- Joined
- May 25, 2007
- Messages
- 55
By Zackreaver, with help from Kayvann.
Grand help from darkwulfv
ELEMENT WARS
Storyline
Since time began, mankind has been the superior race on earth. Their ability to think granted them endless capabilities to manipulate their surroundings. Natural disasters become merely obstacles to them, it was obvious that the planet belonged to the human race.
A group of gifted magic users, known as Geomancers, were talented in the ways of manipulating the elements with their spells. They burn using fire, till the land for crops using earth, speed plant growth with the power of nature, water fields of crops with their water magic.
One day, a mad geomancer has unlocked a divine power of creation, and planned to use it and recreate the world. Before he could succeed, he was struck down at his Elemental Control Tower. With the last bit of strength he had he channeled the divine power into his tower releasing it across the planet.
The elements were empowered with life like mankind, they could build structures, spawn armies, and wreak havoc upon the earth.
Now all the elements, using the Divine Power known as Elemental Power, seek to find the source of the divine power that granted them life, and use it to become the new rulers of the planet.
Before they could accomplish this goal, they must wipe out others who seek the power as well.
And so the war begins
I wrote this when I was half asleep, I'm still working on the story
Current Map Stage::
Beta v1.24f
1. Description:
2. Unique Feature:
3. Resource System:
4. Combat System:
The games current armor and attack combat uses a tested rock paper scissors concept, particularly based on common medieval warefare cosmetics. Understand, simply because a unit has the armor named "Cavalry" doesnt mean that its specifically a unit on horseback, but rather its a unit agile enough, that it is effective at using its mobility.
Here is the Armor and Attack Graph
Flying Units:
Flying units take advantage of being impervious to units that are unable to strike them, since their attacks can come at any angle, without worry of enemies striking back at them, their attacks can effectively wipe out enemy infantry on the ground. However ranged units, which most are designed to strike at them in aerial combat, gain a significant advantage, since to fly one must be light, therefore armor is limited.
Infantry:
The bulk of any elements army, Infantry are the ground forces armed with melee attack's and are designed at brawling against enemies directly in close combat. Since they can stand their ground firmly, they can hold off cavalry rather effectly, as well as strike down ranged units, if they allow themselves to be exposed to melee combat.
Ranged Units:
Units that excel at ranged combat, these units prefer to fight behind the lines, using projectiles that greatly damage enemy units, ranged units are capable of taking advantage of the terrain, stationing on cliffs to fire at oncoming enemies, that may or may not be able to retalliate, as well as gain a heigh advantage.
Siege Units:
Siege attack's are attacks that are so massive and fierce, that they are capable of penetrating even the thickest of armor, either by melee or by range. Siege attacks are usually slow, so hitting agile units like cavalry is unsuggested. However, siege attacks are a sure fire way of dealing with heavily armored units and Fortified units such as enemy structures.
Heavy Units:
Some units wear armor that are so heavy and massive, that they gain resistances to practically every attack that gets sent against them. However due to this heavy armor, they are rather slow and bulky, and being unable to effectively dodge siege attacks, makes their heavy armor prone to getting crushed beneath heavy siege attacks.
Fortified Armor:
Fortified Armor is armor that has been built up with several layers, and is normally in structures. Naturally, since structures are normally immobile, they are easily wiped out by enemy siege attacks.
Unarmored units:
Usually the specialists or spellcasters, unarmored units are the units that are either builders, spellcasters with abilities that could decimate armies, or special forces units that can produce unique structures depending on their element, these units arn't designed for direct combat, and if a shock unit locates them they fall easily.
Cavalry Units:
Rather Agile and effective at maneuvering through the battlefield, they can avoid most ranged and siege attacks with easy, however since their mobility is their greatest strength, grounded troops such as infantry have a grand advantage over them in combat.
Shock Troop:
Units that are effective commando's, assigned very specific ment to handle situations outside the battlefield. These units are effectively powerful against unarmored units and ranged units such as spellcasters and archers, however they are expensive and should not be over purchased, as they push you back in the tech race.
