29.09.2014
- Fixed some leak in AI ordering triggers. They mainly concerend the orcish faction, and caused Memory Leaks (sometimes crashes due to that) when there was orcish hard AI opponents in the game
- Special effects stored in hastables now use ''1'' as the first key insted of the coresponding unit's custom value. The second key remains unchanged
- Dragon Rider call-in of orcish hard AI is not triggered by the Event ''receives an item'' anymore. Instead, a Periodic Time Event is used. There is no visible ingame effect of this change whatsoever
- ''Summon: Light (Highelf)'' now has a 10 second cooldown
- Hover-over tooltip of the ''Quests'' UI-Button changed
- Crusader model updated
29.09.2014 (2)
- When Human Spear Thrower Squads switch to an axe (or from axe to spears) the squad members will properly keep selection circles now.
- Removed base towers (which were placed for testing purposes, and accidently were left there with the last version of the map)
24.10.2014
- New Crypt Stalker model, portraying a walking War3 Gargoyle
- Crypt Stalker renamed to Gargoyle
- Changed the tooltip headline of the train button of Crypt Stalker Squads, replacing the word ''Crypt Stalker'' by ''Gargoyle''
- Changed the tooltip headline of doctrinal Crypt Stalker research, replacing the word ''Crypt Stalker'' by ''Gargoyle''
- Changed the description text of doctrinal Crypt Stalker research, replacing the word ''Crypt Stalker'' by ''Land Gargoyle''
- Changed the credit text refering to the land gargoyle model, matching the new model, now including credit to Oinkerwinkle, whose Animtransfer program was used in composing the new land gargoyle model
- Changed tooltip headline of the train button of Archer Squads, replacing the word ''Train'' by ''Wake''
- Corrected a typo in the map preview's description text (''Controll Points'' changed to ''Control Points'')
09.11.2014
- Some units were missing group selection circles since the last version. Now all units in a selected group will have selection cirlces again!
- Replaced the word ''Train'' with the word ''Wake'' in the training tooltip's headline of the Skeleton Worker unit in order to make it coherent with other skeletal units' tooltips
09.11.2014 (2)
- Leak which was caused by the AI train triggers when actions were skipped and the following desturcion of unit groups thus was left out, too. Now, the unit groups are always destroyed properly, decreasing memory leak induced lag
- The orcish doctrinal ''Raiding Troops'' upgrade now only grants a 5x damage multiplier instead of a 10x, which felt too powerfull in rushes and base raids
- Highborn Lancers' attacks now deal damage in the percentages that are stated in the description of their unique attack type (when hovering over the symbol of the attack type)
- Adjusted Highborn Lancers' description to describe their increased resistance to spells and removed the part that stated that they dealt increased damage against rider units (which they don't. They did in earlier versions (being armed with lances and all) but the role of anti-rider units is filled by Rangers AND Outriders and the melee Highborn Lancers would hardly ever get close to enemy rider units anyways, being slow infantry and all
)
11.11.2014
- Undead medium and hard AI did not follow the intended build order and spammed Skeleton Archers. It now works as intended, giving medium AI a focus on pest doctors and hard AI a focus on high-ranking demonic units
- Deleted the unused old trigger associated with the high elven light summoning spell (=Magic Flare)
12.11.2014
- Bug hotfix: Undead summonings of Skeleton Warriors (ability of Necrolytes and Death Knights) cost more than the interface said. It functions as intended now.
- Bug fix: Orcish Warlord squadmembers dealt 1 damage once the doctrinal upgrade ''Raiding Troops'' was obtained (granting them siege damage). They now keep a damage of 6.
16.11.2014
- Bug hotfix: Dying caster missiles don't create zombies on blight anymore when ''Dead Land'' is researched
- Orc Warriors (after purchasing the ''Raiding Troops'' doctrinal upgrade) now use the correct type of Siege Damage, resulting in a 5x bonus against buildings (streamlining them with other orc melee units)
- Object Editor: High Elf Healers' color set to black (trained Healers had black team color already, this only affects pre-placed units and has no effect on the current multiplayer)
17.11.2014
- The direction of caster units' missile creating spells can now be selected. This increases controlability a lot and is supposed to decrease player frustration
- Removed the random spread of firebolts making them more accurate
- The new firebolt and chaos missiles now cost 2 mana (instead of 1) to balance the increased controlability of these spells
- Increased the damage interval of firebolts and chaos missiles from 0.10 to 0.12 to decrease the chance of 'double hits' of 1 target resulting in double damage
- Mage units' passive ''Spell Protection'' now reduces spell damage taken by 75% (instead of 50%). This is supposed to increase mages' survivability against basic attack spells (firebolts etc.) since these have become more precise and easier to control
- Deleted several old unused spells in OE (old missile spells and an unused version of Chaos Missiles)
- Deleted many now unused triggers in the trigger category of missile spells (Firebolt, Chaos Missiles etc)
- The High Elf Healers' ''Summon: Light'' spell works as intended now
- Removed faulty text from the tooltip text of the ''Keep in Formation'' option
20.11.2014
- Changed custom minimap image from .tga to .blp format, saving disc space requirements (and aiming to have the custom minimap display in the hive workshop's map preview)
- Corrected a typo in the questlog, under the category 'Features': 'Controll' changed to 'Control'
- The dwarven doctrinal upgrade 'Close Combat Training' now shows the correct name in the upgrade message and in the requirements fields of other upgrades (it previously said 'Iron Guard Training')
- Added a new smiley to my collection: ¦)
27.11.2014
- Human Knight Model modified to represent a riding City-Guard. This makes the human rider unit coherent with other riders. All factions have rider squads that look like mounted versions of an infantry unit.
- Outrider life from 5 to 10. This brings it in line with all rider units. It also balances the fact that Outriders (other than Rangers) are hard-countered by ranged units due to being mounted.
- A unit group in a trigger in the category of the 'Terror' spells is now properly destroyed
- Constructors trained from Human towers now have a training time of 7 (instead of 1) to bring them in line with the Conustructors trained from the Fort
- The Battering Ram can no longer attack units, leaving only structures as viable targets as intended
- Targeting certain unit types with Firebolt, Chaos Missiles and Acid Bombs will no longer result in the spell not casting. These spells can now be ordered on ground or any unit.
- Demon Lords are no longer effected by force-retreat ('Terror' spell)
- Removed the possibility of forcing retreat on Magic Flares ('Terror' spell)
- Interface message ''The target must be a building'' changed to ''cannot be aquired'' streamlining it with other aquisition messages in-game. This message is seen when Battering Rams attack anything that is not a structure.
- Launching sound re-added to the new versions (17.11) of Firebolt, Chaos Missiles and Acid Bombs
- Knights added to Unit Spotlight 3 of the description
29.11.2014
- Mac compatibility test: All buttons have been reworked to have a Mipmap count of 7.
- Removed unused buttons (BTNThrowing Axe, BTNSpell_Shadow_BlackPlague, BTNSpell-Shadow_RainOfFire, BTNAdvStucture [=BTNHumanBuild])
- Income can now be received by HQ buildings while they train units
- Adjusted walk speed animation of Guard Squads' leaders to the animation speed of Guard Squad members
- The deactivation of dwarven Defenders' Defensive Stance ability will no longer have a delay. Defenders now instantly regain their movement speed upon deactivation, resulting in greater controlability and responsiveness.
- Human elite Guards now deal area damage to make them able to face off against more massed, cheaper melee units. Attack speed has been set from 1.00 to 1.50.
29.11.2014 (2)
- Buffs are remove via trigger when Defensive Stance is turned on and off (removes 'Sprint' when turned on and 'Defensive Stance' when turned off). This prevents sprinting Defenders from continuing to move when entering defensive stance.
- Squad orders with no target now check if the unit is alive. This prevents dying Defenders that are in defensive stance to cause their entire squad to 'undefend'
- Defensive Stance is now based in 'Defend' rather than on 'Magic Defense'. This lets it react to triggers that order units to use the ability.
- When a Defender squad leader dies and another unit in the squad becomes the new leader (via 'replace unit' action), this new unit will now immediately be ordered to use 'Defensive Stance' if the squad currently has that ability activated.
01.12.2014
- Undead Land Gargoyles from the Creature Support Doctrine now can fly short distances to overcome obstacles, flee engagements or surprise enemies. The unit now has a much clearer role as a harassment squad. The increased unit value also helps justify the high tech cost required to make the unit available.
- Land Gargoyle model modified to have a 'stand lumber' animation hiding the entire unit - this is used in context with the new 'Fly' ability of Gargoyle Squads.
- Dwarven Defenders' 'Defensive Stance' now does not remove Sprint anymore as the re-addition via trigger resulted in the vanquishing of the sprint cooldown.
- Dwarven Defenders' 'Defensive Stance' now reduces movement speed by 10000% (instead of 100%) in order to be able to also contain the speed increase of 'Sprint'.
- Building orc Outposts now costs 30 lumber as indicated (instead of 40). Canceling the build still gives back 30 lumber, as it did before.
- removed 3 double passive icons (Prefix ''PAS'') left over from before the button replacement of the 29.11 patch
03.12.2014
- 'Defensive Stance' was available without the doctrinal 'Close Combat Training' upgrade since the 29.11 update. It is now tied to tech again, as intended.
- Customized Build Icon re-imported ('BTNHumanBuild')
- Human Forward HQs now do not receive income while under construction
- Corrected faulty path of re-imported ''PAS''-Buttons. The path was faulty since the last update.
- Buttons starting with ''DISBTN'' and ''AAT'' have been re-imported with a Mipmap Count of 7 (see Mac compatibility test)
07.12.2014
POLISH:
- Improvements to the animation coherence of Land Gargoyle Squads' ''Fly'' ability. The Gargoyle model no longer slightly jumps to the side when the unit lands again
- Gargoyle Squads' ''Fly'' ability now uses a new dummy spell based on ''Carrion Swarm'' (deleted old ''Blink'' based spell)
- Squad Orders now ignore the order string ''carrionswarm'' instead of ''blink'' (see above)
- Adjusted the coloring of Gargoyle dummy units used when ''Fly'' is used. The color values are now 210/210/210 to suit the original unit.
- Unit collision of the ground version of the Gargoyle ''Fly'' Dummy is now set to 0.00
- Deleted old ''Fly'' related triggers in the ''Abilities'' trigger category
- Added new triggers beyond the ''Orders'' category. These triggers handle the usage of ''Fly'' by Gargoyle Squads now.
- Old trigger in the ''Orders'' category removed. This trigger formerly was responsible for the group order of the old ''Fly'' ability.
- Deleted unused trigger in the ''Ressources'' category.
- Tooltip adjusted: ''Wake: Skelteon Warrior Squad'' changed to ''Wake: Skeleton Swordsman Squad'' in the tooltip text of the train button of skeleton swordsmen
- Added a limit of AI summonings (Undead summoning abilities + High Elf 'Magic Flare'), checking the number of existing units of the summoned unit's type
- Cooldown of summonig abilities re-added (it was removed to hotfix a bug that had it cost too much, this bug has been fixed). This also helps contain the potency of summoner units (especially Death Kinght, who are a cheap and fast summoning plattform).
- Only one unit will commence a summoning if several units with summoning capabilities are selected
FIXES:
- AI Lag decrease: When easy orc AI was ordered to train warrior squads, a unit group would not be destroyed properly. It now is destroyed each time, resulting in better performance.
- AI Lag decrease: The point used to give orders to freshly trained AI units is now set to a variable and destroyed after the action, resulting in less point leak.
- AI Lag decrease: When the AI received orders for units around flag points, the center point of the according calculation was not set to a variable, and thus never cleared, resulting in decreased performance. It is now properly destroyed each time. (trigger ''KI Flaggen'')
BALANCE:
- Gargoyle movement speed from 200 to 300
- Gargoyle armor from 30 to 25
12.04.2015
- New unit model: Dwarven Siege Tanks now use the Beta Model which sports a Wrecking Ball/Mace instead of a Cannon.
- Object Editor: Dwarven Siege Tanks are now melee attackers and use a new model (see note above)
- Siege Tanks added to Unit Spotlight 3 of the description
- Unused animations removed from the following own model customizations: Crusader, Wolfrider, BatteringRam, LandGargoyle
- Import editor: restored old Buttons from before the Mac Compability Test (as of the 29.11.2014 update) as the change showed no practical effect from my perspective, whilst the potential risks would be unkown
- Wall Hub System Bug fix: When Wall Pieces are placed and instantly removed via trigger again due to blocked pathing (with ressource refund, as is intended), their pathing blockers would be created nonetheless. This bug has been fixed (special thanks to Chizume for the bug report) (The trigger 'Mauern Verlauf' has been removed and was integrated into the trigger 'Mauern')
- Wall Hub System Bug Fix: When Wall Pieces used 'Tear Down', this sometimes also removed the pathing blockers of very close Wall Pieces. This bug has been fixed (The Trigger 'Mauern Verluaf Tod' has been altered)
- Bug Fix: When the leader unit of a Fel Orc Wolfrider Squad was killed, the new leader unit would have the ability to sell Death Knights. This was due to the 'Sold units' field being automatically filled in the Object Editor. The Bug is now fixed (special thakns to Ivanez for the bug report)
- Credits: Ivanez moved to 'Finders of major bugs'; Chizume added to the credits for the bug reporting mentioned above
- Bug Fix: The cooldown of HQ abilities is no longer reset when switching to the Doctrine Menu and leaving it again
- removed the trigger that used to activate the Carrion Birds ability upon research as it is now integrated in the new Trigger responsible for (de)activating HQ abilities upon entering/leaving the Doctrine Menu (while remembering the cooldown)
- import Editor: unused Button removed --> ''BTNSpell_Shadown_RainOfFire''
- Balance: Battering Ram cost form 40 to 30 lumber. This adjusts the cost of this unit in the face of the performance of the new dwarven Siege Tank, which also functions as a melee siege weapon. Part of the still higher pricing (30 lumber equals a value of 150 gold, Siege Tanks now only cost 125 gold) is justified by the fact that the Battering Ram can be build in the field. The pricing of 30 was also chosen to further associate the Battering Ram with Catapults which now cost the same.
14.10.2016 (DEMON ADDON)
FACTIONS
- Demons added
UNIQUE SYSTEMS
- Demonic Corruption added. Adds a second type of blight into the game, used by the demon faction. Seemlessly spreads and functions like normal undead Blight.
BUGFIXES
- The Summoning Ability of orc Necrolytes now displays and requires 4 free food („unit capacity“), which ist he food used by the summoned orc skeleton squad. Before the fix, the food capacity could be exceeded.
- Bugfix: Expanding Walls to the direction North-East collapsed the original Wallhub; this was due to a overlap with one of the tunnel system triggers. A condition has been added to this trigger in order to fix the bug.
- Dwarven Smithys that currently research now receive income as they should
- Dwarven Defenders using 'Defensive Stance' no longer can slide very slowly. The responsible trigger now sets their prop window angle to 0 when they enter 'Defensive Stance' to restrict any movement while preserving their ability to turn their facing angle.
- Siege Tank (Beta-alike) origin and overhead attachment points scaled to 100 (=same size as with the normal Wc3 RoC Siege Tank) to scale down the 'Crew Repairs' effect
- Bug Fix: Land Gargoyles' ability 'Fly' was not properly animated (the dummy AND the original unit stayed visible) since the last update. This was due to the Animation Clearance Process of the last update, where the needed 'stand lumber' animation was accidently removed. Now works as intended.
- The right top corner was isolated through shadow border. Dragon Riders called to the very top right of the map would be stuck. The border was a relic of a pre-release version and not needed. It was removed.
- Tunnel Networks that originally loaded a unit and were destroyed with that unit still in transport would then release the unit with scale 0%. This has been fixed.
- When a tunnel loads a unit it gets the classification „mechanical“ until it is unloaded for trigger-reasons. The classification was not removed when the tunnel that held the unit was destroyed. The unit could not be loaded anymore. This has been fixed.
- When Undead Blight of two players who both had 'Dead Land' unlocked overlapped, a Zombie would be spawned for both (or more) players when an enemy unit died in that area. Now only one player who has blighted the area will receive a blight-spawned unit.
- Triggers for undead blight spawns have been combined with the new functions for spawning demon corpse tentacles (which works in a similar way, but on demonic corruption instead of undead blight)
- GROUP COOLDOWN IS NO LONGER LOST WHEN THE LEADER DIES AND ANOTHER SQUAD MEMBER BECOMES THE LEADER UNIT; EXPLICIT CHANGES:
- the group order for orders with no target now ignores orders with the string 'spellshield' instead of those with 'berserk'
- the old triggering dummy spell of Ranger Squads' 'Stealth' ability was removed. New ability based on 'spellshield' added to make group cooldown work as intended (and be inherited upon promotion)
POLISH
- Alpha-like shield added to Crusader model (Alpha Shield from the WC3Legends Project)
- Minor change: Crystal Lamps now always display the ''detector'' status in the UI when selected; this was previously handled by a unnecessarily complicated trigger that involved switching between two versions of the Crystal Lamp; there is now only one version.
- The UI text of the classification ''Giant'' has been changed to the yellow text ''Detector'', accompanying the Crystal Lamp change in this patch (as Crystal Lamps now have that classification)
- Demon Lord no longer has the 'Portal' ability. The ability has been reworked in a more complex and decision-heavy way. It has moved to the Caster unit of the new demon race.
- Summoned units and squads now don’t freeze if they stand still after their initial birth animation
- Questlog Faction Wiki: Typo in Human info text corrected.
- Faction picking button order changed (due tot he new demon button and a number of 6 instead of 5)
- Consistency: Sight Range of Gargoyle Fly Animation Dummies adjusted to the sight range values of the original Land Gargoyle unit
MANAGEMENT / LEAK
- Unit groups in the Group Teleportation Trigger are now destroyed to avoid memory leaks/lag.
- The Summoning Triggers that keeps multiple selected summoner units from summoning at the same time when such an ability is fired have been modified. Instead of assigning and checking Custom Values, a Dummy Ability is now used to designate all selected units who are prevented from summoning.
- Management: Group selection circle trigger revised: Combined into one trigger. Too many 'and' conditions caused the old trigger to not fire anymore at one point (as I added new units that are not yet usable ingame).
- Management (minor): Unused (=deactivated) Triggers about 'Totems' and 'Snake Guards' removed
- Managment (minior): Trigger for training of constructors from human guard towers now sets the temporary point variable correctly (the offest is now stored in the variable and not set in the following unit creation action)
- Management: Modified portrait cameras of in-game rider units (Wolfriders, Huntress) are now achieved by replacing the portrait files only (instead of importing an entirely new unit with all normal animations, just for the addition of a portrait camera)
- The "Light" spy unit used a wisp model with a modified portrait as basis. Map Size is reduced by only importing the modified portrait and giving it a path to overwrite the portrait of the default wisp. Model oft he unit set to "Wisp" in Object editor. No change to ingame appearance of the unit.
- Management / Polish: The dummy items of High Elf Ranger Stealth now have an invisibility spell as effect. This object editor solution saves some trigger space. Polish sideeffect: buff display duration of Stealth now correct (20sec); Blink Stealth Effect now on entire squad
- unused ability 'Wuchtvoller Axtwurf' removed
- unused imported Button BTNThrowingAxe removed
- unnecessary conditions removed from a flight related trigger ('TruppenFlucht Befehl Fliehend')
- deleted 2 now-unused triggers of the old orc build system (see changes above)
- the trigger responsible for always selecting the leader of a squad has new conditions excluding the new portal units. This prevents a bug with their selection.
- Group Teleport Trigger now uses temporary unit groups to prevent leak
- Spreading Blight Abilty is now trigger-bound due to the new pathing system of the demon faction (spreading corruption as 'second type of blight in game'); Blight banishes demonic Corruption.
- The trigger preventing all selected units of the same to cast metamorphosis based abilities with a cost now also incluedes the new „Corruption“ ability.
- Tunnel Netwok Triggers hold a new trigger that addresses unit scaling for some unit types seperately. This ist o assure that units unloaded from the new demon Rifts (which function like the dwarven tunnels) are scaled correctly when being unloaded.
FUNCTIONALITY
- Functionality: Beer ability adjusted to the new sprint ability (because of the fix that lets memebers of the same squad share cooldown of sprint etc., read below)
EASE OF USE
- Ease of use: Missile spells (firebolt, chaos missiles, acid bombs) now always select the target of their 'movement' precisely. Previously, the facing of the caster was used to calculate the target of their movement. To avoid inaccuacies, the angle between the caster and the an offset point towards the target point of the ability is now used.
CONTENT UPDATE PREPARATION
- Night Elven Object Editor Data and Triggers added (models removed until release of the Night Elven faction)
BALANCE TEST (may be reverted)
Elite Units (Human Royal Unit Support)
- all human elite units:
+5 hp
- 10 armor
- guard squad cost: 60 --> 100
- paladin cost: 60 --> 100
- guard squad:
attack speed: 1.5 --> 1
no more area damage
Rider units:
- all regular riders (knights, crusaders, outriders, wolfriders, death knights):
+5 hp
- wolfrider squad cost: 90 --> 100
- death knight cost: 50 --> 70
Magicians:
- all caster units with 5 hp (including arcanists) (elementalist, arcanist, healer,
fire mage, arcane mage, necrolyte (o), warlock, pestilant, necrolyte (u), void walker):
+ 5 hp
magic protection ability adjusted so that ranged attacks and magic deal double damage
(0.10 --> 0.20; 0.25 --> 0.5; results in old kill time by ranged attacks and magic)
- pestilant cost from 100 to 70.
Dwarves:
- Demolition Team and Mortar Team:
hp from 10 to 15 (5x2 for each model, +5 for "elite" status and taking the "mage" slot)
- Demolition Team:
Mine Cooldown from 1 to 10
07.03.2020 (MAJOR UPDATE OF ALL FACTIONS)
- New Ranged Combat System:
- ranged units have a certain accuracy value
- the accuaracy value determines the change of an assured hit
- when a ranged unit fires, there is 2 possibilities:
- assured hit: the missile will hit the target, no matter what
- deviating missile: a random location in the proximity of the target is hit; if there is a unit, it will be damaged, but the missile can also hit empty groud
--> for deviating shots, an attack of the type "artillery" is used (area damage that can miss, like e.g. mortars in the Warcraft III base game)
--> for "assured hit" shots, an attack of the standard "missile" type is used (projectiles will follow the target if necessary)
--> the so-called "accuarcy" value of a ranged unit determines the change of scoring an assured hit vs the chance of scoring a deviating shot
--> Object Editor: accuracy (chance for assured hit) is saved as "turn rate" value of the corresponding attack dummy unit of a ranged unit
--> Object Editor: shot deviation area (in case of a deviating shot, see above) is saved as "level" value of the corresponding attack dummy unit of a ranged unit
- Catapult's "Artillery" Area Damage now affects Ballistas (Ballistas still cannot be directly targeted though)
- Unit tooltips of ranged units that use the new projectile system have been adjusted (no more accuracy bonus vs. rider units)
- New Ranged Combat System (Flaming Arrows):
- The "Flaming Arrows" ability is now trigger-bound to allow the flame buff to be applied to enemies hit by a ranged attack of the "artillery" type ("artillery" type is used for deviating shots, see above)
- "Flaming Arrows" buff is now also added to a hit target via trigger when a "normal" "assured hit" missile hits a target; the trigger uses a calculation to know how long it will take the projectile of a "normal" ranged attack to hit the target once the attack has been initiated
--> Now truly only wooden units can be set afire by Rangers' Flaming arrows
--> Previoulsy, this was handled by using unit classifications in the Object Editor, and some compromises had to made (e.g. Siege Tanks could be set afire, despite being rather metal looking; the new system no longer allows this to happen)
--> The new triggers mentioned above allowed to set targets that could be set afire by more precisely. A unit list in the corresponing 2 new triggers contains all units that can be set afire.
- Wall Construction System:
- Wall build-time added (expanidng walls now results in both the wall and the wallhub being built; they are built seemlessly, like all other strcutures, but without a worker unit)
- Wall pieces used the wrong explosion graphic, which could resulting in a blood splat when their construction is canceled or they are hit by "artillery" area attacks (both things weren't possible before the changes of this version)
- New Wall Models:
- Orc Walls: muroorcoH (=Orc Wall) by facelessuniverse (from moddb.com war3 addons, pack "Orcishdoorsandwalls") (I made them unshaded, added a portrait camera, and seperated them into wall sections and wall hubs for the wall system)
- Human Walls (after upgrade): AltarWall (=Golden Wall) by ILH (from wall pack) (I seperated Wall and Wall Hubs into 2 models for functionality and closed the open sides of the walls in case there is no wall hub next to them)
- Dwarven Walls: IronWall (=Dwarven Wall) by ILH (from wall pack) (I seperated Wall and Wall Hubs into 2 models for functionality and closed the open sides of the walls in case there is no wall hub next to them)
- Doctrine Reworks:
- ALL 6 factions' doctrinal tech trees were changed/reworked; not all changes are listed here in detail
- Dwarven Doctrines reworked (Gryphon Rider added as ultimate unit)
- Undead Doctrines reworked (Flying Necropolis added as ultimate unit)
- "Gryphon Rider" (doctrinal upgrade) researched by default for AI players
- "Ale" (doctirnal upgrade) researched by default for AI players
- "Plague Catapult Missile" (doctirnal upgrade) researched by default for AI players
- AI adjusted to call Gryphon Riders from Off-Map (only hard dwarven AI)
- Imported modified version of Storm Bolt Missile which always has blue team color (used as missile of new dwarven Gryphon Rider)
- Human Fortification Doctine reworked:
- Slot 1: Garrison (unlocks HQ's auto attack; was previously on by default; now gives more tactical decision making to player when investing in doctrine upgrades, wether or not to invest into defense against early rushes)
- Slot 2: Golden Walls (upgrades wall HP, changes model, see 'New Wall Models')
- Demon Doctrines reworked
- High Elf Doctrines reworked (upgrade for increasing ranger squad size from 3 to 4 now replaces the rather useless upgrade that used to unlock Crystal Lamps)
- New Human Unit: Archer (Bow)
- Archer Squads (4-man) now replace Spear Throwers in the human army roster (upgradeable with crossbows through doctrinal tech)
- used model: merge of WanderingSoul's 'FootArcher' (body) and Asssssvi's 'Archer Lordaeron_Light' (head)
- used icon: from Assssssvi's 'Archer Lordaeron' pack (resized, auto contrast enhance, slight sharpen)
- New Human Unit: Crossbow Archer
- Archer Squads (4-man) now replace Spear Throwers in the human army roster (upgradeable with crossbows through doctrinal tech)
- used model: merge of Kitabatake's'Crossbowman' (body) and Asssssvi's 'Archer Lordaeron_Light' (head); portrait head+animations from Asssssvi's 'Archer Lordaeron_Light', camera angle towards portrait from WanderingSoul's 'FootArcher'
- used icon: from Assssssvi's 'Archer Lordaeron' pack (resized, auto contrast enhance, slight sharpen)
- New Human Knight Model added:
- created and imported new model uses mesh of loktar's 'FootmanWC1' as rider; texture 'wc1knight' from the 'Heart of Storms' project on the horse; animation from HerrDave's RohanRider; flail from wojia10502's wc1knight (='knight(changed)'); base model is Blizzard's OrcWarlord)
- old Model removed (merge of Wandering Soul's MountedFootman and loktar's WC1Footman
- New Icons:
- New Icon for Pestilant (Undead Apothecary) created and imported
- New Icon for Norinrad's DwarvenLaborer created and imported
- New Icon for Catapult created and imported (style inspired by Blizzard's Ballista icon, based on Kitabatake's 'CatapultV1' model)
- Paladin Portrait now has black hair (btn by Hermit)
- Changed icon of dwarven Ale ability; icon: INV_Misc_Ale_01 by Blizzard Entertainment
- Icon for High Elf Lancer's anti-cavalry damge bonus ability: BTNAdvancedLance by GooS
- New icon for Demon Fire Golem's 'Demon Fire' ability: BTNSpell_fire_felimmolation by Blizzard Entertainment
- New imported repair icon: ATCAbility_rogue_reinforcedleather by Blizzard Entertainment (I made it an ATC Button)
- Worker Models and Building Options Reworked:
- Orc Builder Unit added (Peon, uses War2-alike Peon model from project)
- New Orc Building Options: Furnace (produces income, uses War3legends model), Outpost (no longer produces income, now trains Hunters), Catapult (no longer built from HQ)
- New Dwarf Builder Unit (Laborer) (replaces Crane, uses Laborer model by Norinrad, from The Great Troll War project)
- New Human Builder Model ('GondorWorker' by HerrDave (from pack 'Gondorians (War of the Ring)') (I added the Villager Work Anim as 'Channel' using Retera's Matrix Eater))
- Dwarfs and Orcs now can build walls (new models imported, new icons created)
- Human walls don't need to be unlocked via doctrine upgrade anymore; doctrine slot changed to upgrade normal walls into golden walls
- Battering ram (dwarfs and orcs) removed
- Human Constructor renamed to Peasant
- Skeleton Worker repair sound added
- Skeleton Worker repair animation speed increased (via trigger)
- Model Detail Fixes:
- Dwarf Demo Squad Portrait created and added (based on model by AndrewOverload513 and animations of Blizzard's Mortar Team)
- Vertex Coloring of Ballista changed to 255,255,255, it had a blue-ish tilt before
- Credits for Demon Felgunner model changed to fuzzyfury (information about author received from Wazzz)
- Selection Box of wojia10502's "guard" model was too big when drag selecting units; changed bound radius of each sequence to 100 in magos' model editor to fix the issue
- Outrider model's attack animation: arrows would fly away as part of the model itsself; they are now hidden the moment the arrow leaves the bow
- Outrider death animation fixed (buggy frames at end removed since they made the decay animation buggy)
- Fire Sound and effect of burning buildings/units removed (only for human units, made orcish catapults "human" in Object Editor)
- Squad Transport System:
- Squad Order Triggers for Orders targetng units (or destructibles) were handled by 3 Triggers, instead of 1, like the other 2 types of orders are (point orders and no-target orders)
--> Group Orders targeting units are now handled by 1 Trigger; it detects the 3 seperate cases: normal order, follow unit, load unit
--> depending which case it is, differnt actions take place to assure that squads react as intended in these situations (for example, to make all squad members move to a transporter when ordered to board it)
- "Trigger tidiness": Conditions of Squad Order Triggers now check if a unit is a transporter not through a (long) list of unit types that are transparts, but more elegantly and universal by checking if a unit has a 'Cargo' ability
- When a transporter is ordered to move while a unit that was ordered to board it is moving towards it, the unit stops --> integrated trigger to make entire squads stop like this in such situations
- Negative Custom Values now used to save which squad is currently ordered to be loaded into a transporter (positive value = squad custom value, negative value = saved for transporter, negative of custom value of the squad ordered to be loaded into the transporter)
- The following triggers that used negative custom values no longer do so (it was a untidy solution anyways):
- Marking of farms that currently upgrading (to make them able to still receive income-dummy-items which generate the floating gold/lumber numbers even when they are currently upgrading)
- Marking of AI-controlled HQs for some time to assure delay before using call-in abilities again (Dragon Rider, Gryphon Rider, Necropolis)
- AI Trigger for making AI generate demon corruption (=2nd type of blight) around its HQ only once; trigger needlessly used a custom value check when it could just be deactivated after the first time it fired to assure one-time use
--> negative custom values are not exclusively for marking transporters as described above
- fixed a bug where killing transporters that carried a unit squad resulted in only the leader unit of the squad "leaving" the destoryed vehicle; all squad members now reappear when a transporter dies (thanks to Xeryxoz for the bug report!)
- Xeryxoz added to Credits under "finders of major bugs"
- Undead Destroyers (Abomination):
- Pink Hero Glow added to Undead Destroyers (reference to beta abominations)
- Warcraft 3 Beta Sounds for Abimonation Attacks added (bound to newly created triggers)
- Undead Destoryer Damage from 14 to 16
- Undead Destoryer Cost from 75 to 100 gold
- Health Regeneration on top of base health regeneration is now received when the unit is on blight (to bring it in line with the blight healing all most other undead unit types)
- Undead Destroyers now autocast 'Explode' when they die
- Zombie Rework (New Model):
- uses new model based on 'Villager Man - Zombie Animations' by Fingolfin and the skin 'BloodyZombie' by ana (aka Antsu) (portrait newly created)
- Fallen One (Zombies) Leaders and Squad members now have the same selection circle size (Squad circle from 0.5 to 0.58)
- Zombie attack Range from 52 to 46
- Random idle sound for Zombies added
- Resitance to magic added (50% damage reduction)
- Pestilant:
- Acid Bombs can be set to autocast (Pestilant will automatically use Acid Bombs against nearby enemies when ordered to attack)
- Acid Bomb mana cost set from 1 to 2
- new icon (see section "New Icons")
- Attack added; 2 reasons for that: I had planned this anyways, as it seemed only logical that a unit with a scythe could attack (unlike casters with harmless staffs) & it helps with the auto-casting of the newly modified acid bomb spell, when being able to use the 'attack move' order, which only units with an attack have
- Ballistas:
- now use the new ranged combat system (see above)
- Cooldown is increased when attacking smaller targets (e.g. squads)
--> this change was made due to the constant low-damage, high-range shooting off AI-controlled Ballistas vs. regular Squad units; it made an obnoxious sound)
--> the inaccuracy of shots due to the new ranged combat system also reduces Ballista obnixiousness vs. infantry squads (Ballista Arrows barely ever hit infantry they aim at, but if a deviating missile actually hits an infantry model, it usually dies)
- Hit Sound added to Ballista Attacks in Object Editor (when one of the rather inaccurate ballista missiles actually hits a target, this generates an apporpiately strong hit sound as feedback)
- Damage from 15 to 16
- Minimum Range from 500 to 375
- Meteor Effect changed:
- New Meteor model (taken from Dwarven Monster Slayers)
- Wave Effects now properly centered (had slight randomization previously due to being based on the Blizzard spell's waves
NOTES
- The new effect illustrates the destructive power of meteors against structures more clearly; readablity is important to me and I want things to behave the way the user would expect them to
- The effect now is more consistent with the spell's icon
- All these changes were already in my mind before release, so they should be consistent with the rest of the map
- New Spell: Rain Of Fire
- visuals inspired by WarCraft 1's conjurer spell "Rain of Fire"
- hits random points in the target area, like WarCraft 1's "Rain of Fire"
- Human Elementalists now use this spell instead of the "Ice Storm" spell they previously had; since Elemtentalists look like WarCraft 1's Human Conjurers, which also had "Rain Of Fire", this is a reference to WarCraft 1's design
- Orc Warlocks now use "Rain of Fire" insead of Meteor, making Meteor exclusive to the High Elves' Fire Mages
- New Effect Model: Orc Unholy Armor
- now uses 'Inferno Armor' graphic by Power (aka Henry) (I changed the attached ingame sounds)
- this effect is also used for other invulnerability spells (of the demon faction)
- Resistances:
- passive abilities that reduce damage taken now protect against all attackers, even allies (the 'allowed tagets' field was changed to 'vunerable, invulnerable')
- examples of units with such abilities: undead Fallen One's and Dread Lords have such abilities
- The change was mostly necessary because the attack dummies of the new ranged attack system (see above) are invulnerable and their attacks were not reduced as intended during testing
- Orc Unholy Armor:
--> now protects against spell damage, too (previously against attacks only)
- Undead Zombies:
-->Resitance to magic added (50% damage reduction)
- Carrion Bird Scouting (Undead HQ ability):
- now can target areas occupied by impassable doodads as well (based on 'flare' instead of 'dark portal' now)
- 'VultureWhat1' sound that plays when using the ability now only can be heard near the target of the spell, not everywhere on the map (sound changed to '3D sound' in World Editor's Sound Editor)
- Demon Faction Music:
- Demon Faction Music changed
- Greater Daemon
- now serves as primary unit of the Demon faction; Minion Squads removed from the Demon faction
- renamed to "Daemon" in reference to the WarCraft 1 unit
- stats changed to be on par with basic 6 unit squads of other factions
- cost reduced from 100 to 50 gold
- priority from 0 to 1 so that when a group of different unit types is selected, it is by default highlighted in the selected units' panel (except when spellcaster are also selected, which have priority 2)
- (^^ this brings the unit in line with basic infantry squads of other factions; these basic squads have sprint or fly abilities, making it logical to have them highlighted above ranged units etc.)
- 2 abilities added (one doctrinal unlock): 'Fly' and 'Daemonic Shield'
- 'Fly' allows to quickly close the distance to ranged units, and thus fills a similar role as the 'Sprint' ability of other factions' basic squads
- Greater Demon Anti-Air Attack is now activated (it wasn't previously despite the unit tooltip mentioning it)
- Demon Hell Cannoneer
- now uses new ranged combat system (missiles can randomly deviate, see above under 'New Ranged Combat System')
- new animation for melee combat added (Felguard Attack 2 animation, fits with other Felguard animations of the Hell Cannoneer's 'Felgunner' model)
- now uses melee attack at low range (results in bash sound as with 'normal' melee attacks)
- no more minimum range
- Attack sound of Infernal Juggernaut now plays when Hell Cannoneers fire their weapon (makes the attack feel more heavy)
- Attack rate reduced from 4.00 to 3.20
- Sight range from 1800 to 1200 (now uses standard value of most regular units in the map - no idea why it was 1800 anyways
)
- Used Food increased from 2 to 3
- Hell Cannoneer are no longer doctrinal and are unlocked right away
- Demon Void Walker: Arcane Missile Spell
- Arcane Missile Spell reworked
- it is now an autocast ability
- when active, it gives a ranged attack to the Void Walker
- each shot costs 1 mana
- the shots use the new missile deviation system (see above) like most normal ranged units do now
- special triggers for unit behavior when running out of mana or activating/deactivating autocast have been introduced (trigger category 'Faeh_Neu')
- Demon Infernal Tank
- now always has an attack
- cannot load units anymore
- always uses the model without a top-mounted cannon
- the new attack uses the new missile deviation system (see above)
- the new attack uses the model Missile_DIM_Alpha ('InfernalBullet') by CreatorD3292
- unit role: the unit fires slowly and inaccurately, but with high range and it is hard to destroy; it is weak against massed units and good agains big, slow, or immobile targets
- Demon "Blight"
- Demon Terrain Corruption now heals demon units standing on it after a demon doctrinal upgrade (basically like undead blight, but requires special trigger)
- the healing was tied to an upgrade for 2 reasons:
- 1) It is more powerful than undead blight healing because of higher hitpoints of demon units
- 2) The need to consciously click an upgrade highlights this healing function of the custom made corrupted terrain tile to the player
- Tooltip of Cultists' Corruption ability changed
- Demons now start with a circle of Corrupted Terrain around their HQ
- ^^ this was previously tied to a doctrinal upgrade
- Seamless Build Menue without Submenue
- A system to make buildings buildable without having to open a build menu has been implemented
- it is currently used for demons, because they only have 1 building, and a build menu would be futile
- The system is seemless:
- the building icon is OUTSIDE the build menu
- it has normal UI display of building cost
- when clicked the building preview appears under the Cursor like when normally building from the build menue
- "AI" Improvements:
- Area healing spells (Human Paladin's 'Holy Light' and Undead Pestilant's 'Pest Healing') are no longer used against accumulations of enemy units (made no sense!)
