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Divine Roguelike v19.7 - 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 Panzer Siam (!new version map!):



Gameplay maps from Archimond7450 (old 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 v19.7.0 (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...
addictive af , me and bae played this for like 4 days straight , my only complain would be that the town feels a bit empty and the description of some spells after being upgraded are broken
but really fun map!
 
Version 18.4 has been released.

Updates.
  • Players now receive a significant amount of wood for completing a besieged castle, compensating for the time spent on long sieges.
  • "Small Treasures," boss loot ("Forgotten"), coins from the "Gold Mine," and "Pandora's Box" at higher levels of locations now provide more numerous rewards. For example, at World Danger Level 14, a single Pandora's Box now drops three artifacts instead of one.
  • Fixed a bug where some troops could be hired for wood.
  • The final wave of the final Demonic Forge has been slightly weakened, making it easier to complete.
  • F9 quests now provide slightly more information.
  • Fixed some text errors and double %% signs.
  • Higher-level rooms may now contain lower-level, but numerous, enemies. As before, high-level ones are still common, but they're also rare. Now the ranking between the two extremes has a wider spread.
  • The Horde Slave's ability to construct buildings has been removed. It's no longer possible to steal a slave as a ghost and build a base.
  • Level 7 Hydras no longer deal splash damage to allies and structures.
  • Several scripts have been optimized and unnecessary code has been removed.
 
Hello! me and bae played some more this map then i played it with friends too! and after the new update and we noticed some issues.

So this includes a bug report and a balancing issue that you might want to take a look at.

Simple issue:
Many upgraded skills have no text and just have things like "230 DMG."

THE BUG: (hard to recreate)

sometimes for reason (we're playing on LAN) the map tends to kick the person that is not hosting , no error no nothing just gets straight kicked.
(this happens depending on how much time we had the map opened....leaks maybe?) this has been present since previous version and i noticed it has not been adressed since it still happened. (this also happened to my friends as i was hosting through internet , they got kicked leaving me alone , no error no crash no nothing they just got disconnected as if a desync happened)



Also i believe there's a balance issue regarding magic damage dealers , since Fighters are the only good choice it seems... also to ellaborate.

Fighters (auto attack guys)
No issues at all , some skills become useless as time goes on but its not a big issue since your main damage output is auto attack.
Your upgrades come in form of a book or items no downsides.
They sink levels into free stats at late
Having a samro with mirror image , crit , invi and a good ulti and you're just worring about books and items its great.
Mid at early , good at mid , great at late game

Summoners (Big army guys)
No need to upgrade your skill as it can hold on its own quite a while.
Your upgrades come in form of the castle , downside? you gotta beat it and its REALLY HARD sometimes to get good upgrades.
They sink levels into free stats at late
You're usually great at early , amazing at mid and good at late game

The spellcasters (Magic damage focused guys)
At early you're great at mid you're ok and at late you're just...bad
Your upgrades come in form of "buying" spells to level up your skills, downside? you lost 500 gold and 3 levels and your spells cost A LOT MORE MANA.
they feel EXTREMELY weak past difficulty 10 , to ellaborate further on the issue.

As a spell caster you gotta worry about keeping your spell upgraded and i played lich and...oh boi oh boi.
(many magic inmmune mobs appear too and you can pierce that resistance but only 30% magic damage is recieved)
All the spells can be upgraded to increase the damage but they cost 125 MORE MANA

Basically making a spell as lich's nova COMPLETELY useless

What do i mean? you're on difficulty 12 wheere mobs have easily around 2k hp. and if you're lucky you MIGHT have your nova upgraded lets say...3 times?


So the current char is...
  • Level 1: 100 primary damage, 50 secondary splash damage, 125 Mana
  • Level 2: 150 primary damage, 75 secondary splash damage, 125 Mana
  • Level 3: 225 primary damage, 112 secondary splash damage, 125 Mana
  • +1 Upgrade Level 1: 250 primary damage, 118 secondary splash damage, 250 Mana
  • +1 Upgrade Level 2: 275 primary damage, 124 secondary splash damage, 250 Mana
  • +1 Upgrade Level 3: 300 primary damage, 130 secondary splash damage, 250 Mana
  • +2 Upgrade Level 1: 325 primary damage, 136 secondary splash damage, 375 Mana
  • +2 Upgrade Level 2: 350 primary damage, 142 secondary splash damage, 375 Mana
  • +2 Upgrade Level 3: 375 primary damage, 148 secondary splash damage, 375 Mana
What does this mean?
You spent
  • 1500 gold
  • 9 Levels

You got
  • Triple mana cost (375)
  • 60% increased damage. from 337 to 523 damage.