Some units use different combinations of armor and attacks, such as Ranged Cavalry, which are cavalry armored units with ranged attacks.
Reasons for cavalry armor's 20% values:
In too many warcraft 3 strategy game maps, ranged units such as archers and catapults are overly spammed due to a particular reason. If you try to charge an army of melee troops into an army of ranged troops, the melee troops only get to use the damage being dealt by the units in the frontline, while the units in the backline have to either move around to another attack point, or wait till the frontline dies. The ranged units however, can fire even from the backline, making it so if you have enough ranged units, any melee unit that simply gets within range is instantly decimated by the thousands of rojectiles and aoe attacks.
Give or take, ranged units had more advantages than disadvantages.
The methods that can be used to solve this are either:
My method was to create a cavalry unit capable of absorbing hits from ranged attacks to make players put more balance into the design of their armies. The current percentages are not permanent, they may change in the future, this is currently the beta values used at the moment.
5. Element Playstyles
Grand help from darkwulfv
ELEMENT WARS
Storyline
Since time began, mankind has been the superior race on earth. Their ability to think granted them endless capabilities to manipulate their surroundings. Natural disasters become merely obstacles to them, it was obvious that the planet belonged to the human race.
A group of gifted magic users, known as Geomancers, were talented in the ways of manipulating the elements with their spells. They burn using fire, till the land for crops using earth, speed plant growth with the power of nature, water fields of crops with their water magic.
One day, a mad geomancer has unlocked a divine power of creation, and planned to use it and recreate the world. Before he could succeed, he was struck down at his Elemental Control Tower. With the last bit of strength he had he channeled the divine power into his tower releasing it across the planet.
The elements were empowered with life like mankind, they could build structures, spawn armies, and wreak havoc upon the earth.
Now all the elements, using the Divine Power known as Elemental Power, seek to find the source of the divine power that granted them life, and use it to become the new rulers of the planet.
Before they could accomplish this goal, they must wipe out others who seek the power as well.
And so the war begins
I wrote this when I was half asleep, I'm still working on the story
Current Map Stage::
Beta v1.24f
1. Description:
The overall concept of the map was to create an alternate strategy game for warcraft 3 players to enjoy. The map is designed like a basic war game, where players try to destroy one another, either as a 1on1, with allies, or up to a 10 player free for all.
There are currently 6 elements to play as, but more are being planned and developed for later versions. Each and every element has its own unique playstyle, in both its military, and its economy. Allowing just about any style of player to find the element that suits their playstyle the most.
There are currently 6 elements to play as, but more are being planned and developed for later versions. Each and every element has its own unique playstyle, in both its military, and its economy. Allowing just about any style of player to find the element that suits their playstyle the most.
2. Unique Feature:
In most warcraft 3 war maps , every single player harvests resources in general the same fashion, however in Element Wars, each individual element harvests resources in a unique way, and their method of harvesting resources is identical to their style of gameplay.
3. Resource System:
There are two resources, Elemental Power (Gold), and Favor (Lumber), Food is preset, there are no food structures in the game.
The first resource, Elemental Power, is obtained by producing your element, depending on which element you choose, will determine the method your element harvests.
Here is a list on how each element harvests:
Fire
Water
Nature
Dark
Earth
Air
The second resource is Favor, obtained by alternative methods that are the same for every element.
At the moment, the only way to obtain favor is by capturing control areas around the map.
These control areas act as vital areas on the map that players must spread out and actively capture and control in order to take advantage in the game.
Favor is used for upgrades, research, special units such as casters, and mighty game ending units known as Elemental God's.
The first resource, Elemental Power, is obtained by producing your element, depending on which element you choose, will determine the method your element harvests.
Here is a list on how each element harvests:
Fire
- Lighting fire to tree's
- Lighting fire to enemy buildings
- burning coal produced by volcano's built by fire players.
