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EotA: Exodus (v E1.5.19c)

For the unprotected map: I attached it to this post

Recent changes to this map are listed at the bottom of this description.

I haven't been able to work on the map much recently. In fact, not sure how often I will update anymore. Also, no, it wasn't because of the review or anything(I admit the map at its current state is "messy", so I don't mind the low score for the map.).

Anyway, you guys may have noticed I have been slow on the updates since a few months back(before the review). Anyway, with Dr Super Good's suggestion, I attached the unprotected version of the map in post. For the unprotected map: I attached it to this post. I am still working on the map, just irregularly, so the updates will be slow.


I have updated the map, removed a few custom import spells which made the map not work with Warcraft version 1.24. There aren't any major gameplay changes in this update(No boss battles, no reworking the enemy heroes, etc). There may still be a lot of issues in this version but this was released so that it was playable in the new version of Warcraft III.



(Note - I will still be working on the map but the map will be updated a lot less often than before because I'm currently busy with other stuff)
(Note 2 - The latest version is here, check below for changelog)
(Note 3 - Also, the version name has changed. Instead of the e(which stands for edits) being after the first version number, it's before the version number. The current version is now E1.5.16 instead of the old way which was 1.5e16. I added the E in front to make it more obvious that it's not the original version of EotA but a modified version.)
(Update Note 2 - New Update is here, this version may have fixed the crash issue. I removed Sand King and tested 3 games, so far, none have crashed. If the map still crashes, please tell me.)
(Update Note 3 - It seems the map can still crash though it seems to crash much less with the removal of Sand King. There was a recent crash that involved the enemy Gargoyle hero using Dive I think, though not sure, anyway I'll try to figure it out).
(Update Note 4 - New version will come out soon. The next version will feature a couple of balance changes, waygates(to deal with crowding problem), a couple of fixes, and other misc stuff).
(Update Note 5 - I take back what I said, the new update won't come out for a while because I'm currently busy with a lot of stuff. There's already a lot of changes and it's seems to be stable but I want to wait until the final few changes are completed before releasing it. Also after the next update and after it seems to be completely free of crashes, I'll work on Boss Battles and new Events next. The reason why I want to wait after it seems stable is because adding Boss Battles will require reorganizing of dozens and dozens of triggers, and doing that may introduce glitches or problems. I want to wait until the map seems free of crashes before doing that.)
(Update Note 6 - Optional AI has been added to the game, it will be present in the next release of the map. AI can be added by simply replacing a human slow with a computer slot, currently, the AI is very basic and will simply patrol around, build a few structures, and learn abilities.)
(Update Note 7 - The progress of the next version is near completion, it should be released soon but I won't say when just in case I suddenly become really busy unexpectedly.


This is a modified version of EotA: Exodus (Downloaded from http://eota.emufarmers.com/download.html ).
Credits go to DarnYak(original author), and also to this site(people that helped) and its resources. You can click Quests and look for the Credits section there for all the spells/models(and their authors) used in this map.
This map is protected/optimized using Vexorian's Wc3mapoptimizer but if anyone wants the source map, ask me for it and I'll give you the source map as long as you keep the credit info intact(if you're editing my version). Also, I do happen to have the author's permission to ;protect; the map but technically I am still keeping the map open sourced(in the sense that I'll give anyone the source map if they ask for it). Protecting the map reduced the map size by over 40% and increased the loading speed by around 10-15%, which is why I protected it.

Changes from the original:
1. Added 7 new heroes, one of the included heroes is a tower building hero.
2. Added/replaced several abilities for existing heroes. Most of the abilities replaced still fit the theme of the old abilities, example is replacing Shadow Strike(which deals damage gradually and slows) with an ability that causes the unit to be hit by frost nova every second.
3. Added 4 new enemy computer heroes. One added to Orc and three added to Undead.
(Note - Sand King enemy hero has temporarily been removed as of version 1.5e15)
4. Undead(computer) heroes have been buffed greatly.
5. Enemy computer heroes gain experience over time now.
6. Added an ally(computer) hero to help defend the castle.
7. Added three new difficulty options - Very Hard, Insane, and Harder than Insane.
8. Changed it so that players who have not picked a hero within 2 minutes into the game will now random a hero instead of not being able to pick a hero or play at all.
9. As of version 1.5.17, players have the option to change any of the "Open" slots to "Computer". Computers will pick a random hero once all normal players have picked a hero. They will learn and use most spells. They do not build or produce new units yet though.
10. Changes can be found under Quests - Version. A list of all changes can be found below(see change log).

Map Info:
The map is similar to Castle Defense map except instead of a rounds/waves of enemies that attack once every round/wave, the attacks are constant in EotA.

1. You pick a hero at the beginning, then you can also buy workers to build unit-producing structures.
2. Enemies attack constantly. As time passes by, the enemies become stronger and certain events may happen(like Orcs firing grunts with a gruntapult in your area).
3. You defend the Druid Priest(NE priest of the moon) for 30/45/60/65/70 minutes(depending on the difficulty).

You can find out more on how to play ingame, the first slot player(red) can play a tutorial at the beginning of the map.


1. Difficulty Tip - Very Easy and Normal modes are actually both very easy.
Pick Easy/Normal only when this is your first time and you're playing by yourself to test out the game.

Pick Hard or higher if you're playing with 3+ people(whether or not they're new to the map)

Very Hard is recommended if you're playing with full house or nearly full house(if some are new or some played before)

Insane and Harder then Insane is if you're playing with full house with people that played the map before.

2. Staying in the center, in the area near the neutral computer hero is recommended.

3. A small amount of enemies attack at the Middle-Top of the area. After a few minutes, enemies attack from inside the castle. After about 5-7 minutes into the game, Orcs will start attack from the middle left side of the map. Undead will shortly attack on the middle right side of the map.

4. Gold/Lumber is automatically acquired every few seconds by the neutral workers. Only the Architect hero and the Panda Warlord hero can obtain increased gold with their abilities.

5. Gold/Lumber are divided among players. Playing alone means you get more gold/lumber and of course exp.

6. Experience gain is global, you'll gain exp from anywhere as long as you're alive.



Known issues:
1. For some reason, the Orcs are building a new weapon(Gruntapult) message does not appear when the gruntapult appears. This happened after the latest update to the map, and I never touched the gruntapult triggers. Though if anyone finds that it actually is working, tell me.

2. The game may crash after about 30-40 minutes into the game. Ok it seems it is not the Epicenter ability but it seems to crash when most players are dead it seems.

If the game crashes on you, tell me if you notice anything concerning the crash(for example, what abilities were used the time, if any) and when it happened(how many minutes into the game approximately), and how many players are dead.

Also, if you remember, tell me which heroes players picked.

3. Nuclear bats do not attack as often as they should.


1. You may notice that some heroes, for example, the Sentry and Frost Wizard, have 5 abilities. Other heroes have 4 abilities and one Attribute Bonus ability. I will gradually add a 5th ability to all heroes in future versions.

2. New enemy heroes and boss battle type events are planned. For example, a random time in the game, a certain boss will attack. While the boss is alive, all other enemies stop attacking or stop spawning.

In terms of new enemy heroes, I might make enemy heroes random and make it pick maybe 10-12 random heroes instead of the heroes being the same heroes you see every game.

Similar to random enemy heroes, it'll be random bosses every game.

3. Removing preplaced heroes so that the map loads faster. Due to the fact that many triggers depend on the preplaced heroes, this may take a while and I will gradually do it in future versions.

4. More quests and more events. The quests and events might be randomized as well.

5. Optional AI for unused player slots. As of version E1.5.16, the basic AI is complete but I won't add them yet until I can figure out what's causing the crash issues

6. I might try changing the enemy heroes to regular units to improve map performance but this might take a while. This shouldn't affect their abilities or stats or anything, I'll just replace the enemy heroes with regular units which have the same abilities and same stats as the hero version. They will also gain levels, which can be done simply by upgrading their units gradually and increasing the level of their abilities through triggers.

7. Separating the time and difficulty options. Currently, the difficulty options affect both the time and stats of enemies, I will try to edit them to two different options in the future.

8. Fixing stuff that needs to be fixed(bugs, glitches, etc).




Recent Changes(e8):

1. Disabled Epicenter for Sandking, if the game still crashes, tell me.
2. Nerf Hydralisk enemy hero. All except his AoE healing spell have been nerfed.
3. Fire Panda's Ultimate no longer heals him for an insane amount of health and the amount of Phoenix that attack have been reduced slightly.
4. Sentry's Ice Shard nuke damaged nerf, Hazard Slash cooldown increased slightly.
5. Architect's Healing Generator heals less and heals in a smaller area now.
6. Naga Sorceress and Frost Wizard's Ultimate have a 30 second cooldown increase.
7. Easy and Normal have been made slightly harder.
Easy - Health of enemies from 100% to 125%. Enemy exp gain remains unchanged.
Normal - Health of enemies from 120% to 140%. Enemy exp gain remains unchanged.

Although, I don't suggest you pick Easy or Normal still unless it's your first time playing and you're playing alone.

For reference(All values for enemy):
Easy - 125% HP. 165% exp gain. 30 minutes.
Normal - 140% HP. 195% exp gain. 45 minutes.
Hard - 150% HP. 220% exp gain. 60 minutes.
Very Hard - 175% Hp. 300% exp gain. 65 minutes.
Insane - 200%. 360% exp gain. 70 minutes.
Harder than Insane - 210% HP. 380% exp gain. 70 minutes.

I'll separate the time setting and the HP/EXP settings in the future.

Recent Changes(e9):

1. Nerfed Architect's Blade Tower's damage(also made it large armor from hero armor).
2. Removed the gradual exp gain trigger for enemies. I remembered for crashes occurred, that this was one of the triggers I added.

