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Good & Evil II Between Worlds V 0.7 For Patch 1.30.4 wc3

This bundle is marked as high quality. It exceeds standards and is highly desirable.
Warning!! Patch 1.31.1 and the new Reforged stops important trigger from working!
You must have the 1.30.4 version of warcraft 3 for this map to work properly!!! If you feel like trying it out, here's a link to 1.30.4 :) Patch 1.30.4 Backup Game Files


Hey there! I was debating whether or not to keep posting updated versions of the map, as I'm waiting for blizzard to release a new patch which will hopefully fix all the bugs 1.31.1 brought....
For now, this map only works for 1.29!!! With some loading issues, especially about 10 hrs in where you might get a "Ran out of storage space" error....So if you go to test this map out, just be warned, and make sure you create a bunch of save files through out your progress.
The storage space error ,which 1.31.1 was suposed to fix, will hopfuly be fixed in a new patch....So until then-
Anyhow, in this version~ I....
* Fixed an event on the toxic hills where you could leave and find Luna outside in the Tech world, essentially allowing you to skip half the game :p
* Removed the anti cheat trigger for this version, for testing purposes....
* Made Miles easier to see :p
*Fixed some camera issues where it would be stuck behind walls "Still have to fix more ,when i'm not so tired :p"
*Added an event to Tenokey city where you can now buy upgrades for the dark knight "not 100% Finished with that place...
*Made a better prize for the hard difficulty mode mini game on Coral fall island
*added a new treasure in twisted Crystalus
* Buffed the main characters up a bit
* Added a better prize for defeating Abaddon
*Beautified the Item descriptions
In the next update I hope to finish up the battle arean and maybe add a few more hunts..
also polish up and beautify some locations, such as Tenokey city, and Tristone city.




*Game Works for 1.30.4!
*Beautified the Job Item descriptions
*Added more to the Lions den arena
*Fixed some ability's such as Lancet





After a rough launch Good and evil 2 is finally starting to come together~
Fixed up a few things such as~

* Beautifying the Earth Temple and Crimson forest
*X Potions actually restore 5000 Hp now :/
*Removed units that weren't supposed to be at the ending of the game
* Added Gifts of the chosen in the merged world, at Robins place, and brought it back to the shrine after beating the game
*Attempted to fix the *Blank screen bug that for some reason occurs after the Pirate tower defense mini game *Still need to test it, as It only shows up while playing through the game 7 hrs in :/ Super annoying :p







Just a few little updates here and there

* Main heroes now have custom icons
* Attempted to fix strange camera bug that takes place in v1.30.4 * Should work now :p*






Hey there, Here for another quick little update....
fixing up a few things such as-
* Gave Jasmin a proper skin *Thanks to deepstrasz*
*Removed Tiya and Taloes Hero glowes * Also, thanks to deepstrasz*
*Slightly fixed up the opening cinimatic
* Sligthly fixed up the job and ability tutorial
but the main reason for the update is-
* Made sure to turn off trigger event once Cinimatic was finished when entering the Sky kingdom for the first time.. -__-"
* Added Platinum Bangle to Beach side shop in Golden shier
*greatly lowered the cost of SP Needed for buying "gifts" From the shrine
* Can now bet on Bangles in the Lions den...
*Fixed a bug involving the Mirage master in the Lions den
*Fixed icons for selecting a hero in the arena


I really want to do a much bigger update one of these days, and I shall once I have some more time :)





Matthew Fuller Presents

Good & Evil II Between worlds
Created by Matthew Fuller

Seventeen years ago, Mabicore set forth to take the worlds four crystals....
Crystal guardians from each of the crystal kingdoms arose!
After ten years of war, they defeated him!...The world since has been at peace....
But there is a greater war going on....somewhere between worlds.....


The story is 100% Finished, along with most of the sidequests.
It would take you about....30 hrs to finish everything maybe? Maybe more, maybe less...
I really had to rush in the end of the development stage
as I'm not sure how the new reforge would affect my map,
the 1.31 didn't seem to like it very much....but I tried to tidy it up as best I could :)
There are some things I would like to change and add in the future
after taking a nice looong break, like the job system, it needs to be tweaked a little....
* If you're wondering why the Warrior sword skills aren't working properly,
it's a bug...To fix it, after picking up the warrior job in your first slot,
try placing it in another slot for skills such as Flametongue and Numb blade to work....

