
The syntax is different and because of the lack of documentation, I still don't have an idea of what a callback function looks like in Lua.
 
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Level 8
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Purely exploratory. I've never seen what a map coded in Lua looks like, and when I view the code it looks different from Jass, so first I thought it was a different form of Jass.
The syntax is different and because of the lack of documentation, I still don't have an idea of what a callback function looks like in Lua.
I have little experience in Warcraft scripting and still don’t know much. In addition, the language barrier interferes (I communicate in English through a translator). But it seemed to me that Lua is more flexible and simpler than Jass. I didn’t open other maps, I was really surprised that you said that they don’t make map in Lua.
 
I have little experience in Warcraft scripting and still don’t know much. In addition, the language barrier interferes (I communicate in English through a translator). But it seemed to me that Lua is more flexible and simpler than Jass. I didn’t open other maps, I was really surprised that you said that they don’t make map in Lua.
Only maps with the "Open Source" tag can be opened normally in World Editor, and this is the first time I saw an "Open Source" map that's coded in Lua.
Btw, in addition to displaying mob type and mob count in each next zone, the mobs' abilities should be displayed as well, so the player knows which spells they will be up against.
 
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Level 8
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Btw, in addition to displaying mob type and mob count in each next zone, the mobs' abilities should be displayed as well, so the player knows which spells they will be up against.
This knowledge comes empirically.
I am not a fan of cluttering the interface with information that is revealed empirically.By analogy with the fact that the player does not know what this or that location does until he comes to it for the first time. It is not necessary to tell the player about this before entering the location. Some things should be left for research purposes.

Only maps with the "Open Source" tag can be opened normally in World Editor, and this is the first time I saw an "Open Source" map that's coded in Lua.
I hope this helps someone, despite the pasta code.
 
Level 8
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Do you plan to add variety to the stages' objectives and make them not just "kill everything to clear the stage"?

I don’t know about the fact that the locations are not connected with murders, it’s still not about that.But here is the planned script for the first act.

Predictor-corrector​

This world is young and the Gods watch over it. Should its inhabitants be led astray, the Gods will interfere. They send their possessed Heroes to guide mankind through the divine plan.
People worship the Heroes not daring to go against the Gods, although they fear them.
For the legends of old are not forgotten. Chronicles tell of entire civilizations brought down by the messengers of the Gods.
And yet there are those who dare challenge the Gods. People dub them apostates and try to vanquish them before mankind has to suffer the consequences of divine retribution.

The Gods have revealed their Will​

The Final Target: find and destroy the Infernal Forge.
Hurry up! You have 14 trajections left.

Some time ago the Renegades amongst human alchemists and orc demonologists merged together to achieve common God-awful goals.
The united knowledge of this unnatural alliance has given birth to terrifying monsters and, what is more important, has called into existence a Forge with which they hope to create weapons of colossal power.
We must raze the Infernal Forge to the ground before the Renegades produce weapons capable of destroying the World.

City search​

The task: to find the City and pay a visit to it.

We wake up in a sort of camp. Unfortunately, a memory loss turned out to be a side effect of communicating with the Gods. Everything has vanished from it, except our skills and abilities. We only know the Will of the Gods - to destroy the Infernal Forge. But how to find it is obscure.
A guide called Virgil has met us at the camp and opened how to restore the memory. For this purpose, we have to visit the City and resort to the Healer of souls. That's what we're going to do.

The fragments of the broken conscious​

The task: to find 5 memory fragments taken from the Orc heroes.

The Healer of Souls related us that our memories had mixed with Divine gifts and had split off from our weak consciousness. Our memory doesn't matter. Most likely, it had been destroyed as unnecessary beyond retrieval. The Healer helped us to awaken the gift left by the Gods - to absorb the memories of defeated Orcs.
These creatures are quite easy to find at their military bases. The bigger the Orc base, the more enemy heroes inhabit it.

After absorbing enough memories of those, we will be able to determine the location of the Infernal Forge.