Recent Changes(e10):

Hero Related Changes:
1. Architect's Blade Tower's damage increased slightly, health has been reduced though.
2. Fixed Architect's No Attack ability, when used it would cause Support Structures abilities stop working. It should now no longer cause any issues.
3. Added a new ability to Shadow Hunter, drops a rune(ward) that drains mana from random enemies nearby. Deals damaged based in an AoE based on the mana drained. The hero's name has been changed to reflect his abilities.
4. Fire Panda's Ultimate regen is now 1% from 2%, but movement speed increase from 10% to 15%.
5. Fire Panda's Phoenix Charge's damage collision radius has been reduced, healing radius is unchanged.
6. Fixed Familiar's Manaflare ability conflicting with Familiar Follow. It used to make the Familiar move at the same time it casted Manaflare, it'd screw up the ability and make it not cast but now it should be fixed.

Enemy Related Changes:
1. Readded the gradual exp gain trigger for enemies, it's different from the old trigger.
2. Nuclear Bats should work again, haven't got a chance to test it though.
3. Epicenter is readded to Sand King. I don't think the reason for the crash is Epicenter, mainly because it crashed when I disabled it. Has the game crashed for anyone in version e9 though?
4. Added a new enemy hero, Plight Gargoyle undead hero. I haven't tested to see if the computer uses his abilities correctly. Here are his current abilities:
Ravenous Dive - Moves quickly towards a target point in a line. Any unit in the way of the attack will be knocked back, one random unit will be dragged for 3 seconds and be unable to do anything.
Terraslam - Moves quickly towards a target point and slams the ground, causing nearby enemies to be slowed and damaged.
Shimmer - Creates illusions of the heroes.

Other Changes:
1. Fountain of Healing and Mana now no longer heal enemies. Also, both fountains heal both health and mana now instead of just health or mana.
2. The Toxic Fog(green fog) effect has been removed to reduce late game lag. Not sure if that'll help much or not, haven't tested it.
3. Replaced Dark Ranger Hero in the undead area with just a regular unit. She wasn't used for anything other than for a simple trigger. Too many preplaces heroes in the map causes the map to take longer to load so I replaced the hero with just a regular unit.

Recent Changes(e11):

Hero Related Changes:
1. Architect's Support Structures sells for less gold(only affects Rune of Phoenix/Healing/Defense).
2. Rocket Towers' Bash AoE has been reduced from 300 to 150. Bash stun length reduced from .5 seconds to .1 seconds.
3. Lightning Tower attack speed reduced by 25% but damage increased by 50%, projectile speed decreased by 500. This is just to reduce the amount of Lighting Projectiles on the screen and reduce lag.
4. Fixed Paladin's Aura of Protection's healing not working, also made it heal 20 hit point per chance instead of 50.
5. Architect's No Attack ability should be fixed(haven't tested it though).
6. Fixed Architect's upgraded tower's not turning invulnerable.
7. Mana Drain Ward now steals mana from all units with mana in range(including spell immune units) instead of randomly. Mana Drain Ward drain mana effect should now properly stop after it has been destroyed.

Enemy Related Changes:
1. Removed Epicenter from Sandking to see if it's the cause for crashes.
2. Plight(Gargoyle)'s Ravenous Dive ability now steals health from the units it attacks with this ability and gives it to Plight.
3. The computer should now use Dive when possible, haven't tested it though.
4. Dive now also only drags a random hero instead of a random any unit.

Other Changes:
1. Very Easy/Normal/Hard Difficulty's enemy health has increased from 125/140/150% to 135/150/165%. Exp rate for enemies is unchanged.


Recent Changes(e12):

Hero Related Changes:
1. Rocket Towers' Bash AoE has increased from 150 to 300(back to original value). Bash stun length is still 0.1 seconds though.
2. Forsaken Sentinel's Infernal Binding spell now has a chance to either cast a Fork Lightning OR a Chain Lightning when a Phantasm casts the spell. This change is neither a buff or nerf, it's just to make the spell look better.
3. Fire Ward attack rate has decreased from every 0.15 seconds to every 0.50 seconds.

Enemy Related Changes:
1. Plight(Gargoyle)'s Ravenous Dive should no longer drag or knockback structures, Atrina, Mandar, or Guardian Wisps.
2. When Plight uses its Illusion ability(Shimmer), the glow color of the illusions should now properly be dark green and not red.

Other Changes:
1. The Hippogryph Riders near Atrina are now invulnerable and now will no longer move.
2. The Naga Royal Knight neutral hero will now instantly teleport back to the area near Atrina if the Naga Royal Knight goes farther than 3000 range of the Atrina area.

Known Issues:
1. It seems that Nuclear Bats still aren't currently working correctly. They should be Detonating more often but it seems they only detonate once per game.

I'll try to figure it out and get it fixed soon.


Recent Changes(e13):

New stuff:
Added two new heroes, Ninja and Spell Conjurer.
1. Ninja - Right now, she isn't completed in the sense that she has abilities borrowed from other heroes. She has two unique abilities, Shadow Image Counter which gives a % chance to evade an attack, create an illusion, teleport behind the attacking enemy, and become invisible and Shockwave Slash which shoots a shockwave that stuns one unit then hits multiple enemies afterwards.

I'll work on making unique abilities for the hero later. Also, model is thanks to Black_Stan(it's his model). See quest log for full credits.

2. Spell Conjurer - His abilities still has some minor bugs though but otherwise he's playable. His abilities that I want to mention:
Spell Steal - Copies a (hero) ability that has recently been used, can copy from both enemy and ally heroes. Most abilities copied should work correctly, and the level of the abilities are the level they are at when they are used. You should be able to copy spells like Ravenous Dive and Burrow Strike too(for example) but it's really difficult (mainly because you'll end up copying some other spell instead of Burrow Strike and Ravenous Dive).

Anyway, some spells don't work because they're only triggered for that specific unit for which the spell original belongs to, I'll fix that later.

Spell Reflection Shield - Gives you a protective shield that reflects the next casted spell back at the caster. Credit goes to Kojiro for the triggers, though I did modify it a little(mainly so that it's an activation ability now). It should reflect every target ability back at the caster, now, the problem is, it reflects both negative and positive spells back at the caster. It's not intended to be like this, I'll fix it later. You can use this to your advantage though.

For example, if you have an ally cast healing wave on you with the shield on, it'll cast the wave on you AND it'll also reflect the healing wave back to the caster, thus making healing wave twice as effective.


Hero Related Changes:
1. Flame Channeler's Inferno spell now has 0.1 casting time, making it cast nearly instantly.

Enemy Related Changes:
1. Plight(Gargoyle)'s Ravenous Dive should no longer drag or knockback the Hippogryph Riders near Atrina.

Other Changes:
1. I removed the exp gain trigger for enemies again. Mainly to see if it's the cause for the crash problem.

That means the overall difficulty has been significantly reduced. If you play Hard usually, you should play Very Hard or even Insane to make up for the exp gain trigger loss.

If you play normal, you should definitely play Very Hard or higher.


Known Issues:
1. Like I said above, the new abilities for the new heroes may not work correctly. Ninja's abilities should work fine but Spell Conjurer(mainly his Spell Steal and Spell Reflection Shield) may not work correctly.


Recent Changes(e14):

New stuff:
1. Map has been optimized/protected thanks to Vexorian's Wc3mapoptimizer, file size has been reduced by over 40% and loading speed has increased around 10-15%. The optimized version of the map can't be opened by world editor but if anyone wants the source map, ask and I'll give it to you, just keep the credit info intact if you're modifying it.
2. Added unit sounds when Ninja and Spell Conjurer gets picked(no sound used to play last version).

Hero Related Changes:
1. Ninja's Ultimate has now been changed a bit.
2. Ninja's Shadow Image Counter's chance to evade now can only occur once every 1.5 seconds(up from once every 0.25 seconds), which basically means Ninja counters much less often. Ninja's counter invis now last from 20 seconds to 3 seconds but movement speed increased to the max while invis, and damage increased also.
3. You can now adjust the range of Ninja's Shadow Image Counter by typing -counterrange x, where x equals a 3 digit number between 200 and 900. This allows you to adjust the range of counter, that way you can decide the range of how far she can teleport and counter. By default, the counter range is 700. If you were annoyed of teleporting everywhere too far, you can now adjust the counter range.
4. Flame Channeler's Flame Strike spell now heals ally units and area of effect has increased form 300 to 350. Mana reduced from 135 to 115.
5. Flame Channeler's ultimate now deals twice the damage but duration has been reduced to only 12 seconds long. Cooldown has been decreased from 150 to 120 seconds.
6. Spell Conjurer's Spell Reflection Shield should now be fixed, and should now no longer reflect any positive spells.
7. Spell Conjurer's Energy Drain spell's channeling range(not the same as cast range) increased from 800 to 2000. Cast range remains at 900, this also fixes an issue where Energy Drain would cancel immediately if you used it farther than 800 range, even though the cast range was at 900.
8. Energy Drain now can transfer health and mana to ally units, allowing this ability to be used as a healing spell.
9. Consume Magic now has a cooldown of 15 seconds(at all levels) instead of 30/27/24/21/18/15 seconds for levels 1-6.

Unit related changes:
1. Nearly all regular units have been buffed in damage, some units buffed more than others.
2. Units now give less exp to enemies(depends on unit, some units will give as much as 50% less exp than before but some units might not give less exp at all).
3. Added Phoenix Fire ability to Siege Engines, Explosive shots(AoE damage shot, cooldown 5 seconds) ability to riflemen, and feedback to Sorceress.
4. All towers except cannon and firebomb towers have been buffed slightly.
5. Firebomb towers have been nerfed slightly in damage and in area of effect.