The Gear wars Mini game needs to be finished...
and finally, I would like to add Npcs and finish up the dialogue
with those that are in there....


Features:
* 25+ hours of Main story!
*A Job system with 12 to choose from. You earn SP from slaying monsters which allows you to upgrade them...
The Jobs include-

Warrior,White mage,Elementalist,Black mage, Monk,Ranger, Berserker, Samurai
Drunken bowler, Treasure hunter, Gunner, Dragoon..


* Many side quests including-
1 Gear wars..."Bet items in the Lions den arena to face a challenger,
if you win, you gain an upgrade of the item you betted!"
2. Monster hunting....
Hunt down tough monsters to earn treasure!
"In The sands of the burning sage, find the small village 'Red Rock'
There you will find a character who will sell you a hint to find the baddies"
*Several super superbosses and bonus quests you can spend hours preparing for....
4. Tuns of custom items


full



full





















full





Credits:
This Map wouldn't be possible without the people who created all these lovely models....

Female Swordsman "As Lea" by Kitabatake
Swordsman "As Miles" by Kitabatake
HeroGoblinGunslinger "As Tiya" by PROXY
Gnome_HeroShieldHands " As Talo by Norinrad
Valkyrie " As Robin/Jasmin" by Zwiebelchen
RPG Hero: Human Villager "As Kiye" by Tenebrae
Gunslinger Officer "As Nick/ Sir Nicolas" by Freddyk
Royal Queen "As Queen Cara" By Kuhneghetz
D3 Wizard male "As Darowin" By ironmaiden


Berz`ak (Rpg Hero) - Manoo
Angmar Doodads-HerrDave
Arabian buildings-Mike
Amaducias-Grendel
Alien RepairDrone-Amigurumi, Texture By M0rbid
Creep Slime - Direfury
Dire Berserker-Direfury
Ligaroo -Grendel
Dark Soldier-Freddyk
Spider Hag-infrenus
Villager Kid Female-Alethos
Stalker-Fingolfin
Bandit Berserker-Stanakin
Beowulf the Brave-Sellenisko
Stone Walls-ILH
Night Elven Airship-HappyCockroach
Death wing- by Kwaliti
Lindormr Dragon- olofmoleman
Helghast-Fingolfin
Pyrix Hellfire-PROXY
Japanese house-Mike
Saloon-Mechanical Man
Helipad-Mr. Bob
Army Scout Tower-HammerFist132
Hatch / Trapdoor pack-dtnmang
Depot-Graber
Stump Hollow-Remixer
Goblin Bookworm-Freddyk
US Ranger- qassamzed
Porticulis- lami
Riot Shield-Tr!KzZ
Modern Bed-AlienAtSystem
Dieselpunk Troopers -HerrDave, Zess
Uruk-Hai Pack- HerrDave
Animated Computer pack- Grey Knight
Dancing Scimitar-Lestat(br)
Kingsbed-alreadyused
Possessed Tome-Deolrin
Skeleton Lord-WhiteDeath
Battle Realms Kenji-James Tarrosa
Camera Man- The Weird Human
PaleVal'kyrSvH- Blizzard Entertainment, Sellenisko
Magic Brazier-Argus
Angel-expresso, Tranquil
Valkyrie- Dionesiist
Blood Elf Arcane Guardian-AndrewOverload519
Destroyer-Dionesiist
Dathylos-infrenus
Magic Brazier- Argus
BE Lamp - Forgotten_Warlord
Water Tentacle- Champara Bros
Blackpyro Tyrant-UgoUgo
Uther the Lightbringer- Murlocologist
King- Tranquil
BoneSpirit- Peekay
GlassStatue- Sin'dorei300
.....and much more to add, coming soon.