Water
- Making it rain over workers and certain water structures
- harvesting wells, gaining Elemental Power depending on the water level.
Nature
- Creating forests
- Absorbing the energy from tree's that are bonded by Forest Sprites
Dark
- Harvesting the moonlight during the night
- Trapping enemies in traps
- Turning the day into night
Earth
- Creating Rocks
- Making rocks larger.
- Creating large rocks (Mountains)
Air
- Produce Wind Current over Windmills
- Controlling the wind current to make the windmill's spin faster.
The second resource is Favor, obtained by alternative methods that are the same for every element.
At the moment, the only way to obtain favor is by capturing control areas around the map.
These control areas act as vital areas on the map that players must spread out and actively capture and control in order to take advantage in the game.
Favor is used for upgrades, research, special units such as casters, and mighty game ending units known as Elemental God's.
4. Combat System:
The games current armor and attack combat uses a tested rock paper scissors concept, particularly based on common medieval warefare cosmetics. Understand, simply because a unit has the armor named "Cavalry" doesnt mean that its specifically a unit on horseback, but rather its a unit agile enough, that it is effective at using its mobility.
Here is the Armor and Attack Graph
Flying Units:
Flying units take advantage of being impervious to units that are unable to strike them, since their attacks can come at any angle, without worry of enemies striking back at them, their attacks can effectively wipe out enemy infantry on the ground. However ranged units, which most are designed to strike at them in aerial combat, gain a significant advantage, since to fly one must be light, therefore armor is limited.
Flying Attack
Ranged: 100%
Infantry: 150%
Heavy: 80%
Fortified: 35%
Flying: 100%
Cavalry: 50%
Shock Troop: 100%
Unarmored: 100%
Flying Armor
Ranged: 150%
Infantry: 100%
Cavalry: 50%
Flying: 100%
Shock Troop: 100%
Siege: 100%
Infantry:
The bulk of any elements army, Infantry are the ground forces armed with melee attack's and are designed at brawling against enemies directly in close combat. Since they can stand their ground firmly, they can hold off cavalry rather effectly, as well as strike down ranged units, if they allow themselves to be exposed to melee combat.
Infantry Attack
Ranged: 150%
Infantry: 100%
Heavy: 80%
Fortified: 70%
Flying: 100%
Cavalry: 150%
Shock Troop: 100%
Unarmored: 100%
Infantry Armor
Ranged: 100%
Infantry: 100%
Cavalry: 100%
Flying: 100%
Shock Troop: 100%
Siege: 100%
Ranged Units:
Units that excel at ranged combat, these units prefer to fight behind the lines, using projectiles that greatly damage enemy units, ranged units are capable of taking advantage of the terrain, stationing on cliffs to fire at oncoming enemies, that may or may not be able to retalliate, as well as gain a heigh advantage.
Ranged Attack
Ranged: 100%
Infantry: 100%
Heavy: 80%
Fortified: 35%
Flying: 150%
Cavalry: 20%
Shock Troop: 50%
Unarmored: 100%
Ranged Armor
Ranged: 100%
Infantry: 150%
Cavalry: 150%
Flying: 100%
Shock Troop: 200%
Siege: 100%
Siege Units:
Siege attack's are attacks that are so massive and fierce, that they are capable of penetrating even the thickest of armor, either by melee or by range. Siege attacks are usually slow, so hitting agile units like cavalry is unsuggested. However, siege attacks are a sure fire way of dealing with heavily armored units and Fortified units such as enemy structures.
Siege Attack
Ranged: 100%
Infantry: 100%
Heavy: 120%
Fortified: 150%
Flying: 100%
Cavalry: 20%
Shock Troop: 50%
Unarmored: 150%
Heavy Units:
Some units wear armor that are so heavy and massive, that they gain resistances to practically every attack that gets sent against them. However due to this heavy armor, they are rather slow and bulky, and being unable to effectively dodge siege attacks, makes their heavy armor prone to getting crushed beneath heavy siege attacks.