Enemy Related Changes:
1. Fixed typo when it announced that 2 undead heroes have spawned.

Other Changes:
1. Fixed several leaks that involved the hero selection process. There should be a lot less leaks now but not all leaks have been fixed yet.
2. Added 2 buyable(cost gold) potions to the Currency Exchange vault. Blink Potion(which blinks a hero 800 range, 15 sec cooldown), and potion of rejuvenation(restores health and mana over time, can be used while in combat) are the potions added. They cost gold though.
3. Not all changes have been listed here either because they're minor or because I forgot.

Known Issues:
1. Has the map crashed in version 1.5e13 for anyone? Other than the crash, no major known issues have been noted.


Recent Changes(e14d):

Note - If anyone is wondering where versions 14b and 14c are, I tested it my own time before making version 14d(which is why it skips from 1.5e14 to 1.5e14d). Also if anyone is wondering what the e is in the version, it's supposed to mean edit to acknowledge that it's not the official version.

Note 2 - I actually haven't tested some of the changes I made(some don't need testing at all, like small balance changes, but some might need testing) so I am not sure if this version works correctly. About the crash issue, I'm still trying to figure that out, if anyone happens to know a list of known possible crashes to Warcraft 3, that'd be helpful. I do know about triggers looping themselves(like when you turn on a trigger that already is on), and made sure all triggers are turned off if they're going to be turned. I also know about other weird stuff like giving exp to units that aren't heroes can cause crashes but not sure what else.

Hero Related Changes:
1. Ninja's illusions, that are created from her ultimate, damage reduced from 150% to 100%.
2. Cooldown of Ninja's ultimate increased from 30 to 40 seconds. (BTW, I just found out later that I forgot to change the tooltip to say 40 seconds instead of 35 seconds, in version 1.5e14b I changed it to 35 seconds, then changed it to 40 seconds but forgot to change the tooltip. I'll fix this in the next version.)
3. Spell Conjurer's Spell reflection should now be 500 area of effect spell.
4. Consume Magic costs 50 mana at all levels, from 50/60/70/80/90/100 mana for levels 1-6.
5. Spell Steal can now steal spells within 2000 range of Spell Conjurer instead of infinite range.
6. Rejuvenation(Arch Druid hero spell) now heals a little bit of mana regen and also cooldown reduced from 5 seconds to 4 seconds.
7. Chain Frost(Frost Wizard ultimate) cooldown increased from 90 to 110 seconds.
8. Architect now no longer has any (regular) tower upgrades at the beginning. If anyone didn't know, he used to have all (regular) towers researched when you picked him.
9. Gold gained from selling Architect Runes have decreased by 10. Other Architect Support Structures gold sell value have decreased by 10-30(depends on structure).


Unit related changes:
1. Slow, Faerie Fire, and Curse have cast ranged increased from 700 to 800.
2. Rocket Fire from Siege engine cooldown increased from .50 seconds to .75 seconds.


Enemy Related Changes:
Due to the fact crashes still have been reported, 2 things have been re added:
1. Readded gradual exp gain for enemy heroes. Gradual exp gain is reduced from the last version it was in.
2. Epic Center added back to Sand King. Not sure if it works or not, haven't tested it, but the trigger is slightly different before and shouldn't crash the game(if it did before).

Note - Overall difficulty of the game should be increased significantly due to the gradual exp gain added back.

Known Issues:
1. Map occasionally crashes.


Recent Changes(e14e):

Note - Just a few balance changes and a fix to Dragonhawk Rider's attack.

Hero Related Changes:
1. Spell Conjurer's Energy Drain now steals twice the health it stole before(40 per second per level from 20 per second per level), mana drain and health and mana transfer is unchanged. Duration of Energy Drain increased from 5 seconds to 7 seconds.
2. Consume Magic cast range increased from 900 to 1200. Consume Magic now deals 150 damage per level from 100 damage per level against summon units. Consume Magic cooldown reduced from 15 seconds to 12 seconds.
3. Rejuvenation(Arch Druid hero spell) now mana regen increased from 1 per second per level to 1.5 per second per level. Also fixed tooltip on Rejuvenation. Rejuvenation mana cost reduced from 100 to 50.
4. Mana Drain Ward now deals hero damage instead of spell damage(it actually was changed to hero damage a couple versions ago but forgot to mention it). That means it now deals damage to Magic Immune units.
5. Firestorm now deals 200/400/600/800 damage per second for levels 1-4, damage is nearly doubled from the last values.
6. Starfall duration reduced by half but damage doubled. Area of effect increased from 1000 to 1200.


Unit related changes:
1. Dragonhawk Rider's attack now correctly has a cooldown of 1.5 seconds instead of 15 seconds.

Other Changes:
1. Colored the hero name when players click a hero to see their description.
2. Fixed a few ability descriptions(Rejuvenation for example) and colored the cooldown for some hero abilities(I'll color them all in the future).
3. Added a trigger that occasionally changes the color of all heroes to the correct color. This is mainly has to do with Spell Conjurer which occasionally changes his glow color from the color of the player to red but it may also affect other heroes with custom glows.

Known Issues:
1. Map occasionally crashes.



Recent Changes(e15):

Note - I played the map three times already(for over 30+ minutes each time) and it hasn't crashed yet. I think the crash might have been caused by Sand King because I removed him(temporarily) and the map didn't crash after playing three times. I also disabled nuclear bat, though I tested it earlier without nuclear bats but with sand king and it still crashed, hasn't crashed without Sand King though.

If the map still crashes, please post. Again sorry for the crashes, lets see if it's fixed this version since Sand King has been removed(temporarily).

Hero Related Changes:
1. Spell Conjurer's Consume Magic now deals 150/300/450/600/750/900 damage to all enemy units, and deals 50% bonus damage against summon units. Consume Magic now steals double the health and mana, it steals 10/20/30/40/50/60 health and mana per buff and summoned unit. Consume Magic now also stuns enemies for 0.5/1/1.5/2/2.5/3 seconds.
Note - I haven't tested his Consume Magic, I'm just noting this just in case you encounter a bug or something with his ability.

2. Spell Reflection Shield should auto cast properly now(It used to not auto cast at all, even if you had it set to auto cast)
Note- However, there seems to be a bug that happens sometimes when it is auto casted, it might make Spell Conjurer stuck until you can recast it again. So if you encounter the bug and Spell Conjurer doesn't move and or attack and is stuck, turn off auto cast and wait for the spell to be ready again. The bug occurs because the auto cast is based off a healing spell, I'll make the auto cast better later versions.

3. Fire Panda's Ultimate (Phoenix Flames) damage has been reduced in half.

4. Naga Sorceress's Water Shield now plays an animation when you are attacked, the sound is now played from the animation instead of being played from a trigger.

5. Added a new hero - Hudson, the Gargoyle. He has virtually the exact same abilities as the Undead Gargoyle(which I added a few versions ago).

Gargoyle can fly but he can still be hit by melee units. Both ground and air attacks can target Gargoyle. Also, he has negative 7 armor to make up for the fact that he can fly.

Some people might be wondering why a Gargoyle is helping the good side, so I named him Hudson, which is named after one of the Gargoyles from the Gargoyles animated series. The show was about Gargoyles who fought crime and helped people or something like that, I haven't watched the show in years, so I forgot what the plot was all about.


Unit related changes:
1. Re added the Warclub ability to Mountain Giant. However, you can't really use it but the computer will use it to remove the trees where Atrina is, when I removed the ability, the trees weren't removed, which meant that you couldn't build towers there. The trees should now be removed by the computer's mountain giant.

Basically, the trees near Atrina should be removed by the Mountain Giant's so you can build towers there.

2. Buildings/Structures now automatically rally just to the right of where Naga Royal Knight hero is. I noticed a lot of players seem to forget to rally their units, so this was put in place to help people out.

Structures automatically rally as soon as they start constructing but you can still change the rally of your building/structure if you want to, simply just rally it like normal and it should work.

Enemy Related Changes:
1. Sand King removed. As noted above, it seems Sand King may have been the caused for the crashes, more testing is needed to make sure.

2. Nuclear Bats have been temporarily removed, just in case they were also the cause for the crashes.

3. The enemy Gargoyle(hero)'s Dive ability now heals 4 health per second per unit, increased from 1 health per second per unit.

Dive also has 5 second cooldown, from 14 second cooldown. This only applies to the enemy Gargoyle, and not the one you can pick.

Terrain Changes:
1. The Ramp in the bottom center of the map(the ramp to the right of the fountain of health/mana, and to the left of the pond with Dolphin Statue) has been increased by one square across(right side has been increased). The small pond with with the Dolphin Statue has been reduced by one square across(left side has been shrunk).

Anyway this is to reduce the amount of blocking/crowding that occurs where the ramp is.

Other Changes:
1. Fixed the Fountain of Healing (near the gate) not healing units, it should now properly heal health and mana or nearby ally units.
2. Other minor stuff have been fixed like some tooltips.
3. The loading screen description has finally changed. I removed the story part(it's still in the map description) and replaced it with in game information.
This means that there will a lot less questions about the game from players who never played the map before.

Known Issues:
1. Map may or may not still crash.
2. Gargoyle doesn't get any starting units - I'll add starting units to him later.
3. Gargoyle may become stuck in low height if he is killed while transforming from/to Stone form.
4. Consume Magic's damage does not work(but stun does).
5. Watery Shell doesn't work on Commander hero.
6. Spell Reflection Shield does not autocast properly.


Recent Changes(e15b):

Note - Mainly just a few minor changes and bug fixes in this version. Most of the changes I wasn't able to test btw.