In the Evil Core​

The task is to raise the World danger level up to 16 and find the Infernal Forge in this very location.

We have already destroyed the required number of Orc heroes and absorbed their memories. And even they don't know the exact location of the Infernal Forge.

But here's the truth we managed to find out - due to the specific character of Forge construction, its location had become the center of concentration of monsters and creatures which had been generated by the miscreate rituals committed by alchemists and demonologists who created the Forge.

If we move towards the increasing threat, where the monsters appear most often, we will soon reach the epicenter of enemy power, where the Infernal Forge should be located.

The Infernal Challenge​

The task is to activate the Infernal Forge and destroy the waves of its defenders.

We have found the Infernal Forge.

The orcs’ memories depict that as soon as we touch the Forge, the waves of demons enslaved by alchemists will incarnate next to it in order to destroy us and protect the Forge. We should get ready.


And if there's still some time left, it might be better to return to the Forge later, when we get stronger. But if time is over, then there is nothing left but to try to destroy the defenders of the Forge right now.

(if the player wins) The forge has been liquidated​

The task is to improve your souls, possess the rebirth skill, rise in new heroes and choose a new mission.

The Infernal Forge was destroyed. Your mission is accomplished. Our bodies have weakened and lost their former power. The Gods have destroyed them as unnecessary.

Our souls wake up in the Sacrarium. We now here in the sacred place have to teach our souls the new skills in order that the next Heroes, whose bodies we inhabit next time, could inherit the accumulated experience.

Then we will be reborn to fulfill the new orders of the Gods.

(if the player loses) This is a dream, not a defeat​

The task is to improve your souls, possess the rebirth skill, rise in new heroes and try again.
We were not able to finish our mission in time.
The Infernal Forge has produced the weapons of power never yet seen, which plunged the world into chaos.
But how could the Gods have made a mistake in choosing Heroes?
They were not mistaken. After the defeat, the souls of the heroes wake up in the Sacrarium.

This campaign, this failed mission - it was not real, it was a dream created by Morpheus. In those dreams, the souls experience the same events over and over again until they are ready to fulfill their purpose.

Decades in the Morpheus’ Kingdom for the deceased souls is one day in the real World. The gods are bringing along the souls looking for the suitable bodies for them - the true Champions among Heroes. In the Sacrarium we can transform the experience gained by souls in Morpheus' dreams into the practical skills of future Heroes.
 
Level 8
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Oh, so the actual planned story is more complicated, and not simply "kill anything you see until you can access the Infernal Forge, and kill all waves of enemies that try to destroy the Forge?"
I don’t know how complicated this story can be called. Let the players and forum members judge. But in any case, I perceive it as an excuse for why the player needs to kill everything he sees.
Like in Diablo, there is lore, but the game is about hack and slash, and not complex role-playing a la Divinity.
 
Level 3
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Feb 16, 2013
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Just played this map in multiplayer and had an absolute blast! Absolutely enjoyed it and plan to try the single-player run.

I look forward to new updates and, hopefully, an online save system but you've definitely earned a fan
 
Level 8
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Yo, really like this map. Is the multiplayer save/load system in effect in the newest version?
Hi, thank you!

I fell into a temporary depression, from which I hope to get out as soon as possible - and then I will definitely return to the map and finish the save system -)

For now, I wish everyone all the best and mutual understanding.
 
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Level 8
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Major Update 15.5
"Castle Siege"

The goal of the update is to increase the importance of summoned units and low-level fighters in the mid and late stages of the game.

To do this, players are asked to hold off enemy sieges of monster hordes of a selected difficulty.
Each enemy siege repelled increases the stats of mercenaries and summoned units, as well as the duration of summoned units.

But beware! Enemy armies pose a serious challenge to your skills and troops.

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Level 8
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Update 15.8

Added 2 new world modifications
  • Market Festival - each location has a 20% chance of having an additional market.
  • Mercenary Paradise - each mercenary building gives you the ability to hire more and cooler mercenaries

Significantly increased the power of the "Castle Siege" world modification

Significantly increased the reward for holding off sieges in castles even without modification.