Heavy Armor
Ranged: 80%
Infantry: 80%
Cavalry: 80%
Flying: 80%
Shock Troop: 80%
Siege: 120%
Fortified Armor:
Fortified Armor is armor that has been built up with several layers, and is normally in structures. Naturally, since structures are normally immobile, they are easily wiped out by enemy siege attacks.
Fortified Armor
Ranged: 35%
Infantry: 70%
Cavalry: 70%
Flying: 35%
Shock Troop: 100%
Siege: 150%
Unarmored units:
Usually the specialists or spellcasters, unarmored units are the units that are either builders, spellcasters with abilities that could decimate armies, or special forces units that can produce unique structures depending on their element, these units arn't designed for direct combat, and if a shock unit locates them they fall easily.
Unarmored Armor
Ranged: 100%
Infantry: 100%
Cavalry: 100%
Flying: 100%
Shock Troop: 200%
Siege: 150%
Cavalry Units:
Rather Agile and effective at maneuvering through the battlefield, they can avoid most ranged and siege attacks with easy, however since their mobility is their greatest strength, grounded troops such as infantry have a grand advantage over them in combat.
Cavalry Attack
Ranged: 150%
Infantry: 100%
Heavy: 80%
Fortified: 70%
Flying: 100%
Cavalry: 100%
Shock Troop: 75%
Unarmored: 100%
Cavalry Armor
Ranged: 20%
Infantry: 150%
Cavalry: 100%
Flying: 50%
Shock Troop: 50%
Siege: 20%
Shock Troop:
Units that are effective commando's, assigned very specific ment to handle situations outside the battlefield. These units are effectively powerful against unarmored units and ranged units such as spellcasters and archers, however they are expensive and should not be over purchased, as they push you back in the tech race.
Shock Troop Attack
Ranged: 200%
Infantry: 100%
Heavy: 80%
Fortified: 100%
Flying: 100%
Cavalry: 50%
Shock Troop: 100%
Unarmored: 200%
Shock Armor
Ranged: 50%
Infantry: 100%
Cavalry: 75%
Flying: 50%
Shock Troop: 100%
Siege: 50%
Some units use different combinations of armor and attacks, such as Ranged Cavalry, which are cavalry armored units with ranged attacks.
Reasons for cavalry armor's 20% values:
In too many warcraft 3 strategy game maps, ranged units such as archers and catapults are overly spammed due to a particular reason. If you try to charge an army of melee troops into an army of ranged troops, the melee troops only get to use the damage being dealt by the units in the frontline, while the units in the backline have to either move around to another attack point, or wait till the frontline dies. The ranged units however, can fire even from the backline, making it so if you have enough ranged units, any melee unit that simply gets within range is instantly decimated by the thousands of rojectiles and aoe attacks.
Give or take, ranged units had more advantages than disadvantages.
The methods that can be used to solve this are either:
- give the ranged units low health so they die fast
- change the ranged attack's style to missle (no homing), or artillery with low aoe
- making a unit capable of taking hits from their attacks.
My method was to create a cavalry unit capable of absorbing hits from ranged attacks to make players put more balance into the design of their armies. The current percentages are not permanent, they may change in the future, this is currently the beta values used at the moment.
5. Element Playstyles
Each element has their own particular playstyle, designed to match how each element works in reality.
Fire
This element is designed for quick active players, its harvesting method requires constant movement and searching for resources. They can even use an enemies base as a primary source of income, their units are effective at burning through even the most armored of troops. Fire's offensive capabilities are fast and easily maneuvered. Buildings are summoned much like undead, so expanding is simple, defense is weak however.
Fire spreads rapidly, burning everything it comes into contact with, once your within a flame its difficult to put yourself out, and even after you survive the burning the scars remain to hinder you. A flame can easily die out however, its lifespan is as dependant as its ability to find more supplies of food
Water
The element of water is adaptive, capable of handling practically any situation thrown at them. Their primary units, the morph elementals, are capable of switching their forms from infantry, to ranged, and even cavalry, to combat enemies in almost any situation. However since they are capable of morphing to counter their enemies, they must not be in the incorrect form, as they die rather easily when they are.