Hero Related Changes:
1. Spell Conjurer's Consume Magic should now properly deal damage. (Edit: It seems it still doesn't properly deal damage, I'll try to fix next version).
2. Water Shell now works on Commander hero. Water Shell shield animation plays closer to the unit now. Water Shell's animation now no longer plays when damage taken is below 10.
3. Mana Drain Ward's stun changed from 1 second to all levels to 0.5/1/1.5/2/2.5/3 seconds for levels 1-6. Mana Drain Ward should no longer destroy trees.
4. Gargoyle's dive should now always set the default flying height after use. Dragged dive height for enemy unit is lowered by a little bit.
5. Gargoyle's Stoneform Shimmer attack changed from shockwave to a simple 150/300/450/600/750/900 damage attack that stuns for 0.5/1/1.5/2/2.5/3 seconds in 500 area(in the center).
6. Spell Steal can no longer steal Stoneform or taunt.
7. Feedback should now work on Gargoyle's illusions.

Enemy Related Changes:
1. Hydralisk's Venom Blast now changed from 2 second duration to 2/2.5/3/3.5/4/4.5 seconds. It does 75/150/225/300/375/425 damage per second, lasts 2/2.5/3/3.5/4/4.5 seconds.

Other Changes:
1. Loading description - changed castle to town hall. It said builders can be bought from castle, even though the structure was technically called a town hall.
2. Other minor changes like editing tooltips(specifically, cooldown is displayed for Watery Shell now).

Known Issues:
1. Map may or may not still crash.
2. Gargoyle doesn't get any starting units - I'll add starting units to him later.
3. Gargoyle may become stuck in low height if he is killed while transforming from/to Stone form. Using Dive should fix this.
4. Spell Reflection Shield does not autocast properly.
5. Consume Magic still doesn't seem to damage enemies properly.
6. Events(gruntapult for example) sometimes do not display to players.
7. It seems the map can still crash, although a lot less frequently with the removal of Sand King the previous version. I'll try to figure this out.

Recent Changes(E1.5.16):

Note - The majority of the changes are balance changes and small fixes.
Also, the version name has changed. Instead of the e(which stands for edits) being after the first version number, it's before the version number.

The current version is now E1.5.16 instead of the old way which was 1.5e16. I added the E in front to make it more obvious that it's not the original version of EotA but a modified version.

Note2 - The AI feature is ready and was planned to be released in this version but I temporarily removed it due to the crash issues. Now, I'm not sure if the AI causes crashes or anything, we'll just have to see.

Hero Related Changes:

1. Spell Steal can no longer steal submerge, volley fire, or metamorphosis; Firestorm, Waveform, Shockwave Slash, Mana Drain Ward, and Entangle. Watery Shield, Clone, Healing Field, or Revive Hero should now properly work when used by Spell Conjurer. Consume Magic should now properly damage enemies.
2. Gargoyle- Dive distance from 1200 to 1400.
3. Ninja base armor decreased from 5 to 3.
Architect armor increased from 1 to 3, and upgrade increased from 2 to 3.
4. Architect can now heal structures and mechanical units with Building Research ability.
5. Watery shell damage needed to activate shield animation lowered to 5 from 10. Watery Shell's shield now disappears instantly after the shield is no longer in effect(destroyed). It used to take about 2-3 seconds for the shield to disappear. Watery Shell now places a buff on the unit to indicate that the unit is under the effect of the shield. Watery Shell animation 30 to 20 offset range. Partially fixed Watery Shell on Ranger General/Familiar, it used to be if Watery Shell was casted either on Ranger or Familiar, it'll block the damage for both of them. This has been partially fixed, however, Watery Shell's health is shared between Ranger and Familiar.
6. Removed cooldown on Frost Armor's counter stun effect. Cooldown between chance to stun attackers reduced from 0.5 seconds to 0 seconds. Reduce chance of counter stun from 7% per level to 5% per level.
7. Volley buff icon changed to fan of knives. Volley Shot's tooltip has been corrected. In does actually change attack speed to 700% but the attacks can't go lower than the animation which meant that it actually increased attack speed by about 250%(can't go faster than that due to animation delay). Animation delay of Ranger's Volley Shot have been reduced by 0.2 seconds meaning the max attack speed is reduced from 0.7 seconds to 0.5 seconds.
8. Ninja now has new icon(which is exactly like the in game model now). Ninja's Strike Combo now has fewer hits but does more damage(overall damage remains nearly the same). Ninja's Shockwave Slash has been buffed, it has a new effect(see in game description). Cast range increase from 900 to 1200
9. Manaflare area of effect increased to 1700 from 900-1650. Manaflare now deals full damage to heroes instead of half.
10. Ninja's Shadow Image Counter buffer mana cost decreased from 25 to 10 mana.
11. Freezing Field damage reduced from 125/250/375/500 to 100/200/300/400, duration increased from 7 to 8 seconds. Freezing Field now also has a Water splash model where the frosts are being summoned. I actually didn't intend to keep the Water Splash effect on Freezing Field but forgot to remove it for this version.
12. Sentry's Elite Skills ability evasion level now gives only 4% evade chance per level, down from 5%.
13. Chain Frost(Frost Nova nuke) Area of Effect reduced from 700 to 500. Chain Frost now deals 125/250/375/500 damage from 280/370/460/550.
14. Harrowing Slayer's Strike Combo has been replaced with Mirror Strike. Augmentation healing now changed from 5/10/15/20/25/30 health regen per second to 1/6/12/18/24/30 health regen per second. Meteor Swarm releases faster, 0.5 second delay to 0.25 second delay. 3 meteors are summoned per level from 2.
15. Frost Wizard’s Frost Strike now deals 125 from 50 target damage. Icy Comet will now cause extra damage if a target unit in the target area has Frost Strike buff.
16. Lightning Shield on Storm Caller hero is changed. Old effect used to be Lightning Shield(DoT near units with buff). New effect, see in game description.
17. Sentry's Strike Combo (Omnislash) now stay's on the single target until it is dead before changing targets. Sentry's Strike Combo cooldown increased from 30 to 35.
18. Animation attack delays of Sentry and Harrowing Slayer have been slightly reduced.(about 0.1 second).
19. Commander's Revive casting time changed from 20/15/10/5 seconds to 11/9/7/5 seconds. Cooldown remains unchanged. Also corrected the learn tooltip to say the correct cooldown (which is 90/80/70/60 seconds).
20. Sky Blasting Eruption deals 100/200/300/400/500/600 damage, doubled damage from last time. Stun length also increased from 1/2/3/4/5/6 to 2/3/4/5/6/7 seconds.
21. Shimmer on Gargoyle(not enemy) now deals 35% damage up from 25%. Feedback on illusions now only burns 3/6/9/12 mana instead of 12/24/36/48 mana.
22. Watery Shell should show the amount of health on the shell now in floating text.
23. Waveform damage has been increased from 75 damage per level to 135(about 80% increase) damage per 0.05 seconds per level(note, each unit can be hit up to 3-4 times, meaning it deals around 450 damage per level per unit hit). Waveform now does chaos damage(full damage to all armor types) instead of spell( damage but it is affected by armor number(if a unit has at least 1 armor, waveform will have reduced damage but if it has negative armor, it will take more damage).
Water Strike can now be actively used to unleash tidal waves. Tidal Stomp area of effect increase by 100. Submerge now has mana well(water) model).
24. Light Orb Attack mana cost reduced from 30 to 10. Cooldown reduced from 6/5/4/3/2/1 to 1 at all levels. Light Orb Attack now works on non-organic units. Familiar can no longer use Mana Flare or Tranquility while channeling either spell(due to a bug when occurs if Mana Flare is used during Tranquility).
25. Ninja can change the counter range by typing -counter now instead of -counterrange. Ninja's Strike Combo's lightning effect now is creased by the Chain Lightning ability(it also bounce) instead of by triggers. The bounces do not bounce exactly where Ninja attacks or teleports but I think it looks better than the old effect.
26. Rune Conjurer's Serpent Wards now last from 5 to 7 seconds. Attack bounce of ward reduced from 10 to 8, range increased from 900 to 1000. Mana Drain Ward now does 2x mana in damage from 1x. Mana Drain Ward now damage type changed from Hero - Normal(affected by armor stats) to Hero - Universal(not affected by armor).
27. Ninja's Shadow Image Counter now deals Hero - Universal damage(100% damage that is not affected by armor).
28. Hazard Slash damage type changed from Spell to Chaos, Hazard Slash is still affected by armor amount though. Hazard Slash's flames will be unleashed in a straight line now instead of changing if the hero is moving. This can be turned on/off by typing -HazardMoveOn or -HazardMoveOff. HS now damages all non-flying units.

Enemy Related Changes:

1. Temporarily removed enemy Gargoyle to see if it’s might cause the crashes.
2. Added a new orc enemy hero, Blaze King.
3. (When enemy Gargoyle comes back) - Terra Slam on enemy Gargoyle now has distance of 400 with an additional 100 range per level, up from 50 range per level. Terra Slam range on ally Gargoyle increased by 100 at all levels. Duration on enemy Gargoyle Shimmer increased from 2 seconds per level to 3 seconds per level. Enemy Gargolye's Terraslam now deals 3x more damage(50 per level to 150 per level).
4. Venom Blast now gains 1 second duration per level from 0.5 seconds.
5. Zergling Rush now summons less zergling but each zergling deals more damage.
6. Therivox splash attack no longer hits heroes or air units. Splash damage weaken a little.
7. (When the heroes return) - Gargoyle (Enemy), Werewolf, and Sandking now have bonus armor when their armor is upgraded.
8. Werewolf's Bloodrage is requirement changed from 1 to 6(this is to make it so it'll work even through magic immunity). Werewolf's Bloodrage has been buffed also.