Image Description:

1 Final fantasy IX Mountain path
2 final fantasy ix freya theme
3 Bazaar potion shop. Zelda skyward sword.
4 Most epic music ever: Glory ]
5 Philip G Anderson: Winter ]
6 Maple storys Lith Harbor
7 final fantasy 8 missile base
8 final fantasy 8 find your way
9 A Sunken Feeling Lost
10 Only in Moonside(MAGIX5715 remix)
11 Seiken densetsu 3 Ordinary people
12 Chono trigger secret of the forest remix
13 Digimon world 4 Soundtrack Main Lobby
14 final fantasy ix border village dali
15 Lost: Man in blacks theme
16 Final fantasy IX Beyond twilight
17 Final fantasy VIII Unrest
18 Two steps from hell: Dim the lights
19 final fantasy 7 ost symphonic remaster the opprest people
20 oc remix earthbound Bus
21 final fantasy 7 ost symphonic remaster
22 Swordcraft story 2 open for business
23 the adventures of batman & robin--big boss
24 Final fantasy Ost remastred Fate in Haze
25 illusion of gaia Loa's melody
26 flight of an eagle
27 Maple Story Music- West of Henesys
28 Epic mix II immediate music
29 Earth Temple music Zelda Windwaker
30 Secret of evermore In the arena
31 Secret of evermore Ambiance dungeon
32 Most epi music ever Sead of promise by Paul Dinletir
33 With great power extended remix
34 Audiomachine Red Sorrow
35 Trixter online Desert beach
36 Maple story Swamp of Despair
37 lion's heart productions - luminosity (feat. emily daniels)
38 epic celtic music II To Haelorian
39 White cloud in the sky~ Brave fencer
40 gta 3 k-jah west dancing vampier
42 sonic generations music casino night
43 Lost: The Hatch theme
44 Lost: The Submarine theme
45 Most Wondrous OSts Ever- Fade to Black
46 Final Fantasy 15 Never ending Nightmare
47 [Orchestral- Celtic Wander
48 Undersea Palace (Cyberdesign Remix Chrono trigger
49 Lost season 3 soundtrack- The island
50 Final Fantasy X Hurry HD Remastered
51 The Final Battle- Epic Orchestral music
52 Lost season 3 soundtrack- Juliet is lost
53 Dark Music- The sealed Kingdom
54 Two Steps from hell- Chase the Light
55 The-Crystal-method-Vice
56 Scientist- The Mummy's shroud
57 Olafur-arnalds-only-the-winds
58 Clonk Planit Ost- Party Pop
59 Immediate-music-With-great power remix- Massive-hybrid-Dubstep
60 Trixter online-Dark rose
61 Colossal-trailer-music-Uprising-extended
62 Most beautiful music- Hero-by really slow motion
63 Batman Arkham-knight soundtrack-Predator
64 Final Fantasy XV Dawn
65 X-Men Sentinels suit theme
66 Lost season 5- the lighthouse
67 Lost season 2- Mapquest
68 Lost Season 4- Karma Jin-itiative
69 Lost season 1 the Island
70 Lost Season 6 Catch a falling star
71 Lost season 1 Worlds worst beach party
72 Twelve-titans-music-Bound by purposes
73 Mathieu-Colbert-Temple
74 Audiomachine- Nothing to prove to you
75 Really slow motion Galaxy falling
76 Audiomachine-Creation
77 The most wondrous Battle music- Invincible
78 Zelda Majoras mask-Great bay
79 Immediate music- O Destina extended
80 Sacred spirit Yeha Noha
81 Really slow motion- Becoming extended
82 The headlines-news music royalty free
83 Sacred-desert atmospheres and music
84 Lost season 6- Doing Jacobs work
85 Lunar soul
86 Phil-rey Dark angle
87 Two steps from hell Never back down

185870-albums2961-xxxxxxxxxx.jpg


Previews
Contents

Good & Evil II Between Worlds V 0.7 (Map)

Reviews
deepstrasz
Did you draw inspiration from Chrono Cross and Chrono Trigger besides Final Fantasy? Pretty genius overall. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules...
Level 7
Joined
Apr 26, 2015
Messages
125
Question: How far can I go in vr. 1.31? I'm gonna test this map because as far as I can see it packs quite a potential. Also, report bugs along the waye
Oh hey there :) Unfortunately you can only get about half way through the game on 1.31, maybe about 8/ 10 hrs in out of a 21 hr game :( It's pretty frustrating, as the creator of the map...Also, not only that, but important trigger functions stop working after saving and loading the game again :( I think it's called the save and load bug...I'd say it wouldn't be worth trying out on 1.31 as I wouldn't want you to waste your time.

However, someone sent me a link to try it out on 1.30.4 Patch 1.30.4 Backup Game Files and i was able to play through the whole game, with only sound and music issues.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
  1. Lea's hero icon doesn't have a DISBTN. It looks green on game pause/F10. You can use this to create one if the icon doesn't come with that. Button Manager v1.8.2 Other useful links
    BLP Lab v0.5.0
    Complete Icon Tutorial - All About Icons
    How to Make an Icon
  2. Nicolas' portrait still has a hat :D
  3. I think you should try stacking items for less annoying gameplay regarding items and inventory. Ah, OK, I guess Phoenix Downs don't.
  4. Check the pathing (press P in the editor). You can walk through some rock doodads. pathing01.png
  5. The issue mentioned above seems to be throughout the map. Place pathing blockers around or on the doodads. To put them on them, hold shift while left clicking. A thing that can help you know where you place them is by making doodads invisible via the View-Doodads (editor menu bar).
  6. Talo is ranged but doesn't have a projectile. Lea is ranged too but the sword reaches the enemy unlike the gnome/dwarf/kid's gloves.
  7. The heroes did not regenerate after entering the village and Lea slept (scene).
  8. Lea doesn't have hero glow. You can simply add it: How to add Hero Glow without Modeling
  9. The stone upgrade scene triggered twice towards its end.
  10. You could set the model of the stone upgrade dummy hero to custom: none.mdl so that you won't be able to see the selection circle and only be able to select it via the icon.
  11. Skill Upgrade has only one inventory slot so why the "item must be in the first lot" thing?
  12. Skill Upgrade abilities have no hotkey, at least visible ones.
  13. I have the Elementalist lvl 1 and Warrior lvl 1 on each hero and they get no spells.
  14. Item cooldowns should be 0 so that you don't wait that 1 second when buying stuff like potions.
  15. Life Point's ability has its title the same as the description.
  16. I think there should be a healing fountain or something in villages as it takes forever to gather gold for gear.
  17. An annoyance is, when entering places, your first hero is moved along with the camera while the other hero might remain behind.
  18. Buying is also an annoyance when you can't select which hero to buy with without letting only one near the shop.

I want to know what's happening with the spells before I go on. I'm playing on 1.30.4. Reached level 2 and still none.
 
Level 7
Joined
Apr 26, 2015
Messages
125
Aaah... I thought, that was for the skill upgrade dummy hero which was weird since it only had one inventory slot. Will be back on this. Thanks. Hope that solves it.
Oh there! I'm very sorry, but I'm not sure I understood the question, are you wondering how Job skills work? Or how to level them up? * I know it must be a little confusing at first* :p

To equip a Job you have to make sure your character has the first slot in their inventory empty, then once you pick up the job into that empty slot you'll gain the ability's For example " when picking up a White mage lvl1, you'll get Cure lvl1 and Protect lvl1.

Now, To level up that job, White mage requires 20 Skill points "Lumber" All you gotta do is drag that item over to the "skill upgrade" to the left where it shows the heroes icons.
Once in the Skill upgrades inventory, you'll notice it has two abilitys, one of them is for storage "I can explane that in detail if you want" and it has the Upgrade Job, selecting that will level up the White mage to level 2 :D Next, drag your white mage level 2 back to the heroes first slot, and tadaaa! :D
Hehe sorry, I know it's not a perfect system, but I hope it's a little easier to understand :)

Also, like what Cleavinghammer was saying, you can have multiple jobs equipped by moving the one in your first slot down and picking up another job. Hope that helps :)


Thanks for the other post. It's solved now.