Now regular units will not interfere with the heroes' movement when teleporting to and from the city (units will be transferred to another location, separately from the heroes)

Fixed a bug with the impossibility of an improved upgrade of the panda's "Fire Breath" ability.
 
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The team would like to warmly welcome the Boss Designer.
He will be responsible for the design and implementation of bosses - from the game designer's idea to their implementation in Lua scripts.
This is a difficult task, since bosses should be designed in such a way that they can be fought effectively and interestingly by both lone heroes and numerous mercenary squads.
However, if you take on this role, you will become a full-fledged co-author of the map.
We perceive map development as a hobby that should first of all bring pleasure and not distract from real life, so we code shit and do not stifle. If you are engaged in modding for the same purpose - we will be friends -)
 
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Update 16.1b - Save/Load system
The update added a system of saving and loading. Progress is saved automatically.
You need to load BEFORE you select a hero.

loading occurs via the command -load <code>

This version has been little tested. There may be bugs (we are not sure that we have fixed all the problems), so for now we are posting a separate version of the map with saves.

Thanks to the developer Trokkin for the work done
 
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Level 6
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I have not been much on Hive lately, just came back and saw all these updates, sick! Can't wait to try out the map! Adding the save/load for multiplayer is huge. I played a couple of times with friends but having to start over every time with the very slow growth and long run times waas disheartening. These seem like great updates!
 
Level 2
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Mar 29, 2019
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Loving this way too much to keep quiet.

The freshly added functioning save, the awesome roguelike elements, the uniqueness of the game itself and the insane potential a lot of us see in it.

Where 90% of games appear to be pretty much the same games with different graphics, there are these ancient mythical creatures called warcraft 3 map developers working on a rusty 2002 platform to bring us real innovative games.

Apparently they just love what they do, they are not accepting donations just yet. But we do get a piece of that. I hope one day to see this map and its developers get the appreciation and respect they deserve.

Thank you thank you thank you thank you!!! <3 xD
Cancel Trokkin <3
 
Level 4
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I've been playing for about a week and I've been really enjoying it!
I've only played solo so far, no multiplayer yet.
I'd really like if it was possible to get some HU/ORC/UD/NE/Naga units by being able to buy them instead of them only being available from your starting pick except for Necromancers.
I do think they should be limited though as I don't think it should be possible to just built a standard melee army, but random one off units available from each race would be nice and fun to play with imo, I think it would also add some more flavor to army builds.
Maybe make one/a couple available per newcomer camp?
Just a one buy though, not multiple of the same unit imo.

Would it be possible to show the damage increase of units on higher difficulties? Right now they don't show and that leaves me uncertain on how much damage they will actually do, it would be nice if it was visible.

In terms of balance I have some things, I feel that castle sieges seem really hard to do solo with the amount of units being send.
Would it be possible to adjust the number of units on the amount of players? I'm not totally sure how castle sieges work tbh as I haven't finished one due to the difficulty and I haven't done multiplayer yet.
Also having a soul upgrade for upgrading summoned units would be nice, even if it's to a lesser extent than mercenaries upgrades.
Castle sieges do upgrade them but like I said I've found them very hard to do, I think I've pretty much died to all of them except 1 maybe, I would like it if it was possible with soul upgrades as well.
Damage/HP would be nice as they fall behind the rest of the units rn lategame, having the Champion mod does increase them though so I think that might be hard to balance.

Mana upgrades for Mercenaries would also be nice imo for the melee race units as they have little mana without the mastery boosts, and late game they won't have the mana to support a larger army.
Again, these upgrades exist with castle sieges but having them from the start would be nice without it being dependent on them, although a max might be in order prevent infinite mana on spellcasters.

Thank you very much for making this, I've been having a ton of fun with this map.
I'm looking forward to this being updated in the future!
 
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