Water is a liquid, and being a liquid, is capable of taking on any shape it is thrown into, and can be frozen to be as difficult to break as some of the hardest metals.
Nature
This element is based upon plantlife and animal life. Their plantlike soldiers, the treants, are capable of growing themselves in size as the player obtains the resources. This method is expensive and time consuming, but rewards the player for his patience, nature allows players to build up massive powerful armies and strike enemies in the late run with a difficult to destroy army. Since nature's army takes a while to build up, they are prone to rush's and constant attacks.
I remember the day I planted this very I stand beside this very day, I was worried it would survive, being small, timid, and easily crushed. But now, after caring for this tree for many years, it has grown into a tree large enough to last the season's and beyond.
Dark
This element was designed for the players who prefer to combat enemies with covert tactics, and take advantage of an opponent unawareness to your position. Dark utilizes every aspect of invisibility and stealth combat, Dark's military is rather fragile, but capable of dealing massive amounts of damage. To make up for their fragility, they have the ability of concealing themselves underneath the shrouds of invisibility. Part of their resource gathering methods includes planting down traps, which when triggered not only decimates dark's unexpecting victims, but grants Elemental Power for successfully trapping enemy units.
We were merely surveying the area, seeing if the enemy had setup camp anywhere outside our borders. However, I took only a single moment to urinate behind a tree, when my entire platoon was on the floor bleeding, struck down, without a sound or a trace left behind. It was only shortly afterwards that I found myself joining them.
Earth
The element of Earth was based around a unique playstyle, their particular method of combat was in their structures. Their structures are the most powerful and toughest structures. Their individual units are designed mainly as bodyguards for their builders, being tough but sluggish. Earth units are naturally slow in movement, but make up for it by being very difficult to defeat, Earth has no air units obviously, and prefer to go underneath the ground instead of over it. It's suggested that players who wish to learn earth's playstyle should attempt to attack an enemy by building a base next to them, as the barrack's structure produce units rather quickly, even though the units lack mobility.
I was angry one day, I forget the reason exactly, perhaps i lost at gambling one to many times, I decided to take my aggression out on a stone, figuring if a beat a stone down with a hammer I could let out my aggression without anyone getting hurt. However, I wish I had known the stone was actually a golem, and after rudely awakening it from its slumber, it decided to take its aggression out as well.
Air
This element is based entirely on mobility, every unit available in air's arsenal has the ability to fly, granted this they are capable of maneuvering around the map better than any other element in the game. Their mobility comes at a price however, their damage and health is limited, and they must know when to back down. Air is the most capable at capturing control areas as they are capable of reaching them better than any other element. However lots of micromanagement on their military is required in order to assure they arent picked out of the skies before they could complete their mission.
6. Final CommentsFire
This element is designed for quick active players, its harvesting method requires constant movement and searching for resources. They can even use an enemies base as a primary source of income, their units are effective at burning through even the most armored of troops. Fire's offensive capabilities are fast and easily maneuvered. Buildings are summoned much like undead, so expanding is simple, defense is weak however.
Fire spreads rapidly, burning everything it comes into contact with, once your within a flame its difficult to put yourself out, and even after you survive the burning the scars remain to hinder you. A flame can easily die out however, its lifespan is as dependant as its ability to find more supplies of food
Water
The element of water is adaptive, capable of handling practically any situation thrown at them. Their primary units, the morph elementals, are capable of switching their forms from infantry, to ranged, and even cavalry, to combat enemies in almost any situation. However since they are capable of morphing to counter their enemies, they must not be in the incorrect form, as they die rather easily when they are.
Water is a liquid, and being a liquid, is capable of taking on any shape it is thrown into, and can be frozen to be as difficult to break as some of the hardest metals.