Unit Changes:

1. Defend can now be researched in castles. Knights now have a new passive ability - Knight Defense, which is a stronger version of defend without the slow movement speed. Knights now have a secondary air/magic based attack.
2. Defend can now deflect.
3. Spirit Touch now has 0.5 duration(from 1 second), meaning it can be auto casted by up two priests at once(since cooldown is 1 second).
4. Spell Shield (Unit) cooldown from 1 second to 3.
5. Corrected Multishot's (Marksmanship) passive icon, the icon's boarders are now black(instead of dark brown).
6. Watch Tower Multi Shot tooltip now says 4 attacks instead of 3(it always hit 4 times). Regular Orc Watch Towers now have Multi Shot ability, Orc Burrow damage increased from 45 to 90.



Other Changes::

1. Fix various tooltips.
2. Added 6 waygates, four in the center near the center gate and 2 near the dolphin statue. The waygates require a unit to be selected then ordered to move to the waygate for them to work. Enemies can not use the waygate. The waygates are triggered and do not function exactly the same way as regular waygates, for example, units won't automatically enter the waygate if you order them to move farther than the waygate.
3. Volley buff icon changed to fan of knives.
4. Time increment for Strength/Agility/Intelligence upgrades reduced from 3 seconds to 1 second per level. Restock time of Arcane Vault and Ancient of Wonders items have been reduced to 1 second.
5. Illusions can now gain damage and attack speed bonuses from items/abilities. Illusions can now restore life.
6. Bone decay time reduced from 60 seconds to 30 seconds. Item resurrection range increased from 900 to 1350. Naga resurrection AoE increased from 1000 with 200 per additional level to 1200 with 250 per additional level.
7. Health of enemies for Very Easy/Normal/Hard/Very Hard have changed from 135/160/165/175% to 200% for those first 4 difficulty settings. Health of enemies is still 200%/210% in Insane/Harder than Insane difficulties. Exp rate stays the same.
8. West fountain of mana should now work.
9. Shimmer Stun and Consume Magic should now work properly. Harrowing Slayer now has vampiric in his metamorphosis form.


Known Issues:
1. Map still seems to crash but with the removal of Sandking, the crash rate has gone done significantly. Again, if anyone could please report if they experience a crash or not in this version, that'd be helpful, thanks.
2. Mana Drain Ward sometimes does not properly gain mana from mana steal.

Recent Changes(E1.5.16):

Note - Mainly just a few minor changes and temporarily removal of Blaze King.

Hero Related Changes:
1. Sky Blasting Eruption has thunder clap animation at the end. Sky Blast Eruption's secondary air damage now ignores armor amount. Sky Blasting Eruption's secondary air damage now is done once instead of gradually.

2. Hewn Earth cooldown from 90 to 25 seconds. Hewn Earth damage from 500/1000/1600/2400 to 500/1000/1500/2000. Mana cost from 200 to 200/250/300/350. Hero duration changed from 8/10/12/14 to 12 seconds at all levels. Regular duration changed from 10/14/18/22 to 15 seconds all levels.

3. Spell Steal can no longer steal Sky Blasting Eruption(BTW, the reason why Spell Steal can't steal all these spells is because those spells aren't MUI, that is, it can't be used by two different units at the same time without conflicting).

4. Fixed shockwave slash causing a bit of lag. This is due to the Lightning Slow buff being placed on the same units multiple times, the buff should only be placed once and never again if it has that buff.

5. Shockwave Slash cast range increased from 1200 to 1400.

Enemy Related Changes:
1. Temporarily removed Blaze King to see if it's the reason for the crash(none of his skills are triggered enhanced or anything but Volcano's AI casting is triggered, that might be the reason. Also I know I could have just removed Volcano but I rather just remove the whole hero temporarily for now).

2. All orc heroes except Stormrider, now have Amphibious movement(they can move on water). This is in case any of the Orc heroes get stuck on water by Gargoyle's Dive ability. I'll add Amphibious movement to undead too, as well as add other methods for the enemy heroes to move in case they get stuck by Gargoyle or something else.

Other Changes:
1. Blighted Ancient Protector build time reduced from 300 to 150 seconds. Health from 500 to 2500. Regen from 0.5 night time only to 1 always.

2. (Regular) Ancient Protectors now have the Stone Stun(Bash) ability and upgrade.

3. All structures built from items(Rune of Healing for example) now have a build range of 9000.

Known Issues:
1. Map still seems to crash but with the removal of Sandking, the crash rate has gone done significantly. Again, if anyone could please report if they experience a crash or not in this version, that'd be helpful, thanks.
2. Mana Drain Ward sometimes does not properly gain mana from mana steal.
3. Spell Reflection Shield does not autocast properly.
4. Events(gruntapult for example) sometimes do not display to players.

Possible to come features in future versions:
1. As soon as the map seems to be free of crashes, I'm going to work on adding Boss Battles and new Events/Quests.

The Boss Battles will require me to redo a lot of the enemy spawning triggers. For the Boss Battles, I don't want any enemy units or heroes to be spawned or attack, I want only the Boss to fight. The current way the triggers are set up, I can't do that easily, so I have to redo those triggers and because of adding new triggers and redoing a lot of triggers, I want to make sure all problems, such as the crash issue, to be fixed before doing that.

2. AI - Basic AI is already finished but I want to wait until the crash issue is fixed before adding them.

The Basic AI simply patrols around large area where the sun well is, they will attack any enemy they encounter.

They learn skills and use most skills for their heroes.

The AI also builds a random structure around every minute, if they have gold.

The Basic AI is done and will be added after crashes have been resolved.

3. More abilities for Heroes - Currently, I am thinking of adding more than 5 abilities per hero with some sort of customizable ability system. I am thinking of a system where each hero has about several abilities(more than 10) to pick from and learn. Basically, I am thinking of letting each hero pick and customize abilities for their hero.

Each hero would be able to pick from a pool of 15 abilities. Each hero can hold up to about 6 or 7 abilities at a time.

Each hero will have their own unique abilities.

So basically, I am thinking of extending the amount of abilities each hero has from 5 to 10+.

Of course, this will be worked on after Boss Battles and new events are added in the game, and that will be added after the crash issue has been resolved.




I decided to release this version due to version 1.24 breaking previous versions of EotA. Note that this version still has many imbalance problems and bugs with certain spells but for the most part, most things seem to work.

Chain Frost, Greater Bash, and Freezing Field were all imported spells and no longer work in this version. I removed them and replaced them with new abilities. There may be some broken spells still left in, I haven't had time to check or test a lot of stuff.

Due to the large amount of changes(small and big) compared to the last version, I won't list any small changes or small balance changes. I will only list either major or noticeable changes and additions in this verison.

(Major) Hero Changes:
1. Ninja's Shadow Image Counter ability has been reworked and changed. Basically, I removed the teleport function from the ability.
2. Blade Runner's Spirit Link damage distribution has been lowered by about 10% per level, Spirit Link will now work on all units starting from level 1 instead of at level 5.
3. Blade Runner now has a new ability, it is very similar to Ninja's (new) Shadow Image Counter ability.
4. Replaced Frost Wizard's Chain Frost with a new ability, "Tri-Elemental Storm". It functions similar to her old(and regular) Blizzard ability. I was going to keep Chain Frost and let her have two ultimates(inside a spell book, both would have shared the same cooldown) but update 1.24 broke the Chain Frost import spell so I had to remove it.
5. Replaced Naga Sorceress's Freezing Field with Rain. It functions similar to her old Ultimate Fog. It's a channeling ability which slows units, deals gradual damage, and causes targets to miss.

5. There are a lot of other hero changes but they're too many and too minor to list them all right now. I will list other minor changes in a seperate post later.

Unit Changes:
1. Nearly all units' attack damage have increased signifciately.
2. Several summoned units now have Hero armor instead of large armor.
3. Town Hall now has Hero armor instead of Fortification armor. Armor have increased from 8 to 25.

Enemy Changes:
1. Most undead heroes can now move on water.
2. Firelord hero has returned(no ultimate this time). Firelord/Blazeking will probably be removed or moved to the undead side later due to the large amount of enemy heroes there are.
3. Added an experimental Zergling Hero added to undead side.
4. Enemy Heroes will now gain experience faster as they are killed. The amount of extra enemy experience gained can be viewed with -enemyexpmod . Note that this was something I was working on to fix the issue of picking an easy game mode then being stuck with it for the rest of the game.

I may or may not keep this feature or change it. I may probably just change it so that the host can increase the difficulty level if things seem to be too easy(but the host won't be able to revert back).

Other Changes:
1. Fixed Knight's secondary ranged attack not working.
2. May have fixed other stuff(I took note of them all but it's a long list, I may post all the changes/fixes later).
3. Added an "Upgrade Center" just to the right of the hero selection area. Upgrade Center will upgrade all non-Hero units when purchased. At the moment, there are 5 levels of attack, armor, and speed upgrades.
4. Floating text's color have been changed for some abilities(Watery Shield and Hazard Strike for example).
5. Potion of Blink's blink range increased from 1000 to 1200.

Known Issues(That weren't previously mentioned:
1. Naga Sorceress's Watery Shield doesn't seem to work properly, it disappears sooner than it should.
2. Sky Blasting's Eruption's damage is not functioning properly.
3. Naga Sorceress's Rain ability only does 50/100/150/200 damage per second instead of the 100/200/300/400 said in the tooltip description. Rain does not cast Watery Shield on allied units, as is said in the tooltip.
4. Other issues which were mentioned in previous changelogs may still be present in this version.





Like the previous changelog, due to the large amount of changes(small and big) compared to the last version, I won't list any small changes or small balance changes. This time I will only list just a general statement about certain heroes(like lots of heroes been buffed, etc).