What do you mean spells from several classes, at once? How do you move spells if they disappear when the inventory item is dropped? Or you mean, to move the item in another slot without dropping it? Does that leave the or some previous spells on while others appear from the new ability item in the first slot?

Well, that hopefully should be useful otherwise I'd rather have items on.
It's OK now. I misunderstood the first slot thing to be something related to the Skill Upgrade dummy hero and not to the actual heroes.
I'll be continuing playing the RPG and will edit my post where I started the review/comments.

Oh, I'm very glad to hear that! :D

Yeah, dropping the Job removes the ability's from the hero, however moving them around in your inventory doesn't. I actually didn't plan for it to happen like that, but I kinda liked that ability to have multiple jobs at once :)

Thank you truly for your support!


I have the Elementalist lvl 1 and Warrior lvl 1 on each hero and they get no spells.
Oh hey there, I'm very sorry I didn't notice the feedback you were giving, thank you so much! Were you able to get the job ability's working by having them in your first inventory slot?

There's definitely a lot of tedious little things that need fixing, I really appreciate the feedback and will take it to heart on my next big update, I'll edit this comment as the feedback rolls in :p
Thanks for the link on how icons work, I couldn't remember how it was done.

Nicolas' portrait still has a hat
ooh I know, I wish I knew how to remove it :p

An annoyance is, when entering places, your first hero is moved along with the camera while the other hero might remain behind.

Ahh yes, I also find that annoying, I ran into that problem in my first game, and wishing I came up with another system for entering and leaving places :p I have an idea how to fix it, but I may just leave it for the next game.
 
Last edited:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
It's also possible to get spells from several classes by moving the spell and picking up another one in that slot (but it hides some spells, so it's sort of balanced).
Thanks for the other post. It's solved now.

What do you mean spells from several classes, at once? How do you move spells if they disappear when the inventory item is dropped? Or you mean, to move the item in another slot without dropping it? Does that leave the or some previous spells on while others appear from the new ability item in the first slot?