Nature
This element is based upon plantlife and animal life. Their plantlike soldiers, the treants, are capable of growing themselves in size as the player obtains the resources. This method is expensive and time consuming, but rewards the player for his patience, nature allows players to build up massive powerful armies and strike enemies in the late run with a difficult to destroy army. Since nature's army takes a while to build up, they are prone to rush's and constant attacks.
I remember the day I planted this very I stand beside this very day, I was worried it would survive, being small, timid, and easily crushed. But now, after caring for this tree for many years, it has grown into a tree large enough to last the season's and beyond.
Dark
This element was designed for the players who prefer to combat enemies with covert tactics, and take advantage of an opponent unawareness to your position. Dark utilizes every aspect of invisibility and stealth combat, Dark's military is rather fragile, but capable of dealing massive amounts of damage. To make up for their fragility, they have the ability of concealing themselves underneath the shrouds of invisibility. Part of their resource gathering methods includes planting down traps, which when triggered not only decimates dark's unexpecting victims, but grants Elemental Power for successfully trapping enemy units.
We were merely surveying the area, seeing if the enemy had setup camp anywhere outside our borders. However, I took only a single moment to urinate behind a tree, when my entire platoon was on the floor bleeding, struck down, without a sound or a trace left behind. It was only shortly afterwards that I found myself joining them.
Earth
The element of Earth was based around a unique playstyle, their particular method of combat was in their structures. Their structures are the most powerful and toughest structures. Their individual units are designed mainly as bodyguards for their builders, being tough but sluggish. Earth units are naturally slow in movement, but make up for it by being very difficult to defeat, Earth has no air units obviously, and prefer to go underneath the ground instead of over it. It's suggested that players who wish to learn earth's playstyle should attempt to attack an enemy by building a base next to them, as the barrack's structure produce units rather quickly, even though the units lack mobility.
I was angry one day, I forget the reason exactly, perhaps i lost at gambling one to many times, I decided to take my aggression out on a stone, figuring if a beat a stone down with a hammer I could let out my aggression without anyone getting hurt. However, I wish I had known the stone was actually a golem, and after rudely awakening it from its slumber, it decided to take its aggression out as well.
Air
This element is based entirely on mobility, every unit available in air's arsenal has the ability to fly, granted this they are capable of maneuvering around the map better than any other element in the game. Their mobility comes at a price however, their damage and health is limited, and they must know when to back down. Air is the most capable at capturing control areas as they are capable of reaching them better than any other element. However lots of micromanagement on their military is required in order to assure they arent picked out of the skies before they could complete their mission.
The map is still in the testing phase, not everything is finalized and balancing is still taking into account with my current testers. I hope you all enjoy my map, as much as I do.
Changelog v1.24f
Air
-Fixed the tech requirements for eagle form and ascend.
-Wind Rider's Arch and Strato Fortress now build their units in a Warp Circle that appears below them when built,
the progress meter show's on the Warp Circle.
-Wind Rider's Arch now has a movespeed of 60
-Strato Fortress and Wind Blade Turret now have a movement speed of 30
-Jetstream has been reworked, it now is required to be researched, but grants travel across the entire map,
speed is upgradable.
Changelog v1.24e
General
-New Game Mode "-rush"
allows the host to determine the speed that favor is obtained, if you type "-rush 10" you will obtain 10 favor every interval from each control area,
the default value for simply typing -rush without a number is 5.
-All units have the luck factor taken out of their attacks, Attack dice's have been removed and replaced with static numbers.
eg. Units that may have done 20-40 damage, now simply do 35 damage
-Cavalry armor now takes 150% damage from Infantry attacks, down from 200%
Fire
-Fixed the message for launching a volcano guard from saying "u guard"
-Fixed the bug where volcanic hide was always active on volcano guards
Light
-Reworked Light Veil, effect is now divided by the number of nearby veilers, instead of setting value to 0
-Reworked Costs and Harvesting system for light to allow easier balancing.