Hero Changes:
1. Several Heroes have been buffed.

2. Spell Conjurer's Spell Steal works different now, it's a single target ability that targets a hero. It copies a spell from that Hero and adds it to a spell book. The spell copied will always be the same for the same type of hero. For example, Spell Conjurer will only(and always) copy "Summon Zergling" from the Hydralisk hero.

Spell Conjurer can now have 4 copied spells at a time(in the spell book). Copying a new spell will replace the oldest spell copied in the Spell Book.

3. Spell Conjurer's Energy Drain ability has been buffed in damage. Spell Conjurer's Energy Drain now deals additional area damage at the end of the cast. The damage is dealt based on the difference between amount of HP the target has at the start of the spell then at the end of the spell. Energy Drain now slows enemies by 75%.

4. Architect now has "Divine"(I changed it in game to be known as "Ultimate") armor type. Ultimate armor type reduces damage from every type(except Chaos damage) by 50%. Chaos damage will deal 100% to Ultimate Armor.

5. Architect's structures will now refund 70% of their gold cost(only gold, not lumber) when destroyed by an enemy. This does not affect any structures which are built using mana.

6. All Heroes can now attack air units without requiring an orb.

Unit Changes:
1. Added a Murloc Builder, it can build structures which produce Naga units. Right now, I made it so the Naga Units are strong but in return, they cost more to build.
2. Rifleman's explosive shots have been changed to a passive AoE bash ability.
3. Several other units have been buffed.
4. Armor type of "Guardian Wisp", "Atrina", "Town Hall", and "Naga Royal Knight" have changed from Hero to Ultimate.
5. The Hippogryph Riders near Atrina now have an area of effect bash.

Enemy Changes:
1. Removed "Summon Lava Spawn" from Firelord.
2. Solved issue with Firelord's incinerate not working.
3. Blademaster's images now take 500% damage instead of the previous 210% damage, making them easy to kill. Images now deal 1% damage instead of 0% damage.
4. Increased cooldown on spells such as Soulburn, Storm Bolt, etc. Reduced length of Storm Bolt's stun.
5. Reaver has been nerfed: his cleaving attack and stats have been reduced.
6. Enemy Heroes minimum movement speed have been changed from 150 to 75.

Other Changes:
1. Upgrade Armor (Global) now increases life regeneration of all units by 3 per second per upgrade.
2. Global Upgrades now affect structures too(but not Heroes).
3. Computers can now be added in the game. Simply change an option slot to a computer. Computers will learn and use nearly all of their abilities. Computers will pick a hero randomly after all regular players have picked their heroes. Computers have a 50% experience increase, increased life regen, and increased mana regen to make up for the fact that they don't build(as of yet) and are not as good as regular players.
4. Several Upgrades now have reduced research time.

5. Added a new periodic event, "Undead Supplies". Once in a while, an undead Supply Barge will appear from the middle west and then head towards the Undead Base. If destroyed before it reaches the base, it will give 100 gold and 20 lumber to all players. If the Undead Barge reaches the Undead Base, all undead enemy heroes will receive extra experience points.

Known Issues with Computer (Allies):
1. Does not build structures.
2. May not use certain abilities.
3. As of right now, it only defends and simply patrols around the fountain in the middle.

Known Issues:
1. Same as previous "Known Issues" except "Rain" now does the correct damage. Watery Shield still functions weird after the update, it activates multiple times even in just one damage instanced.
2. Heroes can be trapped using Gargoyle's Dive ability. This was an obvious issue I've known since I added the Gargoyle to the allied side but I will be working on a way to fix
this while still allowing the Gargoyle to pick up enemy heroes.
3. Game still crashes. At this point, I'm not really sure what is causing the issues, I'll continue to look through triggers and edit or change any of what may cause a crash.



Few changes to Naga as suggested by members:

Unit Changes:
1. All Naga units nerfed and some naga structures now cost more gold/lumber.
2. Naga Siren's Parasite now deals 50 damage per second down from 300.
3. Dragon Turtle's Anti Hero Shell now activates only 70% of the time instead of 100%.
4. Dragon Turtle's Spiked Shell now only reflects 100% damage and it does not reduce damage anymore.
5. Naga Myrmidon's Cleaving Attack now only splashes 30%.
6. Keep cost reduced from 300 to 200 gold.
7. Couatl's area of effect attack now only deals 50% damage instead of full.





This version mainly fixes a few bugs. There are no new major features or events added to the map, so I apologize.

I did not document all the changes. I worked on the map on and off, and for the most part I have been a bit lazy with writing down all the changes I made to the map.

I will list major changes that I remember.

Credits in advance:
1. Started using Rising Dusk's Damage detection system and Knockback system.
2. Started using Vexorian's TimerUtils and Tables.
3. Check out the credits list (in the quest menu in game) for more credits.

Since I started using their systems suddenly, I wanted to mention them.

I'm still trying to learn vJASS stuff, I will eventually try to convert existing custom spells to Jass.

General Changes:
1. ArnaudB's suggestion about tutorials have been added. Players no longer get kicked for pressing "escape". The text is displayed in the box AND above the box so that even if a player press "escape", there will be the same text above where the box is.

2. Allied players can no longer attack Gray(the computer).

Hero Changes:
1. Several Heroes have been buffed.

2. Storm Caller's Wolf summons have been buffed. Also immolation has been replaced with a lightning version of immolation to fit the "Storm" Caller hero theme.


3. Storm Caller's Healing Ward changed to Lightning Ward. Again to fit with the lightning theme. Lightning Ward now works by giving nearby ally units an "area of the effect" version of life steal.

For example, there is a 10% chance that 50% damage you do heals nearby units within 500 range. If you deal 100 damage, 50 health will be healed to units near you in 500 range.

4. Architect now has new ability, Throw Pickle. Throws an explosive pickle the knocks back units and stuns them.

5. Dive no longer picks up heroes. This is temporary until I find a way to prevent enemy heroes from getting stuck.

6. Sky Blasting Eruption no longer knocks back or moves enemy units.
First, it could be abused and players could toss enemy heroes to some place where they could get stuck.
Second, it was kind of a broken ability. It was actually one of the first abilities I worked on before I knew to how to really make custom spells.

7. Reduced agility attack speed gain from 2% per agility to 1%. Also reduced movement speed per agility from 2 to 1.

8. There are lots of other small changes to heroes, so I won't list them.

Unit Changes:
1. Sorceress upgrade has been changed. Instead of manually using "Curse" or "Faerie Fire", it will cast with Slow once you research them.
2. There are other changes too but I forgot exactly.

Bug fixes:
1. Computers now build structures(only a select few).
2. Fixed issue with Watery Shield not working properly.
3. Fixed bugs with Clone(clone can't target invulnerable units anymore).
4. Removed Reincarnate from the Invulnerable Hippogryph Riders, this had to do with the Clone bug.
5. Fixed bug where computers may change ownership of a hero already picked by another computer. There should no longer be any issues when computers pick heroes.


Known Issues with Computer (Allies):
1. Does not use certain abilities.
2. As of right now, it only defends and simply patrols around the fountain in the middle.

Known Issues:
1. Game still crashes.
2. For some odd reason, "rarely"(but it happens) a player hero may be removed from the map and not revived.

I will try to add a "-recreate" command(to recreate the hero when it's removed from the map) or so for when this issue happens

I apologize for those issues, since they are really major issues.





I uploaded the unprotected version, see the link(linking to a post) above to get it(I attached it to a post here).

When I was working on E1.5.19"b", I didn't upload it here because I was using that version number to work on and test a new ability for Ranger General. Now that I have dealt with all the issues, I bumped it up to "c", in case you were wondering where version "b" was.

There are no new major features or events added to the map, so I apologize. This version was done only recently; I mean I worked on it just this week(haven't worked on the map much for months).

Not all changes will be detailed here because there are some changes that I did before this week.

I will list major changes that I remember.

Bug fixes:
1.Computers will properly learn a few new abilities I added previous version(such as Lightning Healing Ward, which was introduced last version).

2. Fixed issue major issue where Architect was not able to build(I'm not sure if this bug was in the previous version uploaded here or not but I just noticed this bug existed two days ago in the latest map). Basically, this was due to the Architect being moved to the "human" category from the "Neutrals(Others)" category. The problem was all the structures were in the "Others" category, since Architect was moved to a new category, apparently he could no longer properly build those structures.

I moved Architect back to the "Others" category to fix the issue.


General Changes:
1. Added a new command for player 1(red, which should be the host): "-increasedifficulty". This command can be used six times in a game, it increases the max hitpoints of enemies by 25% per use, and increases periodic(which occurs every 15 seconds) exp gain by 150(150% of 100 actually, so it won't get multiplied by the enemy exp modifier).

This command should be used if things are too easy. Use it once or twice, then wait to see if things get to the right difficulty for your team.

Note that you cannot reverse this.

Hero Changes:

1. For Ranger General: Replaced "Flaming Arrows" with "Elemental Arrows".

Elemental Arrows allows the Ranger General to choose between three elements:Fire, Lightning, and Frost.

All three elemental arrows stack with Volley Fire's barrage based skill.

Fire Arrow: Works nearly the same as the old "Flaming Arrows" except it instead adds damage directly to the hero when active.

Lightning Arrow: Gives each attack(or damage instance from items such as Cloak of Flames, doesn't work with Blazing Armor though) a 10%(7% against non-hero units) chance to deal damage equal to 4/6/8/10/12/14% of the enemy unit's max HP. This makes it really effective against heroes, especially later on when they have lots of HP.