Now lets imagine the situation is (there's many) 4 to 8 mobs immnune to magic , you're dead?
not necessarily if you got the magic piercing upgrade that makes mobs stop being inmmune and just reduce 70% magic damage.
You can hit the mobs now but for 30% of your damage so with a level 3 nova upgraded 3 times for 375 mana you're dealing!... 156 Damage.
Even with non-magic inmmune mobs this means you need to focus 4 novas on a single 2k hp mob to kill him. (that's 1500 mana)
I had 2 sobi masks and about 1200 mana but i just couldn't keep up and i just ended up going for auto attack.


sorry for the long ranting but damn man...i wanted to play a spellcaster and it felt so bad i just went back to illidan :/ , I Think either the damage numbers should be pomped up or the mana cost increase should be removed or extremely reduced to make casters somewhat viable compared to other classes.
 
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Hello! me and bae played some more this map then i played it with friends too! and after the new update and we noticed some issues.

So this includes a bug report and a balancing issue that you might want to take a look at.

Simple issue:
Many upgraded skills have no text and just have things like "230 DMG."

THE BUG: (hard to recreate)

sometimes for reason (we're playing on LAN) the map tends to kick the person that is not hosting , no error no nothing just gets straight kicked.
(this happens depending on how much time we had the map opened....leaks maybe?) this has been present since previous version and i noticed it has not been adressed since it still happened. (this also happened to my friends as i was hosting through internet , they got kicked leaving me alone , no error no crash no nothing they just got disconnected as if a desync happened)



Also i believe there's a balance issue regarding magic damage dealers , since Fighters are the only good choice it seems... also to ellaborate.

Fighters (auto attack guys)
No issues at all , some skills become useless as time goes on but its not a big issue since your main damage output is auto attack.
Your upgrades come in form of a book or items no downsides.
They sink levels into free stats at late
Having a samro with mirror image , crit , invi and a good ulti and you're just worring about books and items its great.
Mid at early , good at mid , great at late game

Summoners (Big army guys)
No need to upgrade your skill as it can hold on its own quite a while.
Your upgrades come in form of the castle , downside? you gotta beat it and its REALLY HARD sometimes to get good upgrades.
They sink levels into free stats at late
You're usually great at early , amazing at mid and good at late game

The spellcasters (Magic damage focused guys)
At early you're great at mid you're ok and at late you're just...bad
Your upgrades come in form of "buying" spells to level up your skills, downside? you lost 500 gold and 3 levels and your spells cost A LOT MORE MANA.
they feel EXTREMELY weak past difficulty 10 , to ellaborate further on the issue.

As a spell caster you gotta worry about keeping your spell upgraded and i played lich and...oh boi oh boi.
(many magic inmmune mobs appear too and you can pierce that resistance but only 30% magic damage is recieved)
All the spells can be upgraded to increase the damage but they cost 125 MORE MANA

Basically making a spell as lich's nova COMPLETELY useless

What do i mean? you're on difficulty 12 wheere mobs have easily around 2k hp. and if you're lucky you MIGHT have your nova upgraded lets say...3 times?


So the current char is...
  • Level 1: 100 primary damage, 50 secondary splash damage, 125 Mana
  • Level 2: 150 primary damage, 75 secondary splash damage, 125 Mana
  • Level 3: 225 primary damage, 112 secondary splash damage, 125 Mana
  • +1 Upgrade Level 1: 250 primary damage, 118 secondary splash damage, 250 Mana
  • +1 Upgrade Level 2: 275 primary damage, 124 secondary splash damage, 250 Mana
  • +1 Upgrade Level 3: 300 primary damage, 130 secondary splash damage, 250 Mana
  • +2 Upgrade Level 1: 325 primary damage, 136 secondary splash damage, 375 Mana
  • +2 Upgrade Level 2: 350 primary damage, 142 secondary splash damage, 375 Mana
  • +2 Upgrade Level 3: 375 primary damage, 148 secondary splash damage, 375 Mana
What does this mean?
You spent
  • 1500 gold
  • 9 Levels

You got
  • Triple mana cost (375)
  • 60% increased damage. from 337 to 523 damage.