-Reduced Light Veilers damage to 20, down from 41
-Cast time for God of Light's Light Speed increased to 7 seconds, up from 3 seconds
Air
-Arch units cannot immediately fly at the start of the game, the air player must research "Rites of Passage" to gain the ability to fly, this allows other players to grab control points early on without air immediately dominating the race.
-Air buildings have been given 1 move speed to allow group seperation to disperse flying buildings apart, to prevent structure stacking.
-Old gust and new gust are now both on the Wind Callers, New gust has been renamed to Wind Torrent.
Changelog v1.24d
Fire
-Added new structure: Furnace, quick building structure capable of starting fire's.
Water
-Added new structure: Rain Totem, Utility structure capable of creating large rain clouds with a mana reserve that only charges through pipeline.
Air
-Accidentally Prematurely released new version of gust in v1.24d, New version revised for release
-Gust for Air has been reworked, instead of casting gust directly over wind Generators, it is cast, then the Wind callers fly over the Wind Generators. Gains power with more Wind Callers
-Added Wind Flux skill to God of Air, a wind spell that pushes enemies away.
-Cost of magnetic thunder increased to 200, up from 100
Light
-Fixed error in Solar Flares damage reduction against buildings (It's doing 80 damage instead of 20 damage)
-Reduced Cost of Summon Sun to 20000, down from 50000
Changelog v1.24c
General
-Fixed coding error that caused "Destroy All Enemies" to only display the ending for Fire
-Added Light's destroy all enemies graphic.
Light
-Fixed the mana cost for Summon Sun (I edited the wrong skill by mistake)
-Increased cost for Summon Sun to 50000, up from 1000
-Fixed tool tip's for several Light Element unit's and buildings.
-Fixed some hot keys
Changelog v1.24b
Fire
-Coal no longer causes any collision
Nature
-Removed force of nature from basic denfather
-Increased Ancient Denfather favor cost from 0 to 40
-Increased the Area of Effect of Broodmother's Warmth
Changelov v1.24
Light
-God of Light finished
Dark
-Increased the attack range of the Twilight Fortress.
-Increased the cost of the Twilight Fortress.
Water
-Water meld is now counter able, the water melder now generates a blue lightning connecting to the unit. If the water melder is killed, or walks to far away from the target, the water meld buff is removed and the water melder dies. The water melder dies the moment water meld expires.
Earth
-Fixed the potential crash that would occur if the mountain heart healed multiple units and the buff was removed too rapidly (dont destroy lightning that is already destroyed >.<)
Nature
-Treant Denfather's now have Force of Nature ability, capable of creating free treant minor brawlers in a small area of trees at the cost of mana.
-Treant Denfather can upgrade into an Ancient Treant Denfather, which moves much slower than a regular denfather, except has greater damage, health, and increased AOE of Force of Nature.
-Guardian Spirit is now counterable, the Protector Sprite now generates a shackle connecting to the unit. If the Protector Sprite is killed, or walks to far away from the target, the Guardian Spirit buff is removed and the Protector Sprite dies. The Protector Sprite dies the moment Guardian Spirit expires.
Changelog v1.23
General
-Cavalry armor protection against Ranged attacks lowered to 50%, down from 80%
-Cavalry armor now takes 200% damage from infantry attacks, up from 150%
-Updated the tooltip for Heavy armor to display the proper reductions.
Earth
-Starts with more shapers in the beginning
Fire
-Increased the range of Load Volcano Guard, to make it easier to load them.
-Immolation from fire level's up with Fire Resource Upgrade, to make them more effective against units
Nature
-Treant brawlers now have additional passive abilities depending on their level. At minor and lesser level they have a movement speed slowing attack,
at Greater and Ancient level, they have 100% cleaving attack. Demolish is now no longer luck based.
-Harvest system reworked, harvest rate is now less laggy, amount of resource's obtained decreased (as well as the costs)
-Tree's created by nature have no collision, but they still hinder vision.
