v3.3 changelog:
- Changed the food cost of Ghouls to 0 so the enemy forces will amass forces properly now
- Removed the dot from the name of one of the forces, so it appears correctly in the starting screen
- Dislocated certain trigger functions from the Map Initialization
- Created new triggers
- Merged certain triggers
- Removed redundant and unnecessary triggers and trigger functions
- Removed all trigger leaks
- Decreased the HP regen of the Forgotten One by 5
- Increased the attack damage and health of The Warder once again
- Increased the attack damage and health of The Purple Beastiary units at the ending portal once again
- Reset the bugged Burrow (Neutral Hostile) ability with which I had been trying to make a Burrow ability for Anub'arak and which had been causing crashes
- Fixed the button positions of Mak'catl's spells
- The name of the Unbroken Guard is now team-coloured in the dialogue at the beginning
- Added four more Tomes of Experience that drop from the remaining four Skeletal Mages at The Warder
v3.2 changelog:
- Removed the Damage and Spell Detection System
- Replaced the old Anub'arak and Selqar heroes with the new custom ones, which are the same
- Removed the custom Anub'arak skin
- Removed the clear dialog function from the difficulty dialog trigger
- Made the second gate after the Water Purification Facility also invulnerable at the beginning, until the facility is destroyed
- The trolls after the Tuskarr stronghold will no longer spam their message
- The prisoners at the Troll stronghold will no longer spam their message
- Increased the health of The Warder to 900 and its damage to 75
- The path through trees to The Purple Beastiary portal is now automatically cleared after the Undead main base is destroyed
- Increased the damage of The Purple Beastiary units at the ending portal by 40
- Changed the text of the ending dialogue after destroying the Undead main base
- There is now 3 seconds more time before the second part of the endingue dialog appears
- The names of the characters taking part in the ending dialogue are now team-coloured
- The fire and frost traps can now be seen in the fog of war
v3.1 changelog:
- Reincarnation now increases cooldown each time the hero dies
- Added two more creep camps on the map
- Increased the damage and/or health of many units
- Added some units and replaced some with other ones
- Fixed a bug where Skeletal Orc Champion was Neutral Hostile
- Fixed an exploit in the magnataur stronghold
- Removed the resurrection runes from the tuskarr stronghold
- Increased the mana gained by Kel'Thuzad with his Dark Ritual spell
- Changed the model of The Magnataurminator's missile
- Removed the upkeep gold gain reduction
- Numerous terrain and doodad changes
- Numerous textual changes
- Other minor fixes and changes
v3.0 changelog:
Complete overhaul of the whole map and increased map size with new areas:
- Doubled the map size, adding many new areas with epic new adversaries, strongholds, strategies, items, etc.
- New factions: the Magnataur and the Tuskarr
- The map can now be completed by 2, 3, 4 or 5 players, when a player leaves or the slot is empty that player's units are granted to another player on their team
- Many changes to the previously added content
- Moved the starting areas
- Changes to hero abilities and all heroes now have Reincarnation with a five-minute cooldown
- Completely new game interface
- Many new custom models, textures, icons, etc.
- Added hints all over the place, new info quests, dialogs and other textual stuff, and changed the old ones
- New game mechanics
- Added the dynamic weather which affects units
- Added one more difficulty above Insane - Imbalanced, and the difficulty can now be changed up to three minutes after the start
- Added the damage and spell detection system
- The map is now covered with a black mask
- Many bug fixes and balance changes
And much, much more...
v2.1 changelog:
- The map now has 4 difficulties: Easy, Normal, Hard and Insane (Player 1 sets the difficulty)(Hard is the old difficulty)
- There are additional hints at the beginning for Easy and Normal difficulties
- Death Towers' damage has been reduced by 2
- When the foot switch is activated, it moves the camera for the players getting the control of the Advanced Death Towers to them
- Some parts of the text messages are now colored
- Other minor changes
v2.0 changelog:
Main features of this version:
- There are now numerous creep camps scattered across the map which have a chance to spawn different creeps and drop different items, some of which are hidden or tricky to reach, and there is a quest to destroy them
- Added a shop on the map where players can use their collected gold to buy items
- The New Scourge will now slowly amass troops in their base as time passes, and there are also new starting units in their base
- Kel'Thuzad, Balnazzar and Anub'arak are now enemies with Mak'catl and Selqar until the Forgotten One becomes controlled by them
- There is a new, mysterious faction emerging from the voodoo portal
And many other changes, alterations, additions, optimizations, fixes and updates.
v1.1 changelog:
- Renamed the map file to (5)EchoesOfNorthrend so it appears in the in-game list correctly
- Calculated shadows, so that the terrain and objects have their shadows now
- Altered the spawn area of Mak'catl and Selqar so it has more space, and also reduced the collision size of all player-controlled units there for less blocking
- Altered the spawn area of the Scourge hero trio, because it doesn't fit the great heroes of the Scourge's remains to be kept in water and replaced the Icy Gate with Dungeon Gate
- Reduced the health of Death Towers 450 -> 400, and Advanced Boulder Towers 500 -> 450
- The Warder now has 700 health in both of his forms (not 600 in the Gargoyle Form)
- Added some items that drop off of Tyrant Ratface, The Crane and The Warder
- Added two Crypt Fiends and a Nerubian Ziggurat to the eastern entrance to the New Scourge base
- Replaced the three Burrowed Carrion Beetles with three burrowed Crypt Fiends
- Researched some upgrades of the New Scourge so their units now have more abilities
- Mak'catl now also has Long Rifles, Flare and Fragmentation Shards researched for his dwarven units, same as Selqar
- Added spikes to the Ice Troll stronghold and protection runes under the gates to indicate that the units inside the stronghold become vulnerable and active only when the gate is destroyed
- The Mortar Teams now have Flare ability from the start
- Changed the orientation of Waterworks Technician and The Crane so that they look as if they are working, and not like they are expecting enemies
- Added some metal fences near the water system of the New Scourge, because even they care about having unpolluted water
- Changed the name of Selqar Cliffshaper to Selqar the Cliffshaper, because Cliffshaper isn't his surname and Nuke Squad to Nuclear Squad
- The Forgotten One is now correctly awarded to Player 4 (instead of Player 1) when the Control Skull dies, and its two already-spawned tentacles also
- The Warder now correctly becomes vulnerable only when Empowered Sapphiron dies
- Moved the start location of the New Scourge to their Black Citadel
- Tyrant Ratface now speaks when attacked
- Minor changes to the dialogues of the characters and the quest texts
- Numerous trigger fixes and optimizations
- Numerous doodad and terrain alterations and fixed some hovering doodads
- Numerous other minor changes, alterations, additions, optimizations, fixes and updates