Frost Arrow: Gives each attack(or damage instance) a 8% chance to slow an enemy by 20/40/60/80/100/120% for 5 seconds. Attack speed slow caps at 80% but if the enemy has increased attack speed boosts(such as from agility or blood lust for example), then having over 80% slow helps in cases like those.

Anyway I only tested this ability for a game, there may be bugs with these abilities. There is a bug where the "missile art" is just the regular arrow, but only for one or two attacks(the actual effect will still get applied, just the missile art is the normal arrow).

Also note that the missile art(and effect) will return to normal if the Ranger General goes below 12 or lower mana. 4 mana is drained each time you attack with these abilities active. The effect will be "reapplied" once you attack with more than 12 mana.

2. Storm Caller's Lightning Ward (name) changed to "Lightning Healing Ward" to avoid confusion with Architect's Lightning Ward.

3. Lightning Healing Ward's chance to activate reduced from 12% to 10%. Floating text size reduced by 1 font size and now disappears and fades sooner.

4. Also Lightning Healing Ward's "heal graphic effect" is now changed, it is now based on Storm Shield's damage effect(which is a small lightning bolt) rather than Chain Lightning's giant lightning bolt.

5. Throw Pickle now has 28 cooldown instead of 25.

6. Mana Flare now has 2000 range, up from 1700.

7. Gargoyle's Feedback ability is now triggered. It works using damage detecting system by Rising Dusk. It should now stack with all orb effects and/or buff placers. Also certain damage items, such as Cloak of Flames(but not Blazing Armor, since Blazing Armor is triggered damage) will activate Feedback to units who are damaged by it. Same applies to most items with a damaging effect(Orb of Venom, Orb of Fire, Spiked Shield, etc).

Enemy Changes:
1. Buffed some enemy units slightly.
2. The mana cost of Orc hero abilities have been increased. This is done to make Mana Flare a bit more useful.

Known Issues with Computer (Allies):
1. Does not use certain abilities.
2. As of right now, it only defends and simply patrols around the fountain in the middle.

Other Changes:
1. Tidal Guardian will now refund a random 70-80% gold cost when destroyed.

2. Spiked Shield buffed from 20% to 40% returned damaged.

Known Issues:
1. Game still crashes.
2. For some odd reason, "rarely"(but it happens) a player hero may be removed from the map and not revived.

I will try to add a "-recreate" command(to recreate the hero when it's removed from the map) or so for when this issue happens

I apologize for those issues, since they are really major issues.




Sorry again for the map crashes. Anyone who experiences a map crash can you post some details like which heroes were present, which skills were used, how long into the map, etc. Again, sorry for the map crashes.

Also thanks for the help/feedback everyone.

Keywords:
EotA Eye Eve of the Apocalypse Defend DarnYak Castle Defense Newuser Survival
Contents

EotA: Exodus (v E1.5.19c) (Map)

Reviews
20:31, 16th Mar 2009 by bounty hunter2: Please post some proof that you had the permission of editing this map, until then Rejected. 03:02, 2nd Jul 2009 Linaze: I still don't see any proof for permission to edit and upload. 02:56, 6th Aug 2009...

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,195
For open source maps, it is advisable to post the optimized play version as the actual download and then attach the opensource map to a post in the thread. I did this with my green circle TD.

Also this map is prety enjoyable. Suprised it is not hosted more though.
 
Level 1
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Dec 30, 2008
Messages
2
This map is getting to easy the enemy creeps really need a buff because near end game they die really fast to heroes and the original version hard was actually hard and you need a full house of pros to even attempt but right now one hero can solo a entrance by himself on harder than insane...
 
Level 2
Joined
Sep 8, 2009
Messages
10
WoW! It's great map, I really liked to play it. But I never thought that anyone will update it, ever... really glad to see this =) Keep up the good work!

i love this

{EDIT 1}
good map keep it up

{EDIT 2}
keep up the good work
 
Last edited by a moderator:
Level 6
Joined
Jun 14, 2008
Messages
176
I've been busy IRL so haven't been able to work on map much.

Things that I am trying to work on:

1. Fixing some hero abilities(most noticeably the mana drain ward from Rune Conjurer). I have imported Rising Dusk's "Intuitive Damage Detection System", and thanks to the system, I fixed Naga Sorceress' Watery Shield issue.

Also Watery Shield will now be completely MUI thanks to Rising Dusk's system.

2. Fixing and editing some parts of the ending(I have been quite lazy and there are a bit of bugs in the ending).

3. Going to edit or add some abilities to heroes, adding a shockwave type ability back to Tauren (for example).

After all that, I am going to:

4. Continue to work on balancing the difficulty of the map. Right now, I do realize the difficulty of the map has been inconsistent these past versions and I am going to focus on that soon.

5. Add more random events and possibly make an attempt at making a Boss Battle. I've got several ideas of how to go with these events and boss battles, all that's left for me to do is to try making them in the map.

For the Boss Battles: the idea is that once a Boss Battle starts, the only enemy will be that Boss at the time(all our enemies, enemy heroes, etc will stop spawning and/or attacking).

For some boss battles, you won't lose the map if you lose the boss battle but it will impact you negatively(like enemy units will be stronger, etc).

Also Usually, a boss battle will also feature some scenario to go along with it, like "Protect <x> unit" for example.

Anyway that's just how I want Boss Battles to work in the map, note that I haven't done anything related to Boss Battles in the actual map yet. It will be worked on "eventually"(not soon though since I've been really busy, sorry to say).

6. Add a third resource(possibly using "Food" as the resource), make all hero items cost this third resource. That way, players can buy and upgrade units as well as buy items for their heroes.

As for the items, I will also add new items to compliment the new third resource.

7. About Architect, I will probably remove gold gained from selling runes and stuff. With the new "refund" thing when a structured built by the Architect is destroyed, I don't think that "Gold Farming" is needed as much. Also Architect is a very powerful hero when used for gold farming, so I'll probably end up removing his abilities to gold farm by selling runes.

Again, sorry for all the current issues, I am still working on the map but just been real busy with stuff IRL.
 
Level 4
Joined
Feb 12, 2007
Messages
99
Good news you're still working on this map, if you need help ask me.

And think about the priestess of the moon lag issue, simply remove all the effects in worse cause it's annoying to have a damn high lag when you want to defend her, or just pass your screen over her.
 
Level 26
Joined
Jun 15, 2006
Messages
2,651
the idea of the map was pretty interesting, but we got a fatal error.....:/
the overuse of stampede was a bad point & the screen was a bit too full sometimes( I could not even find my hero in some situations and I hate those "where is Waldo" games D:)
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,195
The map crashed when played on the THW test session.

My first major comment is too much use of stampeed, there are other spells in the spell section you know...
Secondly, the architect I could not find where to level up hero damage and armor.
Generally there is too much combat running on all the time that it is hard to understand what is going on, I advise reducing the rate of enemies sending troops but upping their HP slightly.
Enemy heroes may also use some AI, suiciding seems rather stupid for them to do all the time.

For more problems I need to test more, overall currently I give it a 3/5-4/5.
 
Level 13
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Jul 3, 2008
Messages
1,098
We have played it on our test session and here is my oppinion (i played panda)

One of the better Hero Defense maps , with nice intro and some nice things...


Terrain 8/10 (it was best as far as i've seen in this kind of map)

a lot of space to build - not so chaotical from start +2

Not much of lags even with masses of units 8/10

intro +3

originality 2/5


Unit balance 4/10 (Balance? Huh?)


"Guard this entrance, guard this entrance, HEY WTF SOME CREEPS ARE INSIDE KILLING PEASANTS >.<" -3

Bugs 5/10 (we got Fatal Error)

Chaos in fights -2 (only thing in fights which i could do was click ulti , immolation , stampede and attack order hero , try to play with flying units with no damage :/)


Overal 28/45 -> 3/5
 

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,550
Rui's review for "EotA: Exodus" (v E1.5.17b), first by DarnYak, and now Newuser

I'm not going to write a formal review here. I just want to say that the game ended when there were 23 minutes left for the portal to open (Normal/Medium difficulty chosen).Going straight for the point, all I have to say is that this game is a big confusion. You fight not only units but also other heroes. Enemy heroes are so strong I think you spend more time fighting them than ordinary creeps.My partners say there are a lot of stampedes, but I wouldn't have noticed that otherwise. The game is (like I said) so confusing and so fast... it is a total mess. I apologise for repeating myself, but if I were to resume the game in a single word, «mess» would be it. You kill creeps and do little else.
My rating for this map is 2/5 (Lacking). I tested it online with Billy the Cat, Rao Dao Zao, Dr Super Good, Numerion, DonDustin, and Hanky.
 
Level 6
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Messages
176
As some may notice, I haven't been updating the map as often. I have only been working on it, on and off.

If anyone wants to edit the map, here is an unprotected version of the map(in attachment below).

Note that a lot of the stuff in the map may be left by experimentation(for example: the disabled triggers and stuff).

Also I just started organizing the way triggers were displayed.

I will further organize the placement of the triggers and the stuff some more later.

To save the map, make sure you save it using the world editor that comes with JNGP.
 

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Level 5
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Jul 20, 2008
Messages
159
hey, i just came to say i love eota(twilight) and darnyak is a great creator.. prob gonna have to give this one a shot
 
Level 3
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May 19, 2009
Messages
57
mmmmmmmmmm i agree eota(twilight) rocks but i played old vers of this thing it was nice il test it a lil on single cuz my net is too lagy i cant test it on gg anyway if u want an good testing whit map bugs reported etc PM me or w8 an week(mby less)
 
Level 2
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Apr 14, 2009
Messages
34
If you could, please Widgetize your map. It basically decreases loading time by converting object data into SLK tables and TXT files.

Here's a link to the Widgetizer: http://www.wc3c.net/showthread.php?t=73504

Also, it's suggested you run this before optimizing your map, for better results.
 