Now lets imagine the situation is (there's many) 4 to 8 mobs immnune to magic , you're dead?
not necessarily if you got the magic piercing upgrade that makes mobs stop being inmmune and just reduce 70% magic damage.
You can hit the mobs now but for 30% of your damage so with a level 3 nova upgraded 3 times for 375 mana you're dealing!... 156 Damage.
Even with non-magic inmmune mobs this means you need to focus 4 novas on a single 2k hp mob to kill him. (that's 1500 mana)
I had 2 sobi masks and about 1200 mana but i just couldn't keep up and i just ended up going for auto attack.


sorry for the long ranting but damn man...i wanted to play a spellcaster and it felt so bad i just went back to illidan :/ , I Think either the damage numbers should be pomped up or the mana cost increase should be removed or extremely reduced to make casters somewhat viable compared to other classes.


Hi! Thanks for the detailed feedback, I love this! I wish there were more of these.

Let's go through the points from simple to complex.

1.
Regarding map crashes after a while.
No one in our Discord community has observed any crashes after a while, and we play for a long time, 4-8 hours at a time, with a record of 14.
Unfortunately, sometimes we experience crashes at the very beginning of a match, which can sometimes be fixed by restarting Warcraft 3.
So, more information would be helpful:
Are the same users crashing?
Does the problem persist if another user is hosting?
How much free RAM do the crashing users have? (If the crash occurs without warning, could it be a RAM issue? (I don't know, I'm just guessing. If it's low, try swapping memory.)
What's their ping throughout the game? Does the "connect" window appear during the game?

2.
Regarding mobs immune to magic.
Yes, dragons and golems are indeed difficult to fight with spells, even with piercing magic damage. But there are a few things to consider.
1) In the latest game update, players now encounter level 9-10 creatures less frequently even in level 16 dungeons. They now encounter level 5-8 creatures more frequently, but they are more numerous. Levels 9-10 haven't disappeared completely; they're simply less common, and it's become easier to avoid them by choosing locations where they don't appear. These mobs are worth considering when playing as a spellcaster.
2) In the mandatory final battle, only the wave of low-level golems are immune to spells. However, this wave is weaker than the others.
2) The Lich's auto attacks are no weaker than Illidan's. 3) Attack spells shouldn't replace auto-attacks, otherwise the gameplay becomes too simple (you enter a room, cast a few area-of-effect spells, and then move on). I don't like that. The goal is to maintain spell power at a level that keeps them useful, but doesn't make the entire gameplay revolve around them.
4) Spells should be leveled up not as soon as possible, but when you realize you're running out of mana during battles.

But I'll play more with Summoners and take a closer look at this issue. They were already buffed in the recent patch, and it's possible they'll be buffed further.

3. Summoners
In my opinion, Summoners are quite strong if you play deliberately by finding castles and leveling up your summons.

Before the latest update, the only problem was that castles take a long time to clear, and it wasn't always time-sensitive to activate them. This issue was fixed by awarding the same amount of wood for completing them as players would earn by clearing the locations in the same amount of time (and even with a slight bonus).
An endless army of snakes or raised necromancer skeletons, when leveling up, wipes out all enemy troops.

4. Warriors
Samuro really does seem unbalanced. I'm thinking more about nerfing him. Perhaps limiting the maximum health of his clones.

Thanks again for the detailed feedback!
 
Hi! Thanks for the detailed feedback, I love this! I wish there were more of these.

Let's go through the points from simple to complex.

1.
Regarding map crashes after a while.
No one in our Discord community has observed any crashes after a while, and we play for a long time, 4-8 hours at a time, with a record of 14.
Unfortunately, sometimes we experience crashes at the very beginning of a match, which can sometimes be fixed by restarting Warcraft 3.
So, more information would be helpful:
Are the same users crashing?
Does the problem persist if another user is hosting?
How much free RAM do the crashing users have? (If the crash occurs without warning, could it be a RAM issue? (I don't know, I'm just guessing. If it's low, try swapping memory.)
What's their ping throughout the game? Does the "connect" window appear during the game?