Air
-Recoded Magnetic Thunder, it is now created through a timer and has absolutely no cast lag.
Dark
-Completely reworked trapped system, triggers can now directly link with traps, allowing the players to specifically choose which triggers detonate which traps.
Changelog v1.22
General
-Code has been cleaned up, and leaks have been eliminated, lag issue caused from memory leaks has been taken care of thanks to darkwulfv
Dark
-Completely reworked trap system, triggers can now directly link with traps, allowing the player to specifically choose which triggers detonate which traps.
Changelog v1.21
General
-New Element Added
Earth
-Axed and burned some memory leaks found in merge shaper code
-Increased the area that scans for shapers in the merge shaper code
-Merge shaper now properly coded to prevent shaper from losing mana in case the merge fails
-Updated the tooltip for Create Rocks to be more up to date.
Light
-Brand new element added to Element wars.
Nature
-Reworked the Forest Sprites, they no longer attach to tree's like normal wisps, and no longer need to for the bonding ritual
-Model for Forest Sprites changed to stag
Air
-A text tag appears now to show the 1 Elemental Power obtained for simply casting gust, gust always gave Elemental Power but never had a text tag.
Fire
-Reworked Fire's code to function under a timer, Burning looks much better now.
Dark
-Reworked the code for Dark Shrouds Invisibility to hopefully reduce lag.
Changelog v1.20
Dark
-Reworked Dark harvesting method again
-Twilight Shrouders renamed to Twilight Consumers, have 250 health again, and have a cost increase for every consumer you have
-Dark no longer starts with a Shadow Grounds, instead starts with 5 dark spawnlings and 1 twilight consumer
-Secret of the twilight health upgrade for shrouders increased back up from 250 to 750 again
-Twilight Consumers are no longer trained, but are upgraded from Dark Spawnlings
-Fixed the Remote Trap Trigger
-Traps now trigger without having to be at full health
Changelog v1.18
Dark
-Completely reworked dark harvesting system into a more skill based gathering method
-Twilight shrouders no longer have a limit to their build quantity, have only 50 health, and can no longer be built at shadow wall's
-Dark starts with a shadow grounds instead of a shadow wall, techtree requirements for dark forge now require a guild of the twilight
-Cost for Dark Spawnlings decreased from 100 to 20
-Secret of the twilight health upgrade for twilight shrouders lowered from 750 health to 250 health
General
-The commands -pause and -unpause have been added to the countdown timer for element selection to allow the host (red) to pause the timer and
allow players more time to choose their element
-Map trigger's prepared for multi-map transfer. Map is now fully importable into another map, expect new terrain in the future created by me or fans of the game.
Changelog v1.17
Air
-Wind generators can no longer spin before being completed
-Recall can no longer work on sky blades, this is to prevent the permanent freezing glitch that occurs
-The god of air is no longer targettable by recall
Earth
-Fixed an error that caused earth to not get a full refund when a building does not have enough rocks
-Added a new building for the surveyor to create
-Surveyer build time reduced
-Recoded the burrower den's reform
Changelog v1.16
Elemental Control Tower
--Negative speed aura around Elemental Control Tower, this returns the movement speed of units close to the tower to normal
where as units that are far across the map, keep the speed bonus needed to reach the tower in time before it completes
Earth
-The Earth God's Wrath ability has a much larger AOE for its random explosions, and stun duration has been tripled
Changelog v1.15
Dark
-Shadow Embrace is now permanent, and costs resources. Embracing the twilight is now basically a taunt, your stating that you can destroy your opponents before you allow the night to end.
Earth
-Rock chunks now have no collision and can be walked over. This change is to remove the exploit of hiding really small rock chunks inside of ramps, and allowing for easier earth building.
-Earth Gods Embrace ability now spawns melee units to make up for the rocks being unable to trap units anymore.
-Greatly increased the favor cost of Structure Tear, to prevent the exploit of earth players getting an extremely early advantage in favor gain.
Attachments
Last edited: