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Gaias Retaliation ORPG v1.2E(4)

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
Special Thanks to SHBlade, FanOf.Anonymous and Jumbo for applying some much needed bugfixes for WC3 Reforged compatibility - and now also huge amounts of new content.

v1.2E(4) is downwards compatible to v1.2D(3).

Note: to import codes of v1.2D(2), use -comp instead of -load!
Only codes of 1.2D(2) or later are currently supported by the "-comp" command. If you have older codes, load and save them in 1.2D(2) to convert them into the new format!


In case the savesystem crashes from invalid load codes, you can use -fixsave to unstuck the system. However, this might cause unwanted bugs, so use with caution!


BUGFIXES/GENERAL(v 1.2E(4)):
Sorcerer:
- New Ability: Rune of Power
- Lightning Arc: reduced damage scaling from SP x 3.5 to SP x 3
- Greater Fireball: reduced damage scaling from SP x 0.85 to SP x 0.7 and SP x 1.25 to SP x 1.1
- Gravity Pull: now paired with Water Elemental
- Water Globes: crit damage bonus from stacking effect decreased from 3% to 2.5% per stack
- lvl 50 talent nr 1: Now summons 4 meteors- lvl 50 talent nr 2: Gravity Pull now doesn't require channeling and its cd is reduced by 33%
- lvl 50 talent nr 3: You Water Elemental is now permanent and launches 1 more globe which applies the flowing current to the target.
- lvl 45 talent nr 1: 'Lightning Arc' now spawns 2 globes. Standing on the 'Rune of Power' increases attack speed by 15%
- lvl 45 talent nr 3: Increases Haste by 15%. Standing on the 'Rune of Power' causes 'Greater Fireball' to fire currently active Globe at one random enemy hit at a 40% chance.

Necromancer:
- Reduced Wight's defensive capabilities

Hexblade:
- Binding Chains: now deals 1.5 x AP baseline
- Stone Guardian: now has sfx when Guardian takes damage from the absorption effect
- lvl 50 talent nr 3: Stone Guardian now inherits 50% of Hexblade's defensive stats. Petrify damage resistance reduced to 25%

Psion:
- Magical Conduit: maximum amount stored increased from Int x 12 to Int x 15

2h handed weapons:
- increased aoe range by 25%

Mercenaries:
- buffed Spellpower of the enchantress by 5%

Fixes:
- added a new map preview and minimap
- hopefully fixed bfd memory leaks
- hopefully fixed the crash on map load, as such monk's elemental harmony 3rd stage is now point target instead of quick cast
- fixed some ability tooltips
- fixed some talent tooltips
- fixed bfd enemies being able to use Phantasmal Killer
- fixed Venomous Blades gained from a lvl 50 talent disappearing on death
- Bramble Seed now is correctly cast when moving


BUGFIXES/GENERAL(v 1.2E(3)):

Items:
Axe of Blackrune:- AP 20 -> 27

Fixes:
- removed a gamebreaking bug that could cause desyncs and crashes on map load in multilpayer under certain conditions
- fixed a typo in Perfidious Armor's description


BUGFIXES/GENERAL(v 1.2E(2)):

Features:
---------
1. New Codeless save system has been implemented:
- use the wisp as an interface, it contains all spells for loading characters and the vault
- 3 new spells added to Game Options submenu (Z hotkey): Save (S), Repick (R), Vault Load
- new system will create 2 save files when saving, one for loading manually (it allows to load lower level saves) and one for codeless loading
- codeless loading will always load newest version of your character, newest version updates each time you save

2. Pet Command queue
- pet commands are now queued, which allows for using them in quick succession without the pet getting confused and only using the last command

3. Resurrection cooldowns
- solo players (no other player withing a certain range) will now have their resurrection cd set to 0s after death
- revive mercenary cd is also reduced to 0s but mana cost increased to 45

4. Fully implemented Attack Speed into the stat board
---------

Classes:
---------
1. Crusader:
- New Ability: Avenging Zeal
- New Ability: Sanctify
- Old Ability Changes
- Talent Changes

2. Berserker:
- New Ability: Bloodcraze
- New Ability: Mak'gora
- New Ability: Sunder Armor
- Old Ability Changes
- Talent Changes

3. Bishop:
- New Ability: Void Lightning
- New Ability: Hallowed Ground
- New Ability: Repentance
- Old Ability Changes
- Talent Changes

4. Monk:
- New Ability: Overcharge
- New Ability: Elemental Harmony
- Old Ability Changes
- Talent Changes

5. Assassin:
- New Ability: Fan of knives
- New Ability: Desperate Strike
- New Ability: Death Blossom
- Old Ability Changes
- Talent Changes

6. Bard:
- New Ability: Hymn of Heroes
- New Ability: Feint
- New Ability: Flourishing Riposte
- New Ability: Duelist Stance
- New Ability: Dexterous Shot
- Talent Changes

7. Hexblade:
- New Ability: Earth Strike
- New Ability: Orbiting Stones
- New Ability: Stone Guardian
- Old Ability Changes
- Talent Changes

8. Psion:
- New Ability: Phantasmal Killer
- New Ability: Magical Conduit
- Old Ability Changes
- Talent Changes

9. Druid:
- New Ability: Summon Spark
- New Ability: Storm Fall
- New Ability: Bramble Seed
- New Ability: Barkskin
- Talent Changes

10. Hunter:
- New Ability: Misdirect
- New Ability: Piercing Thunder
- Old Ability Changes
- Talent Changes

11. Sorcerer:
- New Ability: Greater Fireball
- New Ability: Gravity Pull
- Old Ability Changes
- Talent Changes

12. Necromancer:
- New Ability: Vile Infection
- New Ability: Bone Sacrifice
- New Ability: Summon Wight
- Old Ability Changes
- Talent Changes

13. Valkyrie:
- New Ability: Allfather's Blessing
- Ability Pairing Changes
---------

Items:

Flamebringer:
- Str 12 -> 16
- Crit 5 -> 7
- Added fire damage proc 30dmg/40% chance

Cold Reaper:
- AP 20 -> 28
- Str 0 -> 11
- Agi 12 -> 21
- Int 10 -> 21
- Crit 5 -> 7

Reborn Phoenix:
- Str 10 -> 8
- Int 10 -> 13
- Sp 0 -> 9
- Ar 0 -> 7

Crushing Mace:
- Ap 30 -> 37
- Agi 4 -> 0

Cunning Halberd:
- Gray -> Green
- Ar 0 -> 2
- Str 0 -> 4
- now purchaseable from Bolivar in Lumberjack camp





BUGFIXES/GENERAL(v 1.2E (1)):


- Added attack speed to the stats screen
- Berserker Rage now notifies the player via sound and visual effect
- Expanded Mountain Beast area
- Expanded Mines Area in The Foothills.
- Expanded the Ogre area outside Mytargas.
- Added new rarespawn in foothills area
- Added new item Lance for Valkyries (lvl 50)

Fixes:
- Unholy Brand's stats now match the tooltip AP: 30 -> 28, Int: 12 -> 14
- Hulking Bear Head's stats now match the tooltip AP: 0 -> 5, Str: 10 -> 7
- The Siren's Lament's stats now match the tooltip HP: 60 - > 50
- Raging Trinket's stats now match the tooltip AP: 0 -> 3, Str: 0 -> 3
- Ethereal Vestments tooltip now matches the stats AP: 25 - > 8
- Fixed Unholy Brand's attachment not disappearing immediately when unequiping the item
- Arctic Pine Scepter attachment point fixed so it no longer is invisible
- Fixed Rest in Peace quest spawning models far away from actual interactable corpses
- Talents that increase item stats (i.e. Squire lvl 10 to increase equipped shield armor) now works correctly with ethereal items
- Fixed Mountain Bear not casting demoralizing shout while being enslaved by Psion
- Fixed the Troll Witch Doctor path blockers
- Fixed some foothills path blockers

Quests:
- Quest Safety Measures (20) is now split into 2 separate repeatable quests
-- Safety Measures I (18): crows/bandits (Sophia on Greavus' Farm), awards 800xp
-- Safety Measures II (26): gnolls/ogres (Adept Marco), awards 900xp (was 500)
-- Both quests have cooldown of 10 minutes instead of 20
- New quest The Hunt (44) added to foothills area

Balance:
--- Pre lvl 25 2h weapons buffs to bring them on par with sword and board
--- Whitepine area items were sometimes worse than ethereal gear so adjustments were made
--- Necromancer
- Deathfire Veil now stacks up to SP * 2 instead of SP * 3, adds 25% of damage dealt to shield power instead of 33% and shield is destroyed upon absorbing damage
--- Mystic
- Draining Timber now provides logarythmically scaled AP when AP gained from a staff is too low (outscales all staves up to level 26)
--- Berserker
- During Berserker Rage Revenge does AP * (1.5 + 0.5 * Rage Stacks) damage, has 10s cooldown and reduces all rage stacks to 0
--- Crusaders
- During Celestial Zeal Revenge does 1.5*SP extra damage
--- Hunter
- Buffed Servant of Nature/ Servant of the Skies offensive stats by ~20%
- Frostbite Arrow and Multishot now deal 50% more damage when hitting a single target
- Beast Fury now additionally deals AP (pet) * 1 damage
---Valkyrie
- Increased Cooldown time of Urgency: 45s -> 55s , 35s -> 45s (with talent)



BUGFIXES/GENERAL(v 1.2D (6)):
- fixed Reforged Classic Graphics Gfx glitches
- fixed Meteor Strike being unable to cast
- fixed Overseer tower quest trigger to no longer allow completing the quest from outside the tower
- fixed crash on Backstab ability due to Reforged patch 1.33
- Added new endgame item Sword for Valkyries
- buying a legendary material with full inventory will no longer despawn the legendary materials vendor
- Northwind Blast damage dot is now applied properly on Iridescent Mark targets
- Lucky Trickster can no longer be sold
- Fixed a tooltip inconsistency with Growth Trinket (Druid)
- Fixed Icy Harp applying too much health
- Fixed Ethereal Mantle ArP value
- Divine Hammer now properly interrupts as the description implies
- Ensnare from Rangers can no longer be partially dispelled by Dispel Magic (as it's not a magical effect); it can still be removed by abilities that dispel all immobilizers, though
- Fixed Valkyrie +7% AP talent to linger even after unlearning the talent
- Ethereal Bead now gives the correct stats
- Ethereal Vestment now gives the correct stats
- Escort NPC now properly vanishs when Blackfire Deep resets
- Hinjo the Collector soul now properly displays
- Fixed Divine Fist duration increase talent often not working correctly
- Fixed Dread Lance buff tooltip
- DP now properly resets to zero when you use the -repick command
- Double clicking the town portal or ability/talent reset icons no longer causes the popup menues to break