2.
Regarding mobs immune to magic.
Yes, dragons and golems are indeed difficult to fight with spells, even with piercing magic damage. But there are a few things to consider.
1) In the latest game update, players now encounter level 9-10 creatures less frequently even in level 16 dungeons. They now encounter level 5-8 creatures more frequently, but they are more numerous. Levels 9-10 haven't disappeared completely; they're simply less common, and it's become easier to avoid them by choosing locations where they don't appear. These mobs are worth considering when playing as a spellcaster.
2) In the mandatory final battle, only the wave of low-level golems are immune to spells. However, this wave is weaker than the others.
2) The Lich's auto attacks are no weaker than Illidan's. 3) Attack spells shouldn't replace auto-attacks, otherwise the gameplay becomes too simple (you enter a room, cast a few area-of-effect spells, and then move on). I don't like that. The goal is to maintain spell power at a level that keeps them useful, but doesn't make the entire gameplay revolve around them.
4) Spells should be leveled up not as soon as possible, but when you realize you're running out of mana during battles.

But I'll play more with Summoners and take a closer look at this issue. They were already buffed in the recent patch, and it's possible they'll be buffed further.

3. Summoners
In my opinion, Summoners are quite strong if you play deliberately by finding castles and leveling up your summons.

Before the latest update, the only problem was that castles take a long time to clear, and it wasn't always time-sensitive to activate them. This issue was fixed by awarding the same amount of wood for completing them as players would earn by clearing the locations in the same amount of time (and even with a slight bonus).
An endless army of snakes or raised necromancer skeletons, when leveling up, wipes out all enemy troops.

4. Warriors
Samuro really does seem unbalanced. I'm thinking more about nerfing him. Perhaps limiting the maximum health of his clones.

Thanks again for the detailed feedback!
oh i thought i wwas ranting a bit too much hahaha , it is just a suggestiong after all :thumbs_up: but i'd love to play spell focused heros more! (like kaeltas for example) in future versions please consider it and thank you so much for keeping the map updated

Cheers friend!
 
Any suggestions? Make the pro-cast ability an ultimate weapon that clears high-level rooms with magic-immune monsters before they even run out of mana? This will be a severe imbalance.
Not a map designer myself to suggest something balanced , if anything maybe be a bit less harsh on the increased mana cost increase but that's all i can think of <3
 
New Version 18.8

Several bugs from the previous version have been fixed. Unfortunately for some players, the incredible number of artifacts in the Orc base was a bug.

- A new summon ability upgrade system has been added. The new system affects the ability to upgrade summon abilities for bears, hawks, boars, snakes, infernals, elementals, wolves, and treants. This can be done in exchange for ability points.

- For testing, the Pitlord now has the ability to upgrade their shout through a trainer. Each upgrade increases the shout's range and duration.

- Previously, only damaging or healing abilities could be upgraded. The system has now been expanded. The Pitlord shout and summon abilities were chosen for testing. If playtests are successful and players like the system, it will be expanded to other abilities that were previously unupgradable.
 
A new version has been released. v18.11

A custom GUI has been added that displays information about the current wave in Castle Hold or the Final Forge. Players can now see the current and total number of waves, as well as the remaining troops in the current wave.

The Dark Orb can now raise skeletons even from mobs level 6+. By default, in Warcraft 3, the Dark Arrow does not raise units from strong units, treating them as heroes. This was previously fixed for the Archer, and is now available for the Dark Orb item.

The location randomization system has been improved. Weights can now change dynamically depending on the world stage. World stages range from 0 to 16, where 0 is the starting location and 16 is the most difficult location.
This change affects the following locations:
The Beginner Camp can be found in stages 1-4;
The Trials Tower can be found in stages 2-10;
Medium-strength Mercenary Camp in stages 1-9;
Undead Mercenary Camp in stages 1-12;
Small Cache in stages 1-11;
Tavern in stages 1-15;
Cartographer's in stages 3+;
Altar of Champions in stages 4+;
Small Orc Base in stages 2+;
Medium Orc Base in stages 7+;
Large Orc Base in stages 9+;
Heroes' Guild in stages 5+;
The Forgotten in stages 6+;

All other locations not listed above can still be found at any stage of the game.
 

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As today sadly me and bae still run into connection issues when playing this map specifically (we played 2 hours campaings even without issues)
we playing in LAN might be an issue? not sure but sadly this is the only map that the one not hosting keeps getting kicked.
on a different note
the invokers are so much better now (the only summon that didn't get love was mannoroth i think? since it only increases the cap)

however i gotta say , great update!
 