- There is now special triggers to see to it these spell targets allied units
- 'Destroy Undead' is no longer used when facing non-undead enemies
- Orc Necrolytes' 'Unholy Armor' is now used on allied units by the AI (AI behavior based on healing ward behavior of Warcraft 3's default AI)
- Orc and Undead 'Pest Cloud' now based on Blizzard for more logical use of spell by the AI; the spell itsself hasn't changed through this
- Most abilities are now activated for AI players by default (many abilities were unintentionally deactivated for AI players; the corresponding triggers now only affect non-AI players)
- AI Wall building: added AI Triggers for building walls in a certain shape around the HQ
- Fixed: AI of the 3 difficutlies for each of the 6 races used to build 1 more of all non-squad unit types as intended ("less or euqal" conditions changed to "less than" in AI Train Triggers)
- Fixed: Orc Dragon Riders called in by an AI controlled player would not move in to the target point, but stay at the egde of the map where it appears first; reason was the 'guard position' trigger that can deactivate certain trigger orders to AI-controlled units; it thus no longer affects Dragon Riders
- "AI" buildorders:
- Undead medium and hard AI now builds Destroyers
- Undead hard AI no longer builds Demon Lords (Demon Lords removed from Undead faction)
- Demon AI builds Daemons as mainline units (because Minion Squads were removed from the Demon faction)
- all Demon buildorders reworked
- Presentation: Loading Screen
- new loading screen that gives new players hints how to play the game/map
- 'Blank' Loading screen (looks like default loading screen but without drawing) kindly shared by Cokemonkey11 (seen in his map 'microrunnertd', but with text)
- I added 4 tooltips to the loading screen: each tooltip is an ATC icon with some text, explaining a basic concept of the game/map
- the Warcraft-like font 'LifeCraft_Font.ttf' used in the loading screen title is by Eliot Truelove from dafont.com
- Presentation: Map Preview Image
- the Warcraft-like font 'LifeCraft_Font.ttf' used in the preview screen title is by Eliot Truelove from dafont.com
- The background image is taken from 'Warcraft 1: Orcs and Humans' by Blizzard Entertainment (1994); it was extracted/provided by Hallfiry
- Selection Presentation:
- Symbol of Human faction changed to new human archer icon
- Time of day now paused during initial faction selection
- Faction tooltips updated; added easily comprehensible list of unique systems each faction showcases
- General Presentation:
- rooster and wolf sound when day/night switches removed
- Flag Points
- model of flag and base (abandoned fireplace doodad) merged into one so that all parts of it are visible through the fog of war and to change it so that the flag part no longer always faces the player camera
- now have pathing texture (and buildings can no longer be placed on top of flag points)
- Corpse Duration:
- Corpses of most units now despawn after 240 seconds instead of 20 seconds (for atmospheric reasons, littering the battlefield with remains of fallen soldiers and destroyed cataputs...)
- Corpse Tentacles on Corrutpion (Demon) and Zombie Revival on Blight (Undead):
- Bug Fix: Flying units dying above Corruption or Blight no longer result in a spawned unit
- HQ Rally Point ability added
- Rally Point no longer deactivated
- the rally point ability doesn't show an icon
- trained units will always spawn at the regular location, and will not 'leave' the building at the point closest to the rally point of that building (special triggers introduced for that system)
- Human Forward HQ
- The Fort that Humans can built is now correctly limited to 1, whereas previously the limit disappeared as soon as the first Forward HQ's construction was finished
- When a forward HQ was finished it could "jump" and slightly change its position when units were nearby...
- this is due to a unit replacement that is necessary so that the buildable HQ has a different tooltip in the build menue, but when its finished, it is replaced so that it is the same as the "normal" HQ and both can be selected correctly by double-click
- The jump no longer happens, because the build dummy HQ now uses a "Chaos" based ability that replaces it when its construction is finished; previously a trigger replaced the unit
- Terrain Variations Preparation:
- Original Terrain Reworked
- Player related triggers adjusted to handle up to 6 players (for new 6 player map variant "Pinewood Peak")
- The trigger that makes all squad members follow targeted attack orders together has been modified to also make them attack destructible doodads together (this is only necessary because of the upcoming dungeon map with destructible wooden wall sections)
- Balance:
- Human Paladin attack cooldown from 2.5 to 1.6 seconds (except when using the special attack against undead, which retains a 2.5 cooldown)
- Human Paladin hitpoints from 10 to 15
- Human Knight now has the 'Break Morale' ability of the now-removed 'Crusader' unit
- Human Knight turn rate from 0.1 to 0.15
- Dwarven Defender Squad cost from 50 to 40 gold
- Dwarven Siege Tank build time from 20 to 15 seconds
- Orc Necrolyte cost from 50 to 60 gold
- Void Walker hitpoints from 10 to 15
- Catapult Range from 1600 to 1400 (due to the new missile deviation system (see top of the list), the catapult shots can land up to 225 range further from the target point, so it somewhat balances out)
- AI Player Dummy Units Fix:
- AI controlled dummies that had the 'locust' ability caused strange bugs when they were given an expiration timer via trigger:
--> the dummy for the undead 'carrion bird scouting' ability is supposed to use a 'locust swarm'-based ability; when owned by an AI player, it didn't
--> the dummies for the new 'Rain of Fire' spell didn't attack the ground below it like it should when owned by an AI player
--> dummy for 'swarm rockets' based area attack of orcish dragon riders did not work for ai players, resulting in no damage dealt
--> dummies with 'locust' build the wall hubs when expanding walls with the new wall build system which added build time to walls; when AI explanded walls, wall hubs were not built by the dummies during testing
- ^^ the expiration timer is no longer given to most of the dummy units that have 'locust'; instead, negative hitpoint regeneration is used for these units (Object Editor)
- Anti-Lag: Ignoring units with 'locust'
- Triggers for Group Orders now ignore units with 'locust' (for instance ranged combat attack dummies, see new missile deviation system)
- Triggers for 'promotion' of a squad member when the leader of a squad dies now ignore units with 'locust' (otherwise, these 'promotion' triggers would cause stutter when the new ranged combat system is used, whenever a ranged unit with missile deviation attacks)
- Anti-Stutter: Rearanged triggers to avoid unit groups
- Basic Idea: When "normal" unit groups are used, EVERY unit in the map is checked (for wether or not its unit type is "flagpoint")
- ^^ many old triggers were changed to avoid unit groups, greatly reducing moments of stutter
- ^^ moments of stutter mostly occured when playing with AI players, because these triggers occur frequently and used unit groups
- Triggers that handle AI unit training no longer use unit groups to count how many units of certain unit types an AI player has; instead, a long string is used, in which 1 or 2 positions hold a number that counts a certain unit type, e.g the positions 2-3 are always the basic unit of the faction; when such a unit is trained or dies, the counter is increased or decreased
- Triggers that order AI builders to build no longer pick a random unit from a unit group of builders; instead, builders are stored in an array variable, 10 numbers are reserved for each player, e.g. 0-9 for builders of player 1 (red), only used by AI
- Triggers that order AI units to go to flagpoints no longer pick a random unit from a unit group of all flags; instead, all flags are stored in an array variable:
- ... in triggers that need to pick one random one of these, and a loop goes over every value of the array (each value is one flag) and adds it to that group
- ... then a random one of these is picked for the necessary actions
- ... then, the unit group is destoryed again (as usual)
- The number of flags held by a team containing an AI player is no longer counted through unit groups; instead, it is stored in an integer variable (one array per player) and increased/decreased whenever flags are captured
- Triggers that create units from dying units on blighted or corrupted terrain no longer use unit groups; for this, the dummy units that check to which player a blight/corruption "belongs" are stored in arrays:
- ... when necessary, empty groups are created and filled as described above with the flagpoints!
--> Playing with AI players is a lot less stuttery now! It never had noteable memory leak, I think, because I always deleted unit groups, regions, points, etc...
BUT it had STUTTER due to many actions that use unit groups taking place in quick succession; unit group creations check ALL units in the map for certain properties, and there can be hundreds of unit objects in the map;
using the array system described above, this stutter is now avoided.
- Deleted unused triggers:
- in doctrine and selection categories; some were managing a scrapped rune stone ressource system
- "Orc Baubutton Trick" (trigger from pre-release version)
- removed trigger that made health bar of selector unit invisible (works without triggers by now)
- unused triggers in categories "abilities" and "AI" deleted
- Triggers for Tunneler unit with tunneling ability (never added into the game)
- unused trigger for death animation of cut unit "Battering Ram" deleted
- unused triggers related to troll (= unfinished faction) doctrinal researches removed
- unused triggers for Gargoyle Flight ability (unit scrapped)
- unused triggers for squad training of squads not used in the game
- many more...