BUGFIXES/GENERAL(v 1.2D (5)):
- *Hotfix* Fixed a small exploit with the legendary vendor
- Added an option to summon a legendary material vendor for DP
- Water Globes no longer apply the 'soaked' debuff; this is now exclusive to the new old Waterball ability from water elementals
- 'Meteor Strike' is now a spell with cast time, but much lower cooldown
- Fixed a cave wall corner tile in Blackfire Deep that sometimes prevented passage through the caves
- Fixed a bug that dropped the Psionic Blade when leaving or entering Blackfire Deep
- Fixed a bug that sometimes rendered stolen items saved
- You can no longer progress to the next Blackfire Floor when you die on the exit Beacon
- Fire Globes now applies a DOT on first hit instead of a resistance debuff


BUGFIXES/GENERAL(v 1.2D (4)):
- Fixed two major exploits with the inventory system
- When your minion gets attacked, the master will also be set in combat state
- Laying traps is now always possible when being stealthed, regardless of combat state
- Blackfire Events can no longer appear on the first floor
- mounts will no longer grant dp
- Lava dungeon tileset can no longer spawn the defense event
- Fixed typo in Greater Rod of Summoning


BUGFIXES/GENERAL(v 1.2D (3)):
- *Hotfix* fixed incorrect version numbers displayed ingame
- Due to the newly added Dungeon Points feature; save/load has been modified; -comp in your codes from D(1) or D(2)!
- Added new resource: Dungeon Points can be gained by progressing through Blackfire Deep
- Dungeon Points can be turned in for Ethereal items and a unique summoning rod at the entrance of Blackfire Deep
- More Dungeon Point rewards will be added in future updates
- Blackfire Deep floors can now have special event features like dual-bosses, multiple bosses in general and a defense or escort event
- 'Radiant Heart' Spellpower modifiers Reduced



BUGFIXES/GENERAL (v 1.2D (2)):
- *Hotfix* Fixed a bug with vault saves that prevent newly created vaults from being loaded
- *Hotfix* Meteor Strike cooldown reset has been removed again for obvious reasons

- Changed Divine Lance and Dread Lance implementation so that they no longer get deactivated randomly; in addition, the buff icons will now be displayed in the status monitor
- Fire Globes, Water Globes and Lightning Arc will now resummon 5 orbs when used out of combat
- Fixed a problem with Blackfire map generator to sometimes create empty maps
- Treasure Chest and Ancient Apparatus are now more common in lower floors
- Increased item droprates of mobs in Blackfire Deep by 50% to accomodate for the smaller maps
- 'Meditation', 'Meteor Strike' and 'Recovery' will now reset cooldowns out of combat
- 'Meteor Strike' and 'Guardian Angel' Cooldowns reduced by 30 seconds
- You can no longer stay out of combat when a player of your group is fighting in Blackfire Deep
- Fixed a bug with the mercenary system that prevented multiple players from employing the same mercenary even when they are far enough apart


BUGFIXES/GENERAL (v 1.2D (1)):
- *Hotfix* Fixed a bug with the save/load system that prevent D(1) vault codes from being loaded in D(1); your old D(1) vault codes are useless; you need to save again in this version to get a "clean" save
- Due to significant changes in the vault, this version no longer supports vault codes without the collectible feature initialized
- To properly load vault codes from c(18), make sure you have at least one collectible in your vault archive!
- New character class: Valkyrie - this class gets unlocked by reaching level 50 with any class - to create this character, simply use the -repick with any level 50 character
- New item type: Lances are the new misc item used by Valkyries
- "Fireball", "Water Globes" and "Lightning Charge" have been redesigned to make Mage archetypes more enjoyable and versatile
- All talents affecting these abilities have been replaced by new effects
- Blackfire Deep maps are now 33% smaller; in return, all mobs inside Blackfire deep now grant 50% more experience to compensate for the smaller maps
- fixed -fixsave command to properly execute when used as a direct chat input
- Displayed Green numbers from quick consecutive heals on the same target will now be displaced similar to damage numbers
- Fixed a bug with the train prevention script (players will now properly receive less kill experience when a player that is 5+ levels above the creature level is in range)
- Keystones can no longer be traded with other players after leaving Blackfire Deep
- Keystones will now be dropped to the ground when leaving Blackfire Deep, to prevent them from blocking inventory space when the game attempts to recreate the original outdoor item set on the hero
- Players can no longer -repick in combat
- Lunar Mantle selling price fixed


BUGFIXES/GENERAL (v 1.2C (18)):
- changed merc mechanic to count validity based on players and mercs within range of each other instead of in the game in total; this allows for all 6 players having their own mercs out, as long as they aren't questing in the same general area
- Added custom sound sets (including the pissed responses) for Squire, Magician (both skins) and Cleric (both skins) ... more to come soon!
-> Voices by: Travis "Capt. Eagle" Lindsey, brock lee, Jeni Dean (www.jenidean.com), David Bodtcher, Chris Luhrs (MetalMartian)
- Druid efreet summons now also provide an aura that grants 9 to all resistances
- Fixed a bug with Instill momentum charge count flickering in buff monitor
- added audio cue for tranquilizing sting
- tranquilizing sting can no longer be dispelled by dispel magic
- Venomspawn generation will now shake the camera around to give it more impact
- Reduced HP of Venomspawns
- Ethereal Attire now properly grants 3% crit chance
- The entering zone of the Arsaios entry beacon will no longer be covered in fog of war when entering
- negative auras will no longer affect allied NPC units
- terrain fog no longer overwrites current terrain fog for other players if a player enters Blackfire
- fixed a bug that assigned the wrong class items to quest rewards of alternate hero skins
- fixed cinematic filters not being properly displayed in cinematics when another player is also watching a cinematic
- fixed an inconsistency that could potentially lead to desyncs when watching cinematics *Note: Please report any further desyncs when watching cinematics!*
- maximum Number of players in Blackfire Deep now limited to 5 to bring it in line with other dungeon content in Gaias Retaliation


BUGFIXES/GENERAL (v 1.2C (17)):
- *Hotfix* Fixed a bug that prevented Venomspine from respawning properly when resetting D4
- *Hotfix* vault saves now also save to .txt
- You can now use "-fixsave" command to unlock the saving system again if it crashed from an invalid code; warning: this might cause unwanted bugs; use with caution!
- Added the first boss encounter of Dungeon 4 for betatesting; you can reach D4 via Zaxis Zepelin
- Savecodes will now save as .txt files again, to prevent the client from renaming the files to .pld
- Added support for extension pack 1.6
- extension pack files will now be loaded from the path "Warcraft III\CustomMapData\GaiasRetaliation", make sure to install the new extension pack into CustomMapData, not the main directory
- Fixed a bug with items dropping when dying inside Blackfire and reviving via the Gravestone


BUGFIXES/GENERAL (v 1.2C (16)):
- Added support for recent WC3 patch 1.27b
- Souls will now drop on the ground when leaving blackfire, so that they no longer occupy inventory space when the old gear is reapplied
- Made dwarf Cleric shadow smaller
- Improved visuals of dwarf cleric portrait
- Redesign of Blackfire entry mechanic: starting gear will now spawn in a shop instead of being applied to heroes directly
- you can now also enter Blackfire with a keystone in backpack; you can manually select the floor to spawn to on entry
- Fixed a bug that prevented clerics from finishing the advanced class training to monk
- Due to changes in the hero command card in the most recent patch, the way town portals work has been revamped
- Added a new button to the command card: you can now place a team colored beacon on the ground to communicate locations with other players

BUGFIXES/GENERAL (v 1.2C (15)):
- Added a new hero skin: Dwarven Cleric
- Squire and Mystic models now have a proper attack sound on 2 handed attacks
- Cleric and Magician models now have a particle emitter on ranged attacks
- Fixed a bug with legendary auras not being shared properly
- target dummies are no longer flagged as mechanical (for better DPS testing)

BUGFIXES/GENERAL (v 1.2C (14)):
- fixed a bug where female magicians could level beyond level 25 before changing class
- fixed a bug that sometimes prevented new floors from getting generated in Blackfire
- fixed a bug that allowed duplicating keystones
- save code version has been updated: load codes from (13) by using -comp
- Added a new alternate hero skin for the magician to pick ... still highly experimental; so there might be bugs - use at your own risk!
- Fixed a bug with Hexblade shield absorb not working for physical abilities
- Increased Awareness aura is no longer displayed in shop windows
- Fixed a bug that sometimes caused players to skip floors in Blackfire Deep
- Fixed a bug that sometimes caused ethereal items to disappear when having an ethereal item, keystone or soul in your hero inventory
- collectible stands of other players should now no longer be visible to players
- ethereal item skins no longer disappear when entering Blackfire
- items that can not be added when entering Blackfire (due to full inventory) will now spawn near the entry of the first floor
- fixed a bug that caused collectibles from other players to carry over to your vault load sometimes
- Wiped all collectibles for the sake of bringing everyone back to square one


BUGFIXES/GENERAL (v 1.2C (13)):
- Ethereals will now be properly snapshotted when entering Blackfire Deep, so that they will remain in the inventory when leaving Blackfire by townportal or death
- Druids will now receive a rod of revitalization when entering Blackfire Deep via a keystone; this rod has unlimited ressurection spells, but can only be used outside of combat
- Keystones can no longer be purchased on the ancient Apparatus in Blackfire
- Fixed some attack elements and attack splash damage of Blackfire mobs
- chests and shops in Blackfire will now always be guarded by creeps, to make stealth tactics harder
- chests and shops in Blackfire will now grant all creeps guarding them improved stealth detection
- Rebalanced AP values in Blackfire Deep (nerfed too strong mobs and buffed too weak mobs)
- Removed several unfair boss abilities with high attack modifiers from Blackfire Deep ability database


BUGFIXES/GENERAL (v 1.2C (12)):
- fixed a bug that allowed duping collectibles
- fixed missing mail armor in floor 10 shop in Blackfire
- fixed archives being removed when dying or entering Blackfire
- fixed a bug with Blackfire not properly resetting when dying on a Keystone run


BUGFIXES/GENERAL (v 1.2C (11)):
- Added new Legendary items as rewards for Blackfire Deep
- Added a new item category as a reward from Blackfire Deep: Chains can be used as offhand items by Mystics/Hexblades and Squires/Crusaders using 2H weapons
- Added a new item class: Ethereal items as rewards for Blackfire Deep. These items will level with the hero and will not get removed when entering Blackfire Deep
- Added a new item class: Collectible items as rewards for Blackfire Deep. These items can be stored in class-specific containers inside your vault (and will be saved in your vault save)
- Added new mount rewards for Blackfire Deep
- Added Intro cinematic to the core game imports
- Added legendary vault models to be part of the core game imports
- Increased resolution of many environmental doodads and hero textures
- Blackfire now has a quick explanation dialogue from Winalis Blackfire
- Fixed Keystone tooltip not to be cut off early
- Reduced drop chance of Hopebringer
- Fixed Revenge Tooltip
- Instill momentum now only charges up from white physical damage, but will now ignore all damage mitigation like evasion and armor in return
- Fel Nova is now stunnable in Blackfire Deep
- Fixed a small problem with the Squire model shield attachment point
- Thunderstep no longer breaks Blackfire when used on the entry
- Fixed the druid spirit HP bug
- Water Globes "soaked" debuff nerfed to -10% resistance
- Merchants that spawn when entering Blackfire through a keystone will no longer be randomized

CHANGELOG (v1.2C(10)):
- Crafting Bag contents are no longer bound to the character opening the crafting bag
- Fixed Hat of Wisdom granting +2 AP instead of +1 Ar
- Increased boss spawn rate in Blackfire Deep
- Fixed Keystone tooltip not displaying properly ingame
- Fixed a bug with items dropping at wrong points when leaving blackfire, however...
- When leaving Blackfire Deep, the Psionic Blade ability will now reset to what it was before entering
- You can now use mounts inside Blackfire Deep
- Heroes will now stop moving after getting transported to the next floor in Blackfire Deep
- Fixed Keystone tooltips


CHANGELOG (v1.2C(9)):
- Warhammer of The Brute now attaches properly to the hands of heroes
- Shield Throw now properly deals double damage to undead
- Optimized Squire model right hand attach point to make shields attach better
- Closed a hole in the pathing map south of Varthuvash spawn region
- "Body and Mind" now triggers on a pseudo-random (instead of true random) distribution to make it more reliable
- Fixed a bug that allowed duplicating keystones
- Keystones are now much more likely to drop after reaching the required floor
- However, Keystone drops will now be limited to the amount of players in the dungeon
- Greatly increased mob spawn rates in all cavernous tilesets in Blackfire Deep
- Fixed a bug that caused minion/mercenary HP/MP not to update properly on death or gear changes
- 'Barbed Arrow' Cooldown reduced to 40s (30s with talent); damage reduced to x2.5


CHANGELOG (v1.2C(8)):
- Added a new type of item to Blackfire Deep: Keystones. Keystones can be found from level 10 onward and allow players to "skip" floors on future visits of the dungeon. But they can also be used to safely exit the dungeon and taking your loot outside.
- Dun Haldran teleport now gets properly deactivated when repicking a character
- Fixed an small graphical inconsistency in the lava cave tileset of Blackfire Deep
- Removed Holy Surge from the table of available spells for Blackfire Deep
- Remedy will only appear with a cooldown on mobs in Blackfire Deep
- Fixed a bug that caused abilities not to be reassigned properly upon leaving Blackfire Deep
- Fixed a bug with Helios' Blazing Eyes not healing properly on proc
- Fixed a bug with negative spell haste capping at -100% (infinite casting time) instead of -50% (2x casting time)
- Reduced Clumsy Moves haste penalty from 30% to 25%
- Reduced haste penalty from all kinds of frost effects from 25% to 15%
- Auto Engage toggle setting will no longer reset during the game
- White Steel Mail now got a proper model
- 'Instill Momentum' buff now lasts 30 seconds instead of 10 seconds
- 'Distracting Weapon' cooldown reduced to 20 seconds (10 with talent)
- increased nature cave tile set spawnrate
- Reduced cooldown of Revenge to 50 seconds (37.5 seconds with talent), but also reduced damage modifier to x3.
- Taunt now also generates permanent threat based on damage dealt from allies against the target over the duration



CHANGELOG (v1.2C(7)):
- Added two new tilesets and a huge set of new creeps to Blackfire Deep
- Big nerf of HP of mobs inside Blackfire Deep
- Slightly increased drop chance of rods of summoning and tomes in Blackfire Deep
- Added a mercenary NPC to the list of possible spawns in the dungeon
- Slightly increased XP gain inside the dungeon
- Changed the icon of "Mind Lash" in buff status to what the ability actually uses
- Fixed Hat of the Traitor icon
- Fixed a bug with Bladefury sometimes bugging up enemies to increase their animation speed

CHANGELOG (v1.2C(6)):
- Ma'kar's crushing blow attack now also has a small range
- You can no longer enter Blackfire deep while a quest dialogue plays
- Removed Revenge from the table of available spells for Blackfire Deep
- Fixed a bug that sometimes bugged up the item randomizer on the first levels of Blackfire Deep
- Adjusted the level curve of monsters inside Blackfire Deep at floor 7+
- Arctic Skull now properly grants Water Resistance
- Changed merc hiring rules to allow hiring up to 3 mercs total and hiring until the fifth player slot

CHANGELOG (v1.2C(5)):
- First Public Beta release of Blackfire Deep, a fully randomized dungeon in the style of old rogue-like games beneath the village of Dun Haldran
-> Currently, there are no rewards attached to Blackfire Deep except the chance to find legendary souls at a higher chance at higher levels; this release is mainly for those guys that enjoy a challenge and want to give feedback on the balancing and do proper bugtesting before this becomes actual content in later releases
- Adjusted stats and attributes of dozens of items
- Switched positions of tier 3 and tier 4 abilities of rangers
- Added some lowlevel healing items for rangers using remedy
- Spirit of Ma'kar now has an attack range
- Dancing Blade will now stop of the target and the caster get too far away from each other while casting
- Magma Wave, Icy Barrage, Flame Nova and Thunderstep now take Spellpower or Attackpower depending on what is the higher value
- Reduced Mana cost of Magma Wave, Icy Barrage, Flame Nova and Thunderstep
- Fixed a typo on Arctic Pine Scepter
- Made High Mage staff model slightly smaller
- Fire Nova damage is now applied earlier
- Healing Salve no longer breaks from bleeding damage
- Fixed a math error that sometimes caused bosses to not drop an item
- Fixed a typo in "Black Defender" recipe
- Fixed a bug in crit calculations that caused certain crit modifiers not to work properly (including Monk level 50 talent)
- Blade Storm now ignores armor
- Psions can no longer absorb steel body
- Reduced cooldown of Berserker Rage
- Plane Shift is now a 5 second channel ability that turns the hero invulnerable, but no longer resets threat; cooldown reduced to 45 seconds.
- Fixed a bug with Divine Fist lasting shorter than it should
- Fixed a bug with Divine Fist +duration talent not working correctly


CHANGELOG (v1.2C(4)):
- Crafting materials spawned from whitepine bags will now properly despawn
- Fixed a bug with Gaias Retaliation Part III
- Flamebringer recipe now properly creates the item instead of creating the precursor
- d3 waves will now spawn as soon as the previous wave was defeated
- Gravestones now have the "roll" ability


CHANGELOG (v1.2C(3)):
- *Hotfix* Fixed a bug with the output HTML files when saving your character/vault
- Staff of the Dead recipe now only requires 1 silver ore (to match the tooltip)
- Fixed a bug that caused recipes to subtract stacks from more than one material stack if the number of stacks exceeds the requirement of the recipe
- Fixed incorrect pricing of Dun Haldran recipes
- Fixed a tooltip error in Magic Arrow
- Mark of Chaos from mercenary will no longer trigger Lady Carimedraz Sound file
- Improved the looks of Mask of Guile


CHANGELOG (v1.2C(2)):
- Lightning blade now always calculates its path from the current position instead of the starting point
- Fixed aura from Devils Flute
- Improved the looks of Mask of the Betrayal
- Improved the looks of Verdant Cap
- Fixed a requirements bug with Icy Harp Recipe
- Increased Slevar attack modifier
- Decreased Vale health modifier
- Fixed Fevered bow granting attackspeed even if it shouldn't
- Fixed Hurricane Ring Crit chance (and increase AP a little to compensate for the undertuned stats)
- Nerfed Mask of Guile to only award 3 crit instead of 7 (it wasn't applying the correct bonus anyway)
- Increases AP gained from Lucky Sevens and removed the useless INT stat
- Improved Lucky Sevens and Lucky Trickster Stat distribution
- Improved Icy Harp Stat distribution


CHANGELOG (v1.2C(1)):
- Mercenaries will now learn a new spell when reaching level 30 and 45
- Added some extra polygons to improve the texture wrapping on the Ranger and Thief model
- Granite maul model attachment point corrected
- Footman's Platebody armor model now properly displays
- Artifacts can no longer be carried on the hero main inventory, as originally intended
- Fixed dwarf corpse animation on respawn
- Heroes now properly require level 42 to teleport to Dun Haldran
- Readjusted the size of the cap of vines model to better fit the size of the heroes heads
- Readjusted the position of the Mask of the Betrayal model to fit the heroes heads better
- You can no longer use your mount in caves or dungeons
- Increased the return range of the elite Magnataurs in the ice cavern
- Slightly increased the respawn timer of elite creeps
- Bloodthirst now has a visual and sound effect
- Expedition Chimes and Icy Harp now have the aura effect promised on the tooltip
- Gryphon head now properly grants 10 agi
- Viper's Grip now grants armor
- Fixed Pure Essence and Frost Entity Totem recipe
- The Lord of Caverns no longer drops both skulls and trophies; one has been moved to other bosses each
- Titan's Spear model has been made slightly longer
- Runic Vestment now has a cloak model
- Divine Fist no longer procs on allies
- Captured Lightning now has a model that attaches correctly to the mage's hand
- Overseer's Constructs now spawn farther away from the Overseer so they won't get stuck behind him
- Pure Essence proc damage increased
- Made Gift of Genos model slightly smaller
- Healing and Mana potions in the potion belt now got proper hotkeys
- Fixed the particle emitters of both skulls
- Greatly increased drop chance for Whitepine crafting bag
- Increased the speed of the Spirit of Ma'kar
- Fixed several tooltip typos