As today sadly me and bae still run into connection issues when playing this map specifically (we played 2 hours campaings even without issues)
we playing in LAN might be an issue? not sure but sadly this is the only map that the one not hosting keeps getting kicked.
on a different note
the invokers are so much better now (the only summon that didn't get love was mannoroth i think? since it only increases the cap)

however i gotta say , great update!
I'm sorry you're experiencing this issue, and it's ruining your time.
Unfortunately, I don't know what it's related to or why it's occurring for you.
I haven't encountered this issue with other players, so I have no information about the possible nature of the glitches in your game.

Yes, summoners aren't currently leveling up for Ragnaros and Manaroth. Neither is Raven Dead for the Death Knight and Murloc ultimates. This will be fixed over time.
We plan to gradually add upgrade paths for all heroes.

Thank you again for playing the map.
 
Update 19.2 has been released, featuring a major generative update.

#1 - New Environment Generation System
The most important feature of this update is the new biome-based terrain generation system.
The system doesn't simply fill the map with random decorations and textures, but does so by combining various mechanics. For example, more heavily trampled terrain is used in areas where monsters and points of interest reside.
If a location is located at the junction of two biomes, it can partially absorb characteristics of both, thereby creating a new biome. For example, at the junction of a forest and snow biome, the location adopts the settings of both biomes, which affects the blending of textures and decorations.
Each biome has its own settings for the density of decorations, both passable and impassable. Decorations can also be complex composite objects. For example, elements such as flowers and mushrooms often grow in dense clusters, with several specimens in a single location. Biomes differ from each other in the proportions of different types of scenery. For example, ruined buildings are less common in dense forests.
Biomes can have various variations of surrounding environments, POI decorations, trampled terrain, and previews.

The most challenging part of this update was refactoring the scripts responsible for generating the surrounding environment. During the refactoring, the system was replaced with a new one, and about a dozen biomes were developed for it, from swampy terrain to a demon altar.

In future updates, the number of biomes will increase, and biome detail will also be increased by adding new scenery and generation algorithms. Also, in future updates, in addition to the surrounding environment and POIs, a road network will be generated.

No. 2 - Other Changes
In addition, the update included several bug fixes, a couple of balance elements, and other minor tweaks that I forgot to log.

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Major Update 19.4

1) Improved and more diverse terrain generation
2) A custom-designed toast interface system. This system is universal and suitable for all situations, from quests to game states. When a large number of notifications are received, they are queued, and similar notifications replace or complement each other. For example, when killing three quest wolves, instead of spamming notifications like "1 wolf killed," "2 wolves killed," or "3 wolves killed," a toast saying "1 wolf killed" is displayed. Then, as the number of kills accumulates, the toast text is simply replaced, eliminating spam and freeing up space for other notifications.
3) A Diablo-style, beautiful item drop system has been implemented. When killing monsters carrying items, loot beautifully falls out of them in all directions (the sounds are also taken from Diablo).
4) Specific work on balance and bug fixes.

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People were complaining about desyncs. The new version 19.5 has taken measures.
Will it help? Who knows. More load testing is needed. While we were playing with our friends in the new version, there were no desyncs.

Tried this map some times ago and replayed it to a certain point, are there more acts into it now? I remember there only being 1 act iirc?
I don't know how long you've been playing, so I don't know how much new stuff has appeared since you played. I suggest checking out the logs on the forum. New things are constantly being added to the map.
 
New Version 19.6

1) Optimization
Multiple game modules have been rewritten from scratch. The focus is on performance and system modularity. The number of potential desynchronization points has been reduced.

2) Optional ability to disable heavy UI systems
Occasionally, desynchronization issues arise between certain players. While each update is designed to reduce this risk, it was decided to give players the option to disable UI features such as toast notifications and the rendering of remaining waves in besieged castles before a run. These options are now located to the right of the game options, above the difficulty selector.

3) Toasts and wave UI have been optimized. They are now less likely to desynchronize. However, if the issue persists, there is a 2nd option to disable them completely.

4) A comprehensive "heroes only" or "no mercenaries" run option has been added.
This option does not spawn mercenaries at the start and does not place any mercenaries in the shop. Shops sell more items instead of mercenaries; when generating locations, points of interest that serve only for hiring mercenaries (from the Small Camp to the Altar of Champions) are excluded, thus making other locations more common; in this mode, the player is no longer offered world modifications related to mercenaries; the Keeper of the Grove cannot build guard trees or hire archers; Besieged castles do not offer mercenary upgrades, but have double the upgrade reserves for summoned creatures. However, this option retains the ability to hire additional heroes. Want a hardcore experience? Launch the map for one player, without saving, in RPG mode, heroes only, on the highest difficulty level.