- Deleted unused Object Editor Data:
- removed item in Object Editor that was used to hide the health bar of the selector unit (works without triggers by now)
- deleted unused ability of the aforementioned item
- deleted unused and unfinshed demon building (called "Rift", another used "Rift" still exists)
- deleted unused items that were once intended for faction selection (1 item per race)
- unused object data (research and abilities) related to troll (= unfinished faction) doctrinal researches removed
- object data of unused unit 'Traitor' was removed (demon 'promotion' trigger was adjusted because of deletion of unused object data of 'Traitor' unit)
- many more...
- Minor Polish:
- Demon Gate Occulsion Height from 200 to 0 (= height bonus of flying units that move over it removed)
- Tooltip of Black Hole ability corrected: it said that only enemies could be targeted, which is not true
- Polish Selection: When a squad member was selected before the leader of the squad was selected, the selection circle would be set to default size for a short moment before the leader was automatically selected; this only affected squads with an irregular selection circle size; to resolve this, the trigger responsible for adjusting squad selection circle sizes now accounts for squad members as well
- When Bloodlust was researched, Orc Warlord Squad Members had a slightly smaller selection circle than in their un-upgraded form; this has been adjusted
- The High Elf Outrider model's quiver arrows had the wrong texture; this has been fixed
- Construction Sound of Demon Rift changed (all other structures still use the same sound as before; changes to the construction sound default in game interface settings and changes to race settings of buildable structures were necessary to achieve this)
- Unused Animations removed from the High Elf Outrider model
- Custom Pathing Map for Demon Gate added
- Demon Portal's summoning sound no longer plays when selecting the demon faction for an AI player slot in the selection menu
- deleted unused animations and blitz nodes of the portrait overwrite that is used for the "Light" unit
- sound distance cutoff of some combat warcries did not work (campaign lines of footmen and knight); their settings in the sound editor were adjusted so that it works now
- sound distance cutoff of dwarven "MuradinTaunt1" did not work; now works like other warcries, but utilizes a special trigger setup
- Optimization: Removed unused imported model and icon data
- WILHELMMMMMMM!!!!!! (uaaaarggghh)
- The trigger that creates pathing during initialization (needed for Demon "Blight", also know as "Corruption") no longer creates minimap pings (they are a relic of the testic phase; on bigger maps, these would very briefly show up at the start of the game)
27.03.2020 (IRON GUARD + DWARF GAMEPLAY POLISH)
Dwarves:
- New unit added: Iron Guard
--> elite melee squad (4 units)
--> higher hp unit (similar to the upgraded 10hp version of human guards)
--> trivia: a dwarven elite unit named Iron Guard and wearing heavy armor was already planned when I released the map, so it should not feel like an out-of-place later addition.
Bugfixes:
- fixed a bug where sometimes trained units would not appear
--> Explanation:
--> the new triggers that allow rally points where trained units will NOT spawn closest to the rally point, but at the standard location next to the building, were causing a bug:
--> ... since a unit is trained, instantly removed, then instantly sold by an invisible dummy, and then send to the rally point, for a very, very short moment (not even visible for the player), the trained unit and the sold unit exist at once and cost double the population
--> ... ^^ when training units while the remaining population was only enough for the trained unit, but not for the unit sold by tigger, the sold unit would not appear, resulting in no unit at all
Bugfixes (Minor):
- Dwarven 'Ale' ability still had the effect of reseting all ability cooldowns of the caster (from previous versions)
Combat Cries & Idle Chatter:
- Combat cry triggers adjusted so that the new dwarven Iron Guard triggers battle and idle chatter as well
Faction Descriptions:
--> Dwarves:
--> faction description updated to describe the dwarven faction as "slow but powerful" (this theme now finally is working thanks to the new Iron Guard unit and the reworked "Defensive Stance" ability of dwarven Defenders)
Balance:
- Dwarves:
--> 'Defensive Stance' ability:
--> Defenders can now still move at 50% speed while 'Defensive Stance' is activated (they would become immoble previously, making the ability quite useless)
--> Some triggers were adjusted so that the entire squad would not stop moving when 'Defensive Stance' is activated or deactivated while the squad currently has an order to move somewhere (trigger for the ability can now be found in the "Order" category instead of in the "Faehigkeiten" category)
--> 'Ale' ability:
--> Heal reate from 0.21 to 0.33
--> Defender Squad cost back to 50 (from 40 in previous patch)
- Undead:
--> Dread Lord:
--> cost from 325 to 225 gold
--> reason: each race has a way of dealing with units that camp its main training HQ; in such situations, where units that are not dangerous to the HQ and structures, but are numerous, hang out in front of an HQ, each race can react in a relatively cheap, or even free way (Human HQ attack upgrade, dwarven HQ's flying machine ability, higelf HQ's shield sphere ability); I felt the undead way was too pricey. The Dread Lord unit, as a final defence unit, is seldomly seen anyways.
Dwarven Smithy Upgrades:
- Dwarven Smithys no longer hold the 2 stat-improving upgrades from basic infantry (Defenders and Axe Throwers)
- ^^ these upgrades felt a little odd, anyways, being the only non-doctrinal upgrades of any faction
- ^^ with the presence of the new, more durable Iron Guard, and with Defensive Stance being better at making Defenders more durable now (see above), an armor upgrade for them seemed no longer necessary.
Map Description on Hive:
- "Iron Guard" Description added to the Dwarven Unit Sportlight.
10.04.2020
New Icons:
- Humans:
--> Peasant Icon "BTNPeasantWC1" by loktar (reason: suits model, looks more like Peasant from WarCraft I)
- Orcs:
--> Icon for the Doctrinal Upgrade 'Raiding Troops' (=orcish infantry deals siege damage vs structures) changed from default 'Pillage' button to BTNAbility_Warrior_OffensiveStance by Blizzard Entertainment
--> IDEA: The new icon looks similar in style (two crossed weapons), but less gold-like, and more redish and aggressive (=orc style); the new icon was also introduced in anticipation of a future Ogre faction (WIP) that will probablly use the standard 'Pillage' icon for one of its doctrinal upgrades.
Flag Points & Resource System Rework:
- captured flag points now produce income like farm buildings of the races (same visual floating numbers feedback)
- HQ now produces 15 instead of 25 gold each interval
- farms now produce 3 instead of 5 gold each interval
- Pick-up crates now give 3 instead of 5 gold
- flag points procue 3 gold and 1 lumber each interval
- starting resources changed to 50 gold and 15 lumber (from 50 and 10 respectively)
--> IDEA: it should now be easier to more quickly build a base; previously, there was more incentive to just spam economic buildings (e.g. human farms) instead of also building walls and towers (like the AI already does); Player-built bases should not look more akin to those of the AI, and more in line with intended gameplay
- flag points can now be "decaptured" into belonging to the neutral player (black):
--> after half the capture time an enemy flag becomes neutral
--> then, after the same amount of time, it goes to the capturing player
--> overall, capturing now costs 1.5x the time
--> IDEA: It is incentivized to commit to the capture process: Commiting a bit of time will reduce the enemy's income, and commiting a bit more time will give the capturing player more income
--> when a flagpoint is decaptured, a red ping is created on the map for the enemy team, and a green ping for the capturing player and allies of the capturing player
--> the same happens when a flag is not just decaptured, but captured by a player - only that the red ping for enemies of the capturing player will only appear to them, if the flag being captured is visible to them (otherwise, it would be possible for a red indicator of enemy flag capturing appearing in the Fog Of War).
Terrain Variants Preparation:
- Skybox seen as the abyss in the map "Pinewood Peak" imported
- partial transparency of Cliff1 import for the edges of the abyss in the map variant "Pinewood Peak" fixed (the cliff texture is based on the default northrend tileset's icy cliff, but it fades into transparency towards the lower end; this is used in combination with the new skybox model to create an abyss)
Terrain Details:
- Area west of the muddy northern middle field with a flagpoint has been reworked so that the transition into the grasy area to the northwest is more seamless
- ^^ the transition of that muddy northern middle field into the cobbled way to the west has also been reworked slightly by changing the treeline a bit
- The more northern one of the two cobbled paths to the west of the tower ruins in the center of the map has been reworked a bit, mostly in terms of tile placement, giving the cobbled path a more gras-overgrown look, while avoiding sharp contrast between the gras texture and the cobbled path texture, as was previously the case in the part of the terrain; the path has also been move a bit to the south, so that it doesn't border the treeline quite so sharply.