CHANGELOG (v1.2C):

CONTENT:
- You can now explore the Whitepine Mountains for a brand new chapter of Gaias Retaliation
- New items, quests, bosses, events
- Explore the world and find unique rarespawns and treasure chests for interesting loot in duo and even for single players with mercenaries
- Over 30 new recipes
- Find components and build 10 new legendaries
- Updated Extension pack to 1.4: new music, new voice-over, etc
... update here: Gaias Retaliation: Extension Package (v1.6)


BUGFIXES/GENERAL:
- Fixed a serious flaw in the buff system, causing the struct allocation to get corrupted (very likely responsible for the crashes and permabuff bugs too)
- Fixed a bug with some items (Golden Feather Mantle, Celestial Garments) not showing the right skin texture
- Fixed some weird shadows around the neck of the thief and ranger portrait
- Added some improvements to the ranger portrait (more visible hair)
- Block ability on shields reduced from 20% to 10%
- Bosses with random target abilities will no longer try to target untargetable units
- Fixed a bug that allowed picking both abilities in the first ability choice
- Increased cooldown of Mass Teleport on Overseer again, but kept the reduced time until the first Mass Teleport
- Changed the buff monitor to display charges for Chorus, Divine Fist, Berserker Rage and Deathfire Veil
- Curse of the Vampire will now be displayed on the buff monitor
- Fixed a bug with steel body hotkey on deactivate
- 'Charge' buff will now be removed if the character dismounts
- Hardened Dagger now correctly applies the attackspeed bonus
- The game will now determine the highest level player that had threat on a unit when applying XP gains; if the highest level player is more than 5 levels over the level of the killed creep, XP awarded by that creep is reduced by 10% for each additional level over the creep beyond 5
- Gold gain is not affected by this
- Cleric Quest no longer bugs for other players after the first player wins the event
- 'Inspire' now regenerates a percentage of mana instead of a fixed amount
- 'Song of Vigor' is now based on the caster's agility instead of character level
- XP gain curve from kills now slightly drops off after reaching level 45
- All mercenaries and minions now have their cast points adjusted properly so that channeling spells no longer cast at a slight delay
- Water resistance now properly reduces the duration of frost slow effects
- Poison resistance now properly reduces the duration of poison slow effects
- Fixed a bug with the disenchanting system not being able to disenchant lowlevel armors
- Fixed a bug that caused some legendary soul auras not to display correctly in the stat window
- Psion Level 50 talent changed to only grant 1 point of attackpower every 2 charges of Psionic Blade




CHANGELOG (v1.2B (16)):

- Added a feature demo (and proof of concept) for the new repeatable quest system just outside of Mytargas at the refugee camp; offering a semi-random repeatable level 16-24 quest
- *HOTFIX* fixed a bug that resetted cooldowns on repeatable quests; changed cooldown to 20 minutes
- Fixed a bug sometimes affecting units with a permanent frost debuff when using Frostbite Arrow or fighting Gazrow
- Dispel Magic can no longer be spammed without triggering the 0.5 second cooldown when upgraded
- SP-dependency of Skeleton Mage, Efreet and Nymph summons now mentioned in the tooltip
- Symbol of Fury tooltips corrected
- Fixed Claw Strike and Beast Fury on Servant of the Skies (this time for real!)
- Game Hints now have a toggle button in the options tab in the hero command card; this will also restart the game hints
- Fixed a bug with frost cage lasting way longer than intended
- Added 'Cold Death' Recipe to the drop list of the Ancient One and increased chance to drop the recipe from turtles and water elementals in the cave aswell



CHANGELOG (v1.2B (15)):

BUGFIXES/GENERAL:
- Replaced some core systems with newer, more up-to-date systems, hopefully fixing some issues with crashes and permanent buffs
- NOTE: Please keep me informed if permanent buffs still happen or not; this is not something that is easy to reproduce, so I kind of have to apply bugfixes in sprinkler fashion
- Implemented new stat: Hit Chance (counters Evasion)
- Gold penalty when dying removed from the game
- Lord of Caverns: Increased life
- Lord of Caverns: Battering Ram damage is now dependant on the distance to the target
- Lord of Caverns: Battering Ram is now a random target ability (prefers heroes over minions)
- Overseer: Increased life
- Overseer: Reduced Cooldown on Mass Teleport
- Bladefury and Opportunist can now be properly interrupted by stuns or interrupt effects
- Fixed a bug that allowed learning both first tier spells when clicking rapidly on the skill selector buttons
- Fixed a bug that sometimes caused "Chorus" to not apply the damage/heal effect properly
- Servant of the Skies can now attack air units and will perform "Claw Strike" and "Beast Fury" from a distance (just like normal attacks)
- Fixed a bug that prevent town portals from triggering their cooldown
- Fixed a bug that caused Gargoyle to lose the steal marker when changing it's form
- Fixed a bug that instantly removed spawned blue souls after disenchanting three green souls
- 'Bottle of Whine' no longer grants any stats
- 'Deathfire Veil' will no longer redirect threat caused from minions to the Necromancer
- Fixed a bug with Frostbite Arrow affecting allies
- Fixed a bug with low to midlevel bosses sometimes not dropping any items
- Fixed a bug that caused certain talents to not properly apply if abilities were selected after picking talents
- Lightning charge can now be cast on air units
- Fixed a terrain leak near the beacon tower
- Fixed Zharo'khen AI
- Riding Turtle now has a faster walk animation
- Made the SFX of Holy Surge less aggressive and moved the ring art more towards the feet of the target
- Corrected tooltip of Warcry buff
- Embrittling acid now scales with AGI instead of the character level
- Detonating Bones armor reduction now scales with SP instead of the character level
- Jolting Strikes damage modifier increased from 0.5 to 1.0
- Shield Throw will now deal the remaining hits against the currently affected target if no other unit is within range
- Dancing Blade damage will now ignore armor of the target
- Soul Strike no longer does reduced damage when under the effect of 'Weakened Soul'
- Corrected tooltip from the evasion damage reduction talent
- Ensnare now works on bosses (at a drastically reduced immobilize duration, followed by a slow for the remaining duration) and also reduces the chance to hit of the target by 20%
- Burst of Light cooldown reduced to 90 seconds
- Added a 30% haste bonus to Symbol of Fury and increased attackspeed bonus by 5%
- Divine Fist now doubles ArP score of the monk, but elemental damage bonus applied is now 2% per stack across the board, including monks
- Divine Fist stacks will now also be applied if the monk deals physical ability damage (instead of just auto attacks)
- Ressurection now works like Life Infusion
- Life Infusion and Ressurection now only heal the target by 50% and grant only 20% mana instead of 30%.
- Using Dazing Trap and Explosive Trap in combat will no longer trigger a cooldown
- Several talents have been revamped or replaced by new ones (more talent changes following throughout the next updates)
- Skeletons under influence of Deathfire Veil and the Servant of the Skies are no longer affected by Broodmother Chrysalis ability
- Load limit has been removed
- Fixed a bug that sometimes caused Vaults to disappear when a player without a vault leaves the game




CHANGELOG (v1.2B (14)):

BUGFIXES/GENERAL:

IMPORTANT: Due to critical changes in the item system, your backpack and stashes will be empty when importing your character into this version via -comp
Players that finished the Gargoyle Quest will get the quest reward hammer back after importing their old codes.

GAMEPLAY:
- Implemented new ability system: abilities can now be learned as mutual exclusive choices directly from within the spellbook at levels 1,3,7,13,25,27,33,37 and 43
- Learned ability spellbook positions will now match the keyboard layout upon learning
- Due to these changes, many ability hotkeys have been changed so that frequently used abilities are on easily reachable keys Q,W,E,R,D,F and less frequently used abilities are on A,S and Z
- Note: Due to the changes in the internal computing, importing old codes from the previous version via -comp can mess up abilities learned
- Note: Due to the removal of ability scrolls, savable non-equipment items (like Recipes) can be messed up when importing old codes via -comp
- Monks can now do a roundhouse kick as one of their attack animations
- 'Rest' mechanic removed. Instead, units will now constantly recover their health/mana at resting speed when out of combat
- Mounts! You can now buy your first mount for a small gold fee at Riversdale
- Better mounts will be available at many places across the map for a larger cost, but will also have an additional ability
- Legendary Souls will no longer have a random distribution of stats; instead, they will now select of a pool of presets with unique names
- This will not affect existing Legendary Souls, only newfound souls will use these presets
- Many Legendary Soul Auras have been changed to have new effects
- Due to the changes to the ability system; the spell unlearning mechanic has been changed to unlearn all abilities in a bulk at a cost
- New base class abilities for all classes!
- Due to the new ranger ability, some talents and abilities have been adjusted to accomodate for the new ability; make sure to read the tooltips to get up to date!
- There is now a button in the hero options menu to kill all controlled minions if neccesary


BUGFIXES/BALANCE/OTHER:
- There will now be game hints displayed after picking a new level 1 hero
- Until Blizzard releases the patch that increases the map size, the intro cinematic has been temporarily disabled (to avoid synchronization issues at game start)
- The Mystic class change Quest can now be done regardless of the time of day
- Splicing green souls does no longer require an extra item to be disenchanted
- Weather changes (and thus the related lag spike) will no longer happen during combat
- Added some audio cues for the Zharokhen encounter
- Zharokhen priest add can now be CCed; however, he now also has an ability that allows him to break out of CC spells or stuns
- Dazing Trap no longer affects immune units
- Chain Lightning will now properly display a chained lightning instead of a forked lightning
- Binding Chains will no longer pull stationary units
- Reduced Cooldown of 'Guardian Angel' to 90 seconds
- Changed icons for 'Spell Mirror' and 'Confidence' for consistency with the new spell selection method
- Reduced Cooldown of 'Crucify' to 25 seconds
- Added more bloodstone drops throughout the Foothills area loottables
- Legendary Soul Auras will no longer linger around after the owning player left the game
- 'Dispel' can now be used on mechanical units
- The Overseer will no longer cast 'Mana Trap' on minions or mercenaries
- 'Mana Trap' damage and drain effect reduced
- Fixed several terrain leaks around Zharo that caused the pathfinding to go nuts if players accidentally clicked outside of the playable terrain
- Fixed a bug with Hunter level 30 talent (now properly grants 10% resistances instead of just 5%)
- Moved Lieutenant Magast for the transit quest to Mytargas to the bridge connecting the starting area with the farmland area
- Reduced the required level for the transit quest to Mytargas
- Many AoE spells and effects have been updated to take the collision size of units into account (larger units are now easier to hit; for example with 'Crucify')
- Snowfall fog effect reduced to improve visibility
- Fixed 'Maintenance' spell in Overseer encounter still healing even when outranged
- Reduced Construct HP and Aura damage in Construct phase on Overseer encounter
- Slightly increased melee damage of the Lord of Caverns
- Reduced Bloodthirst timer of Lord of Caverns from 360 to 300 seconds
- Increased raw attack power and ArP gain from melee skeletons
- Skeleton mages can now also auto attack once all mana is depleted
- 'Detonating Bones' is now an enemy-target spell (but can only target organic units) and deals extra damage to the main target
- 'Mind Lash' will now always jump to the first-in-threat if that unit is within the jumping range; if not, it will target the closest unit
- 'Imbue Armor' will no longer reflect damage that exceeds the absorbed amount
- You can no longer enslave player units
- 'Steal' will no longer drop the stolen item on the ground if the main inventory is full (and there is space in the bag)
- Quest rewards will no longer drop to the ground if the main inventory is full (and there is space in the bag)
- Updated tooltips of Vault teleport and stash purchase to notify the player that stashes will be moved to the Soul Vault once loaded
- Soul Vault portal will now always be available if the vault is loaded, even if the character hasn't yet reached level 4.
- Fixed a bug that allowed Mystics to reflect white damage back as white damage, triggering onAttack procs like Levitate
- Psionic Blade will no longer accumulate charges when attacking friendlies
- Psionic Blade can no longer steal 'Stealth' and 'Into the Shades' for balancing reasons
- Valgar in Squire class change encounter will no longer cast heal
- Increased droprates for all quest items required to obtain the Gargoyle Hammer
- Fixed a bug with Psionic Blade not absorbing many self-cast abilities correctly
- Fixed a bug with Robe of Fire Protection not giving armor
- Missiles will now originate from the caster even if the caster was pulled by Binding Chains
- Fixed a bug that allowed having 2 enslaved creatures under certain conditions
- Missile launch height from stolen spells will now be properly adjusted for levitating Psions
- Minions and Mercenaries will no longer jerk and run around like crazy if there are many players in the game
- Binding Chains will no longer pull invulnerable units
- Petrify will no longer be castable on bosses
- 'Bladefury' now has a smoother feeling and animation; damage now spreads over 4 hits instead of 5
- 'Bursting Touch' is now SP based instead of AP
- 'Mind Lash' will now jump from any damage dealt, not just normal attack damage
- 'Mind Lash' will now always jump if the unit dies from the damage dealt
- Fixed a bug with a Hexblade talent not applying 60% absorb increase to Imbue Armor correctly
- 'Ground Slam' no longer hits air units



CHANGELOG (v1.2B (13)):

- 'Desintegrate' marker now displayed in the correct direction
- Slimes now have a limited lifespan
- Slimes now have reduced HP and no longer regenerate HP
- Slime damage reduced (however, at a high ArP)
- disenchanting a weapon will now always yield a raremat
- disenchanting everything else will yield a common mat
- 3 item requirement from disenchanting removed
- Fixed a tooltip error with the monk talent for Symbol of Fury
- merc ressurection/dismiss now share a slot in the command card
- Reduced HP of Overseer
- Slightly reduced number of missiles created by 'Fel Nova'
- Implemented a new boss for betatesting; as always, use -test to access the boss area


CHANGELOG (v1.2B (12)):
- Stashes can no longer ... crawl away...
- PvP command in-combat bug fixed
- Fixed 'roar' sometimes applying to invalid targets
- Jolting Strikes Cooldown reduced to 15 seconds
- Distracting Weapon is now an instant-cast self-buff only, but cooldown was reduced to 30 seconds (20 with talent)
- Distracting Weapon Mana cost removed
- Distracting Weapon now also generates a decent amount of threat on it's own when cast (similar to Demoralizing Shout)
- Bladefury will now stop once the caster dies
- Pets will now be considered as the same level as the caster when performing level checks (for hit & crit mechanics)
- Battering Ram now works as intended
- Frostbite now also colors the affected unit
- Spell Mirror cooldown reduced to 25 seconds
- Fire Shield damage increased to SP x 0.4
- Added a new boss to beta test



CHANGELOG (v1.2B (11)):
- Fixed an exploit that allowed duplicating items

CHANGELOG (v1.2B (10)):
- Fixed a tooltip bug with Souls
- Fixed a bug with stashes not appearing correctly when loading vaults
- Removed shadows from stashes
- Fixed a bug where sometimes souls appeared out of nowhere when importing characters
- Fixed a bug that allowed leveling souls further even after reaching level 25 with a base class
- Summoned units no longer drop souls
- Nether Circles can now disenchant 3 green souls combined with a magic item of itemlevel 35+ to create a blue soul
- Playback position of background themes will not be stored and recovered after leaving a bossbattle
- Sound effect from Lightning Blade will not properly cut off if the distance to the model is too large
- Slightly Increased Battering Ram AoE
- Fixed a bug with some soul skins not properly getting displayed (does not fix issues with incorrect filepaths on the Extension Pack, though)


CHANGELOG (v1.2B (9)):
- New feature: disenchanting!
--> Mytargas, Lumberjack and Riversdale now have a Nether Circle that allows to disenchant (unsaved) items for materials
--> 1 item = 1 mat
--> 3 items = 1 raremat
- Increased number of vault slots to 7
- Fixed a bug that caused unused linear stat components of souls to suddenly appear after level 10
- Added a music theme for the soul vault


CHANGELOG (v1.2B (8)):
- New Feature: Souls
- Souls and Soul Vaults are imported on a seperate (account-bound) load code and can be shared between multiple characters
- Only one Vault load per game
- Vault, once loaded, can not be "repicked"
- Vault autosaves whenever a hero is saved
- Saving will now process a HTML file instead of a raw .txt, to improve readability
--> if asked for a confirmation about activating script plugins upon opening these HTML files, confirm it and add this folder to any whitelists regarding scripts
--> this script is not dangerous and will only pre-select the savecode so that you can copy it to your clipboard faster

- Improved performance for Shattering Glacier
- Fixed a bug with AoE of Battering Ram not getting calculated correctly
- Increased damage of Battering Ram, but changed targeting to first-in-aggro
- Added a better visible effect to Frostbite
- Increased base damage of BETA Boss


CHANGELOG (v1.2B (7)):
- Level 42 bears will now cast 'Claw Strike' properly
- Improved Mob repositioning algorithm
- Fixed a couple of bugs with arena battles (alliance states and auto-revival)
- re-added buff art to symbol of fury
- extension package music playback volume slightly reduced
- guardian angel can no longer be cast on enemies
- Dazing trap will now work properly
- Implemented one of the new 1.2C boss battles for balance testing
--> use "-test" chat command to teleport your character to the testing area
--> boss battle will drop no loot or rewards; this is only for playtesting the boss balancing
--> super SPOILERific! Use with discretion and ask players in your session before using this command


CHANGELOG (v1.2B (6)):
- Timers on buffs now get properly initialized (Should fix permanent buff bug; please report if it still happens!)
- Fixed inconsistency on sound file creation (Should fix desyncs on turning in quests; please report if that still happens!)
- Fixed Symbol of Fury sometimes not properly applying
- Fixed a bug with ogre boss battle shield
- Re-enslaving a unit will not make Psionic Resonance buff disappear any longer
- Fixed level 35 Sorcerer cooldown talents
- Level 45 Psion draining timber talent now only applies to the mana drain effect and not the stat gain, as originally intended


CHANGELOG (v1.2B (5)):
BUGFIXES/GENERAL:
- Added support for the newly released extension pack version 1.1
- Added support for new voiceovers to the game (and extension pack)
- Psionic Blade stat bonuses reduced
- Fixed a bug with stat bonuses (or reductions) through talents or abilities stacking on proc attacks
- Fixed a bug with Twisting Metal dealing incorrect damage if used as combat opener
- Redesigned Distracting weapon to deal threat depending on the number of remaining charges
- Fixed a couple of pathing blockers on the Foothills mountain ramp; it should now be easier to cross with pets
- Fixed Dazing Trap
- Fixed mob AI not randomizing targets for certain spells
- Fixed additional delay when casting certain channeled spells
- Individual Town Portals now have a 60 second cooldown
- Fixed Guardian Angel being castable on enemies
- Syncing process at game start is now automaticly disabled for 5 or 6 player games, to avoid massive delay
- Fixed various issues with the Talk scripting, which should hopefully prevent crashes now
- Laros van Garen & his minions are now immune to Enslave
- You will no longer receive level-difference based bonuses when attacking training dummies
- Stashes now have a small sight radius to make them visible in fog of war
- Fixed a bug that sometimes caused potions to drop in a bulk
- The anvil in the Lumberjack encampment finished his vacation in a parallel dimension
- Twisting Metal can now target air units
- Psionic Blade now appears properly on first load if the blade was placed in a lower item slot than the weapon
- Fixed Psionic Blade: Crucify
- Psionic Resonance now gets cleansed when an enslaved unit dies
- Respeccing talents will now also reset Psionic Blade charges
- Incinerate will no longer hit friendly targets
- Bladefury can no longer be stolen via Psionic Blade, as it requires an offhand weapon
- Fixed some bugs with the buff system, which will hopefully resolve several issues with persitent buffs
- Psion Levitate attack can now hit air units
- Imbue armor now also reflects absorbed damage
- 20% shield block effect now works properly on Mystics and Hexblades
- Enslave now has a hotkey (B)
- Dispel can now properly target enemy units
- Levitate is now a true modal and can be activated and deactivated regardless of combat state
- Levitation spellcasts will now play the intended animation
- Bosses won't try to reposition themselves if blocked by other mobs anymore to avoid exploitation
- Fixed a bug with players sometimes not leaving combat correctly
- Fixed blood splats of Mystics... no more poison in your veins, folks ;)
- Enemy units will now immediately continue attacking their main target after finishing any spellcasts (instead of attacking randomly)
- Fixed armor value of Ring of the Troll Magi
- Draining timber damage boost increased by 50%
- Mark of the Vampire is now correctly healing Lady Varimetraz
- "Dust to Dust" ability removed from the Blazing Flame (as it bugged up the AI and was made redundant after resistance changes)
- Fixed starting mana of Blazing Flame manifestations
- Crawlings Plague spawns on Gargoyle will no longer spawn inside the mountain walls or in the valley
- Placed two additional Mountain Ursas in the Mountain area to make farming them a bit easier
- Added a new toggle option: Enable/Disable auto engagement of the hero
- Moved the missile spawning point of levitate attacks a bit higher
- Corrected damage on Twisting Metal tooltip
- Changed Mind Lash to always jump to the closest nearby valid target, instead of a random target
- Reduced Mana cost of "Bursting Touch" to 5
- Enslave will now by default allow enslavement of same level creatures
- New Psion level 50 talent: 'Imbue Armor' effect extended to nearby allies aswell



CHANGELOG (v1.2B (4)):
- *hotfix* Added new voice acting files
- *hotfix* wrong ability mapping for Psionic Blade fixed
- *hotfix* dungeon units can not longer be enslaved
- Again, fixed a bug that let the Mystic go invulnerable after completing the class change quest (this time for real)
- Buffs and debuffs now get properly removed on death
- Mytargas gate now is properly shown as opened
- Fixed a couple of bugs with the Mystic class change dungeon patrols
- Fixed hotkeys in Psionic Blade stolen ability tooltips
- Bard Songs can no longer be stolen by Psionic Blade (due to lack of instrument)
- Quest rewards will now properly vanish if not picked up and show their item model properly

CHANGELOG (v1.2B (3)):
- *hotfix* Fixed a bug that rendered a Mystic sometimes invulnerable after class change quest
- Fixed a bug that caused the game to desynchronize when some players used the extension package
- Fixed a bug that allowed mystics to advance beyond level 25
- Fixed a camera pan globally applying to all players on mystic class change quest
- Jolting Strikes now only immobilizes on first hit; immobilize duration reduced to 3 seconds (1.5 seconds on bosses)
- Twisting Metal stun now only lasts 1.5 seconds on bosses (similar to how backstab works)
- Dying during the Mystic class change quest will no longer cause a gold penalty
- Levitate will now last for 3 additional seconds when combat ends, to allow re-engaging enemies before the effect ends
- Levitate evasion bonus reduced to 30%
- Swapped 'Blurred Motions' and 'Stealth' Hotkeys to fix hotkey localization issue

CHANGELOG (v1.2B (2)):
- Fixed a bug that caused the game to desync if one player had the extension module installed and another had not

CHANGELOG (v1.2B (1)):
- Implemented support for Extension Package: Gaias Retaliation: Extension Package (v1.6)
- New basic character class: Mystic
- All relativistic stats (Crit chance, crit damage, spell crit damage and evasion) will now be affected by the level difference between the combatants
--> Level ups will no longer weaken the character, as the formulaes in stat tooltips now only apply to same-level enemies.
- Fixed a bug that caused 3rd person camera to jerk when rotating the view too long
- Bard Songs will now properly vanish if the Bard unequips his instrument
- Fixed monk level 50 anti-crit talent not working on normal attacks
- Reduced damage and health of Crawling Plague spawns of the Gargoyle
- Fixed a bug with cooldown reducing talents on Berserker and Crusader not functioning properly
- Fixed a bug that caused crafted and quest items not to show the proper item model when dropped on the ground from the bag
- Creep reset will now also cleanse any buff or debuff from the resetting creep
- 'Blurred Motions' will now instantly clean all debuffs from the caster (including stun effects), however, will not reduce threat any longer (to remove redundancy with 'Into the Shades')
- 'Stone Skin' will now also remove all immobilizing effects from the caster
- 'Ensnare' will no longer prevent enemy units from casting spells or cancel spellcasting
- Changed the icon of all passive abilities to non-borderized icons
- Changed two buildings in Mytargas to new designs to save map space
- Fixed a bug that caused Coup De Grace critical bonus not to work under certain conditions
- Town Portal scrolls have been removed from the game; instead, characters can now teleport directly via the hero command card


CHANGELOG (v1.2A (13)):
- Gold income from killing is now divided by the number of players (and mercs) in range; however, you will now always gain at least 1 gold
- Fixed a bug with blurred motions causing the game to crash
- Fixed a bug with the soldiers of Mytargas escort quest not following correctly on first attempt
- fixed head attachment point of rangers
- Fixed a typo in Linen Hood Recipe
- Fixed a bug with Flaming Arrow +duration Talent
- Fixed Eternal Strings attack speed bonus
- Gravestones can now be selected via the idle-worker button
- Fixed a typo in Cold Death recipe
- Fixed 'Stone Skin' cooldown talent
- Fixed a bug that caused some talents not to reset properly when unlearning talents
- chance to drop outdoor scrolls on low level bosses increased
- chance to drop dungeon scrolls on D1 bosses increased
- chance to drop Ogre boss scrolls increased
- shifted weights on Ogre boss treasure drops more towards items (instead of demon heart)
- adjusted a lot of drop weights for rare, common and boss materials to make lowlevel crafting easier
- completing the first kill quest now rewards a white armor
- corrected some faulty stats on the hero selector units
- Fixed a bug with the Dispel Magic AoE-talent
- Fixed a rounding error that caused mercenaries to slowly lose HP when repeatedly equipping items



If you experience crashes during the loading process, try set your Texture Quality setting to high. That should fix the problem. I also recommend setting Light Quality to high, or you might encounter graphic bugs inside dungeons.



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Years have passed since the poison of Gaia sprung forth from the lands. Corrupted forests, inhospitable to all, have spread across the face of Kurodan, and borders have faded as all fled before the encroachment of the toxic spores. Ankhmaron, the last haven protected by the Grand River, has sent out messengers to gather volunteers for the task of finding a cure to the plague.
In a tavern close to the village Riversdale, a small group of adventurers have gathered, unknowing, that their search will turn out not to be just a race against time ...


Creators:
Shapy: Terraining
muzzel: Jass
teh.fellow aka Playmo: Terraining, project leading
Zwiebelchen aka Todeszwiebel: Jass, object data, terraining, project leading

Trailer:


Check out our official forums at:
Gaias Retaliation ORPG

Download the official Gaias Retaliation Extension package at:
Gaias Retaliation: Extension Package (v1.6)

Screenshots:
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PS:
I know that I didn't add everyone to the Credits I used resources from. I lost track on all the things I imported into the map. If you made something I didn't give credit to, send me a PM please and the name of the resource.

Keywords:
RPG, ORPG, GR, Gaia
Contents

Gaias Retaliation ORPG v1.2E (4) (Map)

Reviews
19:48, 28th Feb 2011 ap0calypse: Director's Cut! All 3 (current) map moderators agreed on this one. It's a unique, high-quality map which certainly deserves a high rating.
Level 3
Joined
Mar 9, 2016
Messages
45
Played for an hour or so, and while this isn't my type of game I really appriciate the effort put into this!

Couple of points of feedback:
I played as the mage character, and noticed that creeps aggro instantly when casting fireball, rather than aggroing when the ball hits them. Dunno if this is intentional or not, but imo it would make more sense to have it aggro on collision. I also found this to just be annoying.

Mana wasnt a factor of concern for me when fighting. That is, I never came close to running out of it when in trouble. Again, dunno if this is a concious design decision.

Again I only played about 60 minutes, but it would be great to have some more spells to choose from, even this early on. The two I had did rougly the same thing. It would be awesome If one could choose 2 out of 3 or 4 availible starting spells for replayability/tailoring the character to one's playstyle! (I know this isnt a quick n easy fix tho)

When casting Fire Ball while already casting Fire Ball I didnt get an error message saying <already casting> or anything like that, the guy just started casting another one.

The NPC dialouge was really great!

Loved the terrain and ambience and that whole thing! Hating doing terrain myself, I really respect that :)

Liked the Backpack/Material bag system. Clever way of doing it!

The Leader/Multiboards were non-intuitive

Personally didnt like the Rest system. Too non-interactive for my taste. Personlly I'd prefer (off the top of my head) a passive regen system, so that you'd regenerate while in combat, and maybe increase your effective health pool through CC spells like pushbacks, stuns, miss-chance-inducing spells and whatnot. Rather than just trying to make it out of a fight alive in order to press the Rest button after. Again; Personally.

Overall really really impressive! Keep it up!
 

Zwiebelchen

Hosted Project GR
Level 35
Joined
Sep 17, 2009
Messages
7,236
Thanks for the feedback!
Played for an hour or so, and while this isn't my type of game I really appriciate the effort put into this!

Couple of points of feedback:
I played as the mage character, and noticed that creeps aggro instantly when casting fireball, rather than aggroing when the ball hits them. Dunno if this is intentional or not, but imo it would make more sense to have it aggro on collision. I also found this to just be annoying.
This is intentional. After all, if you were a creep, you probably wouldn't just stand there when someone points a gun at you, right? ;)

Mana wasnt a factor of concern for me when fighting. That is, I never came close to running out of it when in trouble. Again, dunno if this is a concious design decision.
When fighting normal mobs, yes. It's a different story in boss battles.

Again I only played about 60 minutes, but it would be great to have some more spells to choose from, even this early on. The two I had did rougly the same thing. It would be awesome If one could choose 2 out of 3 or 4 availible starting spells for replayability/tailoring the character to one's playstyle! (I know this isnt a quick n easy fix tho)
You can buy 3 new spells right in the starting town and more later.

When casting Fire Ball while already casting Fire Ball I didnt get an error message saying <already casting> or anything like that, the guy just started casting another one.
Intentional. An error message on this would be annoying.

The NPC dialouge was really great!
Thanks. You can even get those voice-acted, by downloading the extension module for Gaias in our forums.

The Leader/Multiboards were non-intuitive
What wasn't intuitive about it?

Personally didnt like the Rest system. Too non-interactive for my taste. Personlly I'd prefer (off the top of my head) a passive regen system, so that you'd regenerate while in combat, and maybe increase your effective health pool through CC spells like pushbacks, stuns, miss-chance-inducing spells and whatnot. Rather than just trying to make it out of a fight alive in order to press the Rest button after. Again; Personally.
The rest mechanic will change in the next update. However, there will never be incombat-regen (except for skills) for balancing reasons.