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Level 2
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Feb 12, 2009
Messages
24
Firstly, the map is great but there is a terrible issue related to the hero Spell Conjurer. It is about his ultimate, cause its supposed to allow u to have untill 5 spells copied, at the first level its fine but as u level it up, i dont know why, this number decreases to 4 or 3. Besides, there is another thing that really pisses me off during the game, its cause he has two skills with the same hotkey(N), the life drain and the skill to open the book of copied spells. Another important thing is that, when u level up his ultimate, the copied spells dont level up, at least not in the description of them. Well, something i would like is some new possible spells to be copied, i mean, there are still some nice heroes from which we cant get spells, like crypt lord.
Thanks for this nice map, I really liked it and very good job.
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,195
After playing the map, the lattest version suffered from a game breaking glitch where by the items dropped from bosses were being killed by battleship / splash attacks so could not be pickedup before dieing in combat.

I almost fainted at the state of the triggering of this map. The maker really needs to learn to program.

The version bellow is pretty much an experimental version aimed at people who thought the orignal was unfair, bellow is a brief list of changes.

Changes....
Item rewards from bosses should be invulnerable and no longer leak a location each.

The barge quest was greatly nerfed, probably too much so. I do advise making it gain HP over time in a later version. Its nerfs are lower speed, less hp and less armor. It probably needs to gain hitpoints every occurance so as to keep up with player scaling until it is near impossible to kill late game.

The hydralisk hero's zergling rush nerfed from 100/200/300/400 to 100/150/200/250, it was sending over 4000 area dps for 10 seconds at max level which was just too much and could easilly kill the townhall (fixed that).

Town hall is now spell immune so no longer gets killed by cheap moves like zergling rush when used near it (cause it ignores armor and only gets minorly reduced by armor type). It also has more regen, life and armor (a little bit all round). Depending on how well it can survive it may need a nerf. However looking at the mechanics of how if you lose the townhall you will likly lose the game it should be seriously considered being made unkillable (as it is a pointless element although does act as a nice shield to protect the priest).

The training limiter trigger has been overhauled in a rather rushed way. It is no longer leaking countless groups every execution and should execute faster as well.

As WC3C is dead I can not really wigitize the map until I find an alternative source for the tool but here are the optimized and open versions.
 

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Level 1
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Jan 8, 2010
Messages
3
really wonderful map, but I used to think that this map is not regularly updated :(
can anyone advise the map like this?
 
Level 6
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Jun 14, 2008
Messages
176
really wonderful map, but I used to think that this map is not regularly updated :(
can anyone advise the map like this?

Yeah, I haven't been really working on this map much and I'm not sure if I'll continue (been real busy lately).

What do you mean advise map like this (similar map suggestion?).

In terms of map I do have one version that is complete that I may upload sometime later (maybe this year >.>?) with a few minor changes (nothing much but I included Dr. Super Good's memory leak fix to unit training and a few other minor changes).

One thing that I noticed is that the map seems to not crash at all in single player (it did crash due to some memory issue [which I think should be fixed or almost fixed with the memory leak fixed by Dr. Super Good] though but that error was different compared to when it crashes online).
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,195
WC3 is not very stable. Multiplayer places the engine under more stress as you have lots of allies being active and using abilities. The major complaint people had with the map was there was just too much going on (constant units and heroes and spell spammage). Under such stress crashes are more likly to occur.

Removing leaks reduces the stress on the engine so generally it is less likly to crash.
 
Level 2
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Jan 7, 2014
Messages
6
why can't i see the map in the lastest version. You know the one that is downloaded here. is this only for Editing ?
I mean i wanna play the map but i can't seem to see it in the Map Selection
 
Level 2
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Nov 20, 2013
Messages
31
Finally beat this on the highest skill with my LAN group.. honestly, when you know how, it's very easy.

Orc watch towers everywhere, a few nagas trainers, get those universal upgrades, take out bases with heroes, put those horns around to speed up peasants for income. The original version of the map was a lot harder.
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,195
why can't i see the map in the lastest version. You know the one that is downloaded here. is this only for Editing ?
I mean i wanna play the map but i can't seem to see it in the Map Selection
File path too long...


Orc watch towers everywhere, a few nagas trainers, get those universal upgrades, take out bases with heroes, put those horns around to speed up peasants for income. The original version of the map was a lot harder.
Main problem is getting more than 1 player seeing how WC3 is dead.
 
Level 7
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Messages
366
EotA: Exodus (v E1.5.19c)
Please, take a look at the map description.
And also, he says that he's still working on the map, but really irregularly.

Also, there's never a real reason to double-posting, wait some days (at least a week) before posting again, use edit if you want to add any extra information.
 
Level 2
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Aug 19, 2015
Messages
16
EotA: Exodus (v E1.5.19c)
Please, take a look at the map description.
And also, he says that he's still working on the map, but really irregularly.

Also, there's never a real reason to double-posting, wait some days (at least a week) before posting again, use edit if you want to add any extra information.

He was online in 2011 xD .
 
Level 7
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Messages
366
I downloaded it, but there is no triggers. I dont know how to turn them on and wanted NewUser send me unprotected Eota map.

Sorry for my bad english.
What's your Warcraft version? I was able to open the map with and see the triggers with no problem (tested on both normal World Editor and JNGP) at 1.28.

Or you're reporting something else that I'm misunderstanding?
 

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Level 2
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Its 1.26. I open worldeditor and after saving changes opens window with following "Trigger "Table" was blocked due mistakes; Trigger "IntuitiveDamageSystem"", etc.

What do i do wrong?
 
Level 7
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Messages
366
Its 1.26. I open worldeditor and after saving changes opens window with following "Trigger "Table" was blocked due mistakes; Trigger "IntuitiveDamageSystem"", etc.

What do i do wrong?
Update your Wc3 first before trying again.
 
Level 2
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Aug 19, 2015
Messages
16
Not updating to 1.28. This site only supports the latest version of Warcraft III which is currently 1.28 released a few weeks ago.


Hmmm, You know, i've been trying to edit this map from 2013, but the mistakes with triggers are still the same.
 
Level 2
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Aug 19, 2015
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16
You're trying to open with JNGP?

No, i tried with worldeditor all the time, but when i do some changes (adding units or heroes copy/paste) and saving the map its says : added screenshots



If y need russian translation, just ask
 

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Level 2
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Aug 19, 2015
Messages
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I downloaded JNGP from here Jass NewGen Pack v5d - Wc3C.net in case if map would work with it.

"The image is saying that you have either 2 vJASS libraries with the same name, or are trying to nest a vJASS library inside another vJASS library." What should i do?
 
Level 7
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Mar 10, 2013
Messages
366
Could you try using the English version? I'm not sure but there are related issues regarding language. I'm not sure if these problems are so big, but I think it would be a good guess to give it a try.
 
Level 9
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Dec 12, 2007
Messages
489
What should i do?

your first screenshot shows that (as DSG already said) that you got duplicate library in your map.
and from your word before and the name implied in last 2 screenshots, I guess it has something to do with Dusk's libraries (IDDS, GroupUtils, LastOrder)

It would be helpful if you can translate to us what the warning message tells in the last 2 screenshots in English.

I suggest that you open trigger editor, then:
1. expand all trigger folder and find if there's any duplicate trigger name
2. search more thoroughly by checking if there is duplicate library/scope name in each trigger
3. take few screenshots which shows all trigger list with all trigger folder expanded, upload it
4. start a proper debugging process

or
post your map, someone might be able to find the error source
 
Level 2
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Could you try using the English version? I'm not sure but there are related issues regarding language. I'm not sure if these problems are so big, but I think it would be a good guess to give it a try.
Just did.
 

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Level 2
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your first screenshot shows that (as DSG already said) that you got duplicate library in your map.
and from your word before and the name implied in last 2 screenshots, I guess it has something to do with Dusk's libraries (IDDS, GroupUtils, LastOrder)

It would be helpful if you can translate to us what the warning message tells in the last 2 screenshots in English.

I suggest that you open trigger editor, then:
1. expand all trigger folder and find if there's any duplicate trigger name
2. search more thoroughly by checking if there is duplicate library/scope name in each trigger
3. take few screenshots which shows all trigger list with all trigger folder expanded, upload it
4. start a proper debugging process

or
post your map, someone might be able to find the error source

There is a plenty of messages. I\m trying just to open NewUsers map and add some knights in beggining and one hero. It is a map frome title page Eota-Exodus(opened)
 

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Level 2
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Aug 19, 2015
Messages
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your first screenshot shows that (as DSG already said) that you got duplicate library in your map.
and from your word before and the name implied in last 2 screenshots, I guess it has something to do with Dusk's libraries (IDDS, GroupUtils, LastOrder)

It would be helpful if you can translate to us what the warning message tells in the last 2 screenshots in English.

I suggest that you open trigger editor, then:
1. expand all trigger folder and find if there's any duplicate trigger name
2. search more thoroughly by checking if there is duplicate library/scope name in each trigger
3. take few screenshots which shows all trigger list with all trigger folder expanded, upload it
4. start a proper debugging process

or
post your map, someone might be able to find the error source

I'm kinda newbie in worldeditor, could you make me some examples? Just for beggining?
 
Level 7
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Mar 10, 2013
Messages
366
I'm kinda newbie in worldeditor, could you make me some examples? Just for beggining?
I actually lost the of the problem you're facing.

At first you said that triggers weren't showing up. Now they are? What's your current problem?
 
Level 2
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Aug 19, 2015
Messages
16
I actually lost the of the problem you're facing.

At first you said that triggers weren't showing up. Now they are? What's your current problem?

Main problem, that i cant save the map after any changes on it.
 
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