Tooltips:
- Dwarves:
--> Defender description now mentions their "defensive stance' ability and what it does
--> IDEA: Since the rediesign of the ability in the last patch, it is actually useful and one of the defining characteristics of Defenders, that makes the unit much more useful; as such, players are made aware of it by the tooltip now.
- Humans:
--> Faction description updated to mention how well-rounded the human army is
--> IDEA: Humans are a good beginner's faction, and the mention of a well-rounded army roster in conjunction with their definition as a 'defensive faction' could help pull newer players towards this faction choice.
--> Faction description no longer metions upgradable walls, since it is just one doctrinal upgrade and doesn't define the faction playstyle too much
- Demons:
--> Faction description changed to classify Demons as a "Scheming faction" that slowly gains power and carefully prepares the battleground for the endgame with terrain corruption and Daemons that slowly gain more power through upgrades as the game progresses
Dwarven 'Defensive Stance':
- Defender's 'Defensive Stance' now disables the Sprint abilty
--> when 'Defensive Stance' is on, thie icon of the 'Sprint' ability become greyed out
--> ^^ to achieve this, a dummy unit is created that casts a 'Drunken Haze'-based ability on the casting Defender; the ability was changed in Object Editor to disable spells
--> ^^ it will grey out 'Sprint', but not 'Defensive Stance'
--> the buff icon for 'Defensive Stance' is now given through this 'Drunken Haze'-based ability
--> ^^ due to this, it is no longer to use a 'Tornado-Slow-Aura'-based ability for the movement speed reduction, which also allowed adding a buff icon; instead, the movement speed is now reduced through the 'Drunken Haze'-based ability
Bug Fixes:
- Dwarves:
--> Defender's 'Defensive Stance' ability caused dead squad members of a Defender squad that turns the ability on/off to play their death animation. This has been fixed and is no longer the case.
Missile Deviation System:
- ranged units using the Missile Deviation System mustn't deal damage themselves, yet they must have an attack for attack orders as well as damage, so that UI damage is displayed
- up until now, some War3 attack types ('hero' and 'chaos') were used as non-damage dealing doubles of the normal attack types in this map; 'chaos' had the same icon and text as siege attacks in this map, and hero appeared like ranged attacks.
- These two visually identical attack types, however, were made to deal 0% damage to all armor types (can be set in 'Gameplay Constants' window of the Editor)
--> this approach used up two attack types
- Ranged attackers using the Missile Deviation System now have a (hidden) ability based on the passive 'Demolish' ability of the Tinker hero from standard WarCraft 3. It modifies atack damage in all situations to 0%. The effect of this approach is the same as with the old approach, but two attack types are freed up for use.
- ^^ this 'Demolish' based ability has a hidden icon so that the UI of units remains the same as before
- ^^ the ability is also 'inherited' properly when a unit is changed to another unit (e.g. through a 'Chaos'-based ability, as is the case for human archers when the crossbow upgrade is researched); a special trigger called 'Make ability permanent' in the Category 'Faehigkeiten' assures that 'inheritance'.
Balance:
- Walls:
- Wall expansion cost for all factions set to 5 lumber (affects Humans, Dwarves, High Elves, whose cost was 10 lumber previously)
- Dwarven Laborer:
- armor from 0 to 10
- Dwarven Iron Guard:
- Damage multiplier against structures reduced from 10x to 5x (uses new variant of 'Siege' attack type, specifically for infantry)
- Orc 'Raiding Troops':
- Damage multiplier of orcish melee units against structures (when 'Raiding Troops' is researched) reduced from 10x to 5x
- New attack type introduced for this purpose, meaning orcish melee units don't use the 'Siege' attach type anymore, but a slightly modified version (based on War3 default 'Chaos' attack type)
- Orc 'Rage' (attack and movement speed aura of Warlords)
- attack speed mulitplier from 0.5 to 0.33
- Orc Furnace:
- cost from 10 to 15 lumber
--> IDEA: weaken economy of Orcs, who are an aggressive powerhouse and will capture flags quickly (which now increases income) while forcing the enemy to spend resources through early pressure
Minor Polish:
- Undead Doctrines:
--> Plague Doctrine renamed to Dark Alchemy Doctrine
--> Blight Doctrine renamed to Plaguelands Doctrine
- Dwarven Defenders:
--> Squad member selection circle size now in line with size of selection circles of squad leaders
- Highelf 'Ranger Stealth':
--> suspected grammar error in tooltip of 'Ranger Stealth' upgrade fixed (to get invisible --> changed to: to become invisible)
Minor Managment:
- Unused dwarven Crane model removed from Import Editor
- Unused dwarven Crane icon removed from Import Editor
- Unused 'Cleric' unit deleted in Object Editor
- Unused trigger for the older version of the 'Ale' ability removed (when it recharged cooldowns instead of healing)
- Trigger that makes flagponts visible in the fog of war right from the start was optimized to only create a temporary region spanning the entire map once and then creating a visibility modifier for ALL player slots before destroying the temporary rect again; previously, the rect was created and deleted for each player seperately.
- Unused Orb Of Fire-based ability deleted in Objec Editor (was used for intitial experimentation with the ranged Missile Deviation System, wherein it is necessary to make the ranged units themselves be able to attack without dealing damage themselves! (a dummy does that, see big update two version before this update)
- Human Catapults had their damage point in Object Editor set to 0.0 instead of 0.1, like Orc and Undead Catapults; because Catapults use triggers when attacking (for the Missile Deviation System), it made no real difference at all
- Unused trigger for a cut invulnerability spell of a demon caster unit that isn't currently integrated into the game deleted
- Object Editor data of the now-cut Demon Lord of the undead faction removed
- Object Editor data of unused 'Hellhound' varaints (including 'Mana Stalker') deleted
- Squad train dummy for unused Gargoyle Squads and Melee Hellhound Squads deleted
- Cut Human Spearthrower unit (and melee Axe Fighter variant) removed from unit color triggers
- Cut Human Spearthrower unit removed from Missile Deviation triggers
Map Description on Hive:
- "Fallen Ones" Description added to the Undead Unit Sportlight.
- Dwarven Laborer Description's last paragraph now appears in the correct textbox
15.04.2020
BUGFIX:
- Rain Of Fire missiles dealt damage twice since last update. This has been fixed
- ^^the reason was the rework of damage types wherein making ranged units with missile deviatio system deal no damage themselves was moved to a "Demolish"-based ability, rather than a special damage type that dealt 0% damage to all armor types -- the same attack type was used by the attacker dummies of the rain of fire ability that spawn the raining fire missiles; those aren't supposed to deal damage, instead, they spawn another explosion unit at the point of impact of their ranged AoE attack (through the use of an ability based on the undead meatwagon's disease cloud ability), and that new dummy is the one that deals damage when it instantly dies thereafter, through an ability based on the goblin sappers' suicidal damage ability.
- ^^the mentioned ability based on the war3 Goblin Tinker's "Demolish" ability, however, is NOT used to make the dummies that create the raining missiles for Rain Of Fire deal no damage, because it has an artillery-type attack, and in combination with "Demolish", this caused a CRASH!
- ^^... instead, the target types of the artillery attack of that dummy were just changed to nothing (both splash targets and normal targets)
BALANCE:
- Demon Void Walker food cost from 2 to 3
FACTION DESCRIPTION:
- Orc description text changed back to text previous to last update
- Demon faction description changed
POLISH:
- High Elf Arcane Mages' unit description classified them as "Mage", whereas all other casters are classified as "Caster" in their descriptions. Arcane Mages are now also classified as "Caster".
MANAGMENT:
- Unused Object Editor Data deleted (Abilities: Haste, Curse, Old Firebolt spell, Old Chaos Missiles spell)