For CC spells and utility, simply play more than just one hour. All of these can be obtained later in the game.
 
Level 3
Joined
Mar 9, 2016
Messages
45
Thanks for the feedback!

This is intentional. After all, if you were a creep, you probably wouldn't just stand there when someone points a gun at you, right? ;)
I see.

Intentional. An error message on this would be annoying.
Oh. Is it also intentional that the mage just starts casting another one instantly. It basically just resets the casting bar to 0. That feels very odd to me, but hey, if its intentional, who am I to say what your map should be like? :)


What wasn't intuitive about it?
The way it displays names of creeps sometimes. I thought it was my quest progress at first because it said "Wolf (3)" or smth, but then it changed for apparently no reason. Im still not sure what it's supposed to display. Is it the number of nearby creeps? If so, whats the point of that?

One of its toggled state just showed that weird green-checkered icon and nothing else. Had no clue what that was. I assume it makes sense later on, if you play more than 60 min :) but still, a tooltip or something would be nice.

The stats sheet was fine, it was mostly those other two states :)
 

Zwiebelchen

Hosted Project GR
Level 35
Joined
Sep 17, 2009
Messages
7,236
I see.

Oh. Is it also intentional that the mage just starts casting another one instantly. It basically just resets the casting bar to 0. That feels very odd to me, but hey, if its intentional, who am I to say what your map should be like? :)
This is because sometimes you want to change your target midway through a cast (for example, if your current target is about to die). The way it is now, it allows doing that without having to use "stop" first.
You don't lose Mana on the cast until you finished casting, so that's also a great way to conserve mana when precasting heals.

The way it displays names of creeps sometimes. I thought it was my quest progress at first because it said "Wolf (3)" or smth, but then it changed for apparently no reason. Im still not sure what it's supposed to display. Is it the number of nearby creeps? If so, whats the point of that?
It displays the currently monitored unit for the aggro bar display. Notice how there's also a blue circle flashing around the unit you targeted last? This corresponds to the unit displayed in the multiboard and to the aggro bar.
It's a very useful feature in multiplayer games; in solo play, you probably won't have much use for it.

One of its toggled state just showed that weird green-checkered icon and nothing else. Had no clue what that was. I assume it makes sense later on, if you play more than 60 min :) but still, a tooltip or something would be nice.
The green checkered or red checkered icon displays if you are currently in combat or not. You probably noticed how you can only rest when not in combat.
 
Level 2
Joined
Apr 8, 2013
Messages
27
Problem with the quest in the Mytargas sewers

Well, me and my friends can't finish the quest, could anyone tell us how
We stuck with a quest called (25) Gaia's Retaliation - Part II. It states that we should talk to the Oracle (done), investigate the sewer and then report to him.
But in the sewer we can find an elf who told us to find her an amulet or something like that and a sealed grave with a clickable moon rune. We talk to the elf, finish her quest and go to the sealed grave to active it but nothing happen, it said "the rune glows slightly but nothing else happens".
Is that moon rune something to decorate or we was doing something wrong. After about 1h running around that DAMN sewer, we still don't find anything special. And the quest still uncompleted. Investigate the sewer and report to the Oracle. Any bright Ideas guys.
p/s: sr my bad English :D
 

Zwiebelchen

Hosted Project GR
Level 35
Joined
Sep 17, 2009
Messages
7,236
Well, me and my friends can't finish the quest, could anyone tell us how
We stuck with a quest called (25) Gaia's Retaliation - Part II. It states that we should talk to the Oracle (done), investigate the sewer and then report to him.
But in the sewer we can find an elf who told us to find her an amulet or something like that and a sealed grave with a clickable moon rune. We talk to the elf, finish her quest and go to the sealed grave to active it but nothing happen, it said "the rune glows slightly but nothing else happens".
Is that moon rune something to decorate or we was doing something wrong. After about 1h running around that DAMN sewer, we still don't find anything special. And the quest still uncompleted. Investigate the sewer and report to the Oracle. Any bright Ideas guys.
p/s: sr my bad English :D
There is a part of the sewers that is infested with mushrooms. You need to go there to finish the quest.
 
Level 2
Joined
Apr 8, 2013
Messages
27
There is a part of the sewers that is infested with mushrooms. You need to go there to finish the quest.

Tks for the quick answer, Zwiebelchen :)
1 more question, where is Dun Haldran. Can we just walk there from whitepine moutain foothill or we will need to mount on some kind of flying pets 'cause I can't find a way to proceeding to the moutain. Another way maybe from the draven mine but then we find that railway collapsed. So, can u help me out, again Mr. Zwiebelchen :)
Me and my friends would be very appreciated for that, have been playing this map for a few months but now we cant proceed any more.
 
Level 2
Joined
Jan 10, 2012
Messages
6
Would be great if there was a command like -sp (singleplayer) that would lower all bosses health to around 50%-75% of maximum so that some are actually doable with most classes.
 
Level 2
Joined
Jun 18, 2012
Messages
12
Hi guys, currently new to this map so me and my friends have 2 big questions need helping here

1, The load n save problem

I hosted the game through garena and my friend joined in, both him and me reached lvl11 and we decided to -save and rest.
After -save, we tested right after that to see if it works

I host the game again --- I -load and my character came in perfectly --- my friend -load and he received disconnected from host error (not crash, just disconnected like the host quit)

I host the game --- i let him -load first --- he got disconnected

He now hosting the game - he -load and i got disconnected

So basically we just cant play with e/ other with game's save and load function.


2/ About the early mount called Mount trained charger with 300 gold price in the very first town

I bought it and activated the item, it said i learn that mount calling skill and i should be able to call that horse mount i think.
But i just click and click it and nothing happened, ofc i checked the "Q" to see if i had that calling skill, checked everywhere also.
I'm a ranger character, i guess my char cant summon mount ?
 

Zwiebelchen

Hosted Project GR
Level 35
Joined
Sep 17, 2009
Messages
7,236
Hi guys, currently new to this map so me and my friends have 2 big questions need helping here

1, The load n save problem

I hosted the game through garena and my friend joined in, both him and me reached lvl11 and we decided to -save and rest.
After -save, we tested right after that to see if it works

I host the game again --- I -load and my character came in perfectly --- my friend -load and he received disconnected from host error (not crash, just disconnected like the host quit)

I host the game --- i let him -load first --- he got disconnected

He now hosting the game - he -load and i got disconnected

So basically we just cant play with e/ other with game's save and load function.


2/ About the early mount called Mount trained charger with 300 gold price in the very first town

I bought it and activated the item, it said i learn that mount calling skill and i should be able to call that horse mount i think.
But i just click and click it and nothing happened, ofc i checked the "Q" to see if i had that calling skill, checked everywhere also.
I'm a ranger character, i guess my char cant summon mount ?
After learning the mount, you will have a red horseshoe button on the hero main command card.
 

Zwiebelchen

Hosted Project GR
Level 35
Joined
Sep 17, 2009
Messages
7,236
Thanks for quick reply bro

And something about that load n save prob? i guess we just have to enjoy the map with classic save function of warcraft
This is something on your end; but many desync problems can be avoided by simply restarting wc3 before a session.

I do not recommend using the classic save function of Warcraft. There will be all sorts of bugs if you use that.
 
Level 2
Joined
Jun 18, 2012
Messages
12
This is something on your end; but many desync problems can be avoided by simply restarting wc3 before a session.

I do not recommend using the classic save function of Warcraft. There will be all sorts of bugs if you use that.

thanks for your support :cgrin:

We just replay from the beginning with a fresh save and the -load seems ok now, currently struggling with that gandalf dude in that early bandit cave rofl, we both lvl14 and still rekt hard by him

cool map
 
Level 2
Joined
Jun 20, 2011
Messages
12
+5

Hey Zwiebe!
Wanted to take a moment to rep (+5) your map, and you included.
I´ve been playing Gaias for 5 or 6 years so far. And have always liked it. But actually, I´ve been realising how good the map indeed is.
Have tried many MANY different w3 RPGs, and can say that this one is by far the best one.
*Love the single player option.*
Skills, boss fights, items, mechanics, stats, SOULS (special love here), mounts, quests, intro cinematics, and pretty much everything, is really well made, worked out and fun to play.
Also, i wanted to specially thank you for being such a constant worker on the map. One of the few w3 maps being still updated and improved frequently. So i wanted to say, DONT EVER STOP UPDATING THE MAP :)

As for personal opinions and suggestions, here comes my list:

1-We can´t deny, that w3 players are a Race in Extinction, even more, the w3 RPG players. Considering that, there are things to keep in mind.
It´s never easy to get ppl to play w3 RPG maps, even good maps like Gaias. A party of 4 is already very strange to see. And I´m not talking about playing Gaias once or twice a day and getting the ppl (that can be done), but if you are someone who loves the map and want to play the map a whole day, 60% of the time will be wasted trying to get ppl, and that´s such a downer, it hurts.
I´m not sure what would be a nice improvement to the singleplayer mode (btw, ty for doing that, most rpgs can´t be played singleplayer, while in gaias you can even reach lvl 47, almost max, and luckily get some nice items alone). But I think there is something really needed to be done.
Sometimes, I play Gaias when i got no internet, or got no one to play with. And I always think there is sth missing. Not sure what. Might be better mercenaries, which REALLY allow you to do hard content with em, or a reduction of hp/dmg from bosses depending on the amount of players in the game. Both options I just said, I dislike. That´s why I´m saying idk what should be done. But can´t deny YOU SHOULD do sth about it.
I know Gaias is not meant to be played alone, but please, think of that poor ppl that can´t get mates to play with, either for being forever aloners, not having internet, living in the middle of the jungle, having the wrong Time Zone, or for being freaking lovers of the map and enjoy to play it 100% of the time.