5) Added the "Service" world modification, which doubles the number of artifacts obtained from challenge towers. Duplicates are now prohibited on three starting panels with two modifiers each.

6) Added the "Mistress of the Body," who can upgrade heroes' magic reservoirs with gold and training points. She can upgrade for either 500 coins + 1 point, or 2,500 coins without spending any points. She will offer more upgrade options in the future.

7) Tavern tasks have been redesigned and expanded.
The number of possible tasks has increased to 100, with 4-5 variations for each of the 19 in-game objective families. The tasks have become more varied, and each one is accompanied by a bit of lore information. Each tavern now offers a choice of 4 tasks, with no duplicates.
Fixed broken icons for some tasks.

8) Challenge Towers have been redesigned. Visually, the changes are minimal, but now the code is different and more optimized. Among the things you can notice are the elimination of the wait for the first units of the next wave, fixed bugs that caused waves to end prematurely, and, as mentioned in point 5, a new world modification has been added for towers.

9) Issues with hiring heroes in the tavern have been fixed. Player flag icons have been restored, and all hero icons have been fixed.

10) The mechanics of the Heart of Darkness and Skull have been improved. Now, when they spawn items, these items, along with animation and sound, fly out of the heroes they are wearing, drawing attention to their spawn. For example, if you equip six skulls to a hero and enter the corresponding location on the altars of knowledge with the world modification, 12 books will pour out of your hero one after another. Now it will be harder to miss these items or not notice them.

11) Other minor fixes that no one wants to document in the text.
 
New Version 19.6.4

MAIN) A new version, more optimized. We played for half a day today, and desyncs only occurred when the item drop animation was enabled. We turned it off, and for the rest of the day, there weren't any desyncs.So if anyone was experiencing them, try disabling the item drop animation at map start.

2) The new version fixes classic saves. Now, if a game drags on, you can save it and load it later using standard Warcraft methods.

3) Additional disabling options have been added – in addition to interfaces, you can disable item drop animations, saves, and even terrain and decoration generation.If you encounter desynchronization, try disabling everything. Then, try re-enabling it game after game. As soon as the desynchronization issue returns, the problem will be localized, and you can let me know which mechanics were causing the issue.

4) Additionally, the "Doom" ability has been upgraded to reduce its cooldown.

5) Blood Mage now has items to upgrade his mana drain and two options for his Fire Column ability. In addition to its destructive power, you can also upgrade the radius of the Column, which at high levels will turn spells into mini-Armageddons.
 
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New Version 19.6.6.
Fix desynchronization points

Yesterday's tests revealed most of the desynchronization issues with loot and toasts enabled.
For this, special thanks to the guys on our server and my friend off-server, with whom we spent a total of 5 hours testing yesterday.

For example, when items dropped in large quantities, animating triggered loot drop sounds. However, the condition was that this sound would not play more than n times at a time. However, due to varying client performance, an early number of sounds were triggered, resulting in a different number of hand objects being generated, which ultimately led to desynchronization.
This is just one example of such resolved issues. In total, about 5-6 similar desynchronization risks were resolved yesterday across various systems.

The combined testing support allowed us to fix many issues. I wouldn't dare say that they've all disappeared - other users need to run around and see for themselves.
 
New Version 19.7

  • The new hero is a saboteur. He specializes in field combat, poison, healing, and siege weapons. Thanks to BaiyuGalan, shining comet, for providing the model on the hiveworkshop. Daval Prestor
  • The Alchemist's Healing Spray and the Mechanic's Rakta Strike have had their maximum level increased to 18. Summary: Since these abilities' fields cannot be modified through scripting (changes are simply not applied), these abilities could not be transferred to the Ascension system. To compensate, their learning caps have been increased to ensure these heroes remain relevant at later stages of the game.
  • Players are now randomly assigned 5 heroes to choose from, up from 4. This is due to the increase in the hero pool, so that players maintain and even increase their chances of finding a hero that suits them.
  • This version is one of the most stable due to constant large-scale code rewriting.
  • Improved map generation
  • Numerous balance fixes and other minor things
 
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