2-As for skills, I have always thought that having a maximum of 9 skills is a downer. Specially nowadays when you got to choose between one or another, and let go some really good ones. (I´ll talk more about it later).
I think you should add a 2nd place for extra 11 skills in the hero card. Should be right next to the actual one, where nowadays we have the Town Portals.
Adding so, will give you much freedom for future developing, make ppl happier not having to choose between one skill or another (hurts so bad).
I recall Defiance RPG having 2 skill slots in the hero card, first one with 11 skills and the other one with 3 skills. Something like that is what im advising.
I know in-fight timings would be harder having 2 different skill slots, so I think, 3 different options here:
a) Make the positioning of skills alocated freely by the player, i.e. I can place "fireball" in card 1, and "frost cage" in card 2.
b) Put passive skills (auras, boosts, etc) in the 2nd card, and active skills in 1st card ( I would also place "attack" and "retreat" merc orders in 2nd card.
c) Place skills with lower cd in card 1, passive skills and higher cd in card 2, as well as merc orders.

3-Speaking of choosing one skill or another...
Im really against it, but if you do continue with this mechanic, please re-check the options. I think Heal OR Soul Strike in Cleric, is such a painful thing to do, I even think you hate us. Same as Symbol of Fury OR Ressurection, hurts craploads. Fireball OR Water Globes is also painful.

4-Also think you should re-check talents. There are lvls with 2 or 3 really good talents, and lvls where all the 3 options are such awful, you end up picking the one you first clicked. Either re do some talents, or re alocate em.
Speaking of re alocating, many times, talents lvl 40, 45, and maybe even 50, are worst than talents lvl 25, 30 or 35. I think that´s a downer. And you don´t want your players to be dissapointed on they´re chars ;)
So, makes me come back to the same point: Either re do some talents, or at least, re alocate em. Meaning, some lvl 40, 45 or 50 talents, swap with 25, 30 or 35, depending on how good they really are.

5- Speaking of talents, sth that would be nice for not forum players, is to be able to see the whole talents in advance in-game, so it´s easier to know which path you will choose and so. This is not sth REALLY needed, I just think it will be more noob friendly, and might help attracting ppl to the game, sth we desperatly need.

6- Was gonna bitch about the leveling from 13 to 25, but you added a new repeatable quest and shutted my mouth in advance. I think THIS is great. But 30 minutes CD is really pointless long. I think 10 mins, or 15 mins would be enough. There is no point in afking the map waiting for a repeatable quest timer.

7- Going back to the singleplayer features...
Some quests are impossible to do at the useful lvl playing alone. And I´m not talking only about Alchemist, Broodmother and Gargoyle´s quests. I´m talking about Giant Crab, Giant Wolf, Sanev, The wizard Hat, killing the 3 d1 bosses, killing the ancient one, helping the bloodelf in d3. Those are all quests which you can NEVER do singleplayer and get exp from em, you can always come back and do them much much later, but there is like no point in doing so.
So, either find a way to make them more singleplayer friendly, or add quests (repeatable or not) for lvl 1-25, since leveling up singleplayer w/o quests is a major pain in the ass.

8- I loved what you did recently to Ensnare skill (rangers). I have always tought that skill which doesn´t affect bosses, are trash end game. So, I think you should make sth about ALL the skills that are useless in boss fights, such as Frost Cage.

9- There is really sth needed to be done about items from lvl 1 to 40.
There are really few items, REALLY few recipes. If you play from lvl 1, you´ll find out that gearing up with best choices at each lvl, is so hard, that you end up prefering to reach lvl 40+ with shitty green lvl 26- items, and pray for ppl helping you with HG, Alche and Brood.
Thats not fun at all. I want to be lvl 20 and have good items, according to my lvl of course, but also, being able to gear myself properly.
EVERY TIME I play a new char in Gaias (each 2 or 3 months), I end up being lvl 25 with lvl 1 or 10, or luckily 20 items. Thats not fun at all.
Add items, add recipes, and also increase % drop rates, both from items, and materials. Also, don´t make the recipes needing a rare material which you can get from places you can´t beat at the according lvl. Such as Searing blood recipes.

Well, I wrote so much, I can´t think of sth else to review at the time. Will add more later if I find out.

Thx again for such an AMAZING rpg, and keep always updating it.
GOOD JOB mate!

Facundo.


P.D.: Found a minor bugg, when you use CHARGE skill from mounts, and unmount before it wears off, you still have the boost.

Thought of another possibility to improve singleplayer gaming:
-Allowing to load more than 1 code :)
That way you could load 2 or more heros, and do much more content playing alone. The trick would be in how fast and good you are playing many heros at once ;)
 
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Zwiebelchen

Hosted Project GR
Level 35
Joined
Sep 17, 2009
Messages
7,236
Thanks for the feedback. Many of these issues are well known. The problem about adding more content to the early leveling zones is time: it takes just as much time creating a lowlevel quest than creating a highlevel quest. And many people agree with me on the fact that having more highlevel content will ultimately benefit the game more than having more lowlevel content that many users will end up skipping anyway.

There will be some extra stuff in the future for low and midlevel content, especially designed with solo players in mind, like treasure boxes and rare mobs designed to be killed with a player+merc combo.

However, just don't expect Gaias to give a fully satisfying solo experience. That's simply not what the game was designed for. There are far better options out there if you want to play solo, like Iceborn. There are many restrictions that come with multiplayer that solo maps don't have to deal with. I don't think that Gaias can (and should) be able to compete with maps that were designed for single player.
 
Level 1
Joined
Feb 5, 2016
Messages
1
Hey Zwiebe
I wanna say smth to you. I've been playing your map for years , it's very funny and enjoyable ofc but... PLEASE , finish the map :( when you " open " the snowy path? me and my 3 friends are very disappointed about it cuz it's freaky cool map but without ending.. you're playing , spending a lot of hours and then? .. okay I can't move more cuz map maker didn't finished it. Is there a approximately time to tell us when it'll be finished?

and one more.. make 1-2 more quests from lvl 18 to 25 . it's really annoying to farm with starving crows :D ( ofc the gnolls are there but admit 1 or 2 more quests will be better )

Thanks , waiting for your answer
 
Level 1
Joined
Jun 23, 2014
Messages
3
Hi man I just recently stumbled upon your map and I just wanna ask you (or any1 for that matter) how well would one be able to solo this, I mean how much of the actual content will I be able to experience (except via "WhosYourDaddy" :p)
 
Level 2
Joined
May 12, 2016
Messages
15
u can beat all dungeon & all bossess on this map as solo.
via cheating/hacking(ofcourse).


__________________
i`m noob plis dont judge me.
 
Level 2
Joined
May 12, 2016
Messages
15
this`s a greatest orpg map i ever played btw.

:goblin_good_job:
__________________
i`m noob plis dont judge me.
 

Jumbo

Hosted Project GR
Level 19
Joined
Jun 22, 2007
Messages
1,316
Zwiebelchen has released version 1.2C!! (in case someone didn't notice).

Now level 50 is naturally attainable for everyone. The Snow Mountains have mobs and quests that will easily let you get to lvl 50.
 
Level 2
Joined
Dec 14, 2009
Messages
27
Gaias ORPG is the best game ever. Period. So may I now just focus on the critics? Didn't play it for a very long time now, so maybe I be missing out on something, so all that is written below is according to a sneak peak.
-It's quite awesome that the devs care for their game and keep evolving it, but what I do not like is that they kinda ruin it in the process (the same goes to TKoK3). Just booted the map and didn't like the skill gaining system. What I loved about the original is that it has been so awesomely balanced. You only had 2 spells, And then there are new ones for 100 gold. How do you get em? You wait for quite a rare drop of the trash items and sell them (mb the rate was improved at some point as well). And then there is a slight chance to get a new one from the mini-bosses! (along with a rare boss loot). I would just start the game over and over, liked it. And I would think - should I get the icetrap for my mage or the cure poison spell first? It was THE dilemma. Yes, I see that the balance is still there, what with the gold getting over time, though I never liked the mercenaries in the games.
-Fog, hopefully one can turn it off. When I had gotten people to play the map they would always amaze at how the game looks way different from the war3 engine and cozy, the fog, while cool, makes all of this quite blurry now. Dunno what you've done with the music, but it was a part of it as well.
-At one point you had weakened down the starting zone mobs for allowing a sole player to play it. But the player's not able to make it far anyway, and now people can't get the feeling of what is awaiting them. Get a knack of the interaction within the team. I just always wanna skip this wolves-raping part and get to the actual game.
-And the old tanking where you hadn't actually huge aggro skills and it was manual high-maintenace mob punching with the assisting of a few spells (untill, again, a cool one drops). Dunno, I would've just played some old version untill I get bored of it and would want to try something new, but it just doesn't feel right.
-I respect your vision, and I bet there are a lot of cool changes, 'cause even at my time, when the reciepes were introduced, they were still few and far between in numbers and worth getting, it's just, now I understand why people are playing the vanilla WoW for example, it's because the evolution of the game inevitabely leads to it become a different one.
Anyway, I'm going to get my friend into this map and return to it after all the break-up!
 
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Level 13
Joined
Oct 18, 2013
Messages
690
Played this for the first time, pretty impressed. Noticed a couple of bugs, and have a few points.

Bugs:
-Attack sound still played on Missed Attacks.
-Can't Save while dead.
-Mail Wearers can't wear anything but mail? Probably intentional, just confusing.

Some Points:
-Dead for 60 seconds? The gameplay was already feeling a little slow, being dead for a min just felt odd in an ORPG.
-I would like if there were some little hints as to where to go for quests
-Handing in Quests is super awkward. I just have my character do a little dance around while I make sure that the quest is complete. When you handin a quest, play the sound and show the text IMMEDIATELY.
-What do souls do? I didn't understand it.
-"takes normal damage from any attack" on all armor types is redundant. a blank string would be fine :)
-Have you considered loot tables that vary based on who is killing the mob? Weakens the 'grindy' aspect of the map perhaps, but could be beneficial.
-Question marks on quest-givers should face the camera. Having them match their facing is a little awkward.


Anyways, pretty good map. I might host on ENT and see if I can get a couple games going. 4/5
 
Level 8
Joined
Apr 26, 2016
Messages
393
I love the terrain the enviroment it's impressive but for some reason i can't load my last play it when FATAL ERROR when i load my game please help me:(
 
Level 1
Joined
Jun 26, 2016
Messages
2
I recently played with a friend starting from lv1. When we managed to get to the gnoll camp we got murderd by Zigzat. Was the first time ive seen him. We tried to avoid him due to our low lvl. Later my wc3 crashed and my friend didnt have more time to play , So I did a rmk and wanted to try kill him with my highlvl char. Now he is nowhere to be found :s Why ? Same with boss in whitepine.. They are just gone
 
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