Well, that hopefully should be useful otherwise I'd rather have items on.
Oh there! I'm very sorry, but I'm not sure I understood the question, are you wondering how Job skills work? Or how to level them up? * I know it must be a little confusing at first*
It's OK now. I misunderstood the first slot thing to be something related to the Skill Upgrade dummy hero and not to the actual heroes.
I'll be continuing playing the RPG and will edit my post where I started the review/comments.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
  1. If you move the ability giving items in the first slot from another slot, the abilities don't show. You have to drop the item and then make sure it is taken in the first slot.
  2. Flametongue has an autocast ability icon but it's not. Either remove the borders with the Button Manager linked above or use another icon.
  3. Abilities don't have hotkeys. It makes battling annoying especially if you have to be quick and using just the mouse takes too much time. OK, Fire seems to have one. Blizzard only has it in its title but it doesn't work.
  4. Spells are regular Warcraft III ones. Try fiddling with triggers to make something somewhat original. You can also take a look at the custom spells in our section. Spells | HIVE
  5. Storage changes icon position with Upgrade Stone on game load.
  6. Life Point's hero resurrection ability should not take skill points if no hero is dead.
  7. If you reset the camera during the world map gameplay, you can't put it back up without entering a village/zone and getting back to the worldmap.
  8. First Aid's buff description+title and icon are for Rejuvenation.
  9. There are some sign posts. Why not show some game text when near them or make them destructibles and change their name via triggers to the place they are supposed to tell about.
  10. Cheer looks passive. You can make it look active with the Button Manager mentioned before.
  11. Could be nice to add the cooldown in the ability descriptions.
  12. Under Attack has the same buff as Cheer which has the buff of Roar.
  13. During cinematic mode buffs should be removed especially negative ones like poison.
  14. Why does Miles have an icon of a woman?
  15. So, this is happening at the same time in alternate realities or time frames since Miles started the same way as Lea?
  16. Well, the issue is that you didn't apply black mask on the already discovered terrain.
  17. Miles' model doesn't have a proper portrait. You could ask for someone to "make" one in Requests
  18. With Miles you find another Gunner item right at the start, in a barrel after the character wakes up.
  19. Miles and Tiya don't have DISBTNs for their icons.
  20. Miles doesn't have hero glow.
  21. Lovely way of custom animation implementation for cinematic scenes.
  22. Ranger item icon looks like a passive spell. I suggest using custom icons for some things though, make them more representative.
  23. You should write in spell descriptions the targets: air, ground (units) etc.
  24. Tiya's portrait was belonging to the red player during the scene after the dragon was killed.
  25. Miles and Lea were black during the prison scene (portraits).
  26. Tiya also doesn't have a DISBTN.
  27. Seth doesn't have hero glow.
  28. Quick Shot and Trigger Happy have the same icon.
  29. You can farm a little in the murloc and blue blob cave with Seth and the other two.
  30. The creeps there sleep after getting back from the chest.
  31. Nicolas is invulnerable.
  32. They locked them in with all their gear?
  33. Shuriken has a passive icon.
  34. Kind of weird to have the prison so near the throne room, moreover in the actual castle.
  35. You can pass through some walls and some doors shouldn't be there or should open. View attachment 343579
  36. Warrior level 5 moves Flametongue above Icebrand which is located on the last row and column. Now, the first spell is Heavy Swing.
  37. Storm Breaker has the same hotkey as Flame Tongue... You really need to fix the hotkeys, preferably QWERTY type.
  38. Lea gets a totem icon tooltip missing disabled ability and an Orb of Lightning FX. I guess it's from the Master Flametongue. You should hide that dummy ability via triggers.
  39. Chill Blast has a passive icon.
  40. Those troopers look like they have hero glow. If they're heroes, their bodies don't decay. You could ask someone in Requests to remove the glow and add a decay animation.
  41. I suggest using Way Gates instead of regions to move heroes from zones to others because that way you can just move them on the ground where the first one(s) exit and you don't have to get back and make sure the remaining ones are not stuck into a wall or go the opposite way.
  42. When returning to the goblin village the shop arrows appear on the heroes, three, one brown, one black and a orange one. I guess the goblin shops were actually hidden via triggers or somehow?
  43. On game load, Storm Breaker is the First Spell, Cheer last and above Cheer, Flametongue. Please sort out the ability positions.
  44. You really have to put fast hotkeys for the abilities. I can't even heal in time when fighting stronger enemies.
  45. Drunken Brawler item's icon looks passive. Same with the Molotov Cocktail.
  46. Ninja item's icon passive.
  47. Stealth Unit and Guard System don't have decay animations.
  48. Storm Breaker's or FX ability temporarily removes Blood Sword or at least the spell right next to Patrol.
  49. Spirit Rising should have a passive icon. Same: Raging Fist.
  50. Some items like Monk, Drunken Brawler don't give any attributes or stats like Warrior and Ninja.
  51. It would be a good idea for Bubble to create a dummy buff so you'd know how much the HP bonus has left.
  52. Maybe you could differentiate the armour/items not to look the same. Either use custom/different icons or use some free program like Paint.net to easily recolour the icons for differentiation. First you have to convert the .blp icons to .png. Use Blp Lab for that. You can afterwards reconvert the edited .png files to .blp and import them as icons.
  53. There are places you can't properly access without accidentally entering a "village". View attachment 343619
  54. You should remove the Strength "each point increases regeneration by 1" in the Game Interface options.
  55. Weird train having only one station to go.
  56. Kiye has no hero glow.
  57. You should find proper models/textures for the contemporary roads. They look like black boundaries.
  58. The Sniper that came after shooting the resistance soldier turned with the back at the heroes when stopping near the dead man.
  59. A terrain glitch. View attachment 343624
  60. Camp Fire could also regenerate some mana. Saying this because I tend to suit my heroes up and potions are annoying to use especially when you have to take them down from the storage boxes and put them back when you're done.
  61. Auto-Crossbow should look passive.
  62. More terrain glitches. View attachment 343626
  63. Counter Attack should look passive.
  64. Wasn't Nick being tortured by Alucius? How did he escape, activate the robots and was also full of energy?
  65. Units selected during cinematic mode on the second round of the robots (two big guys).
  66. Duncan is selected during the scene with Alucius's story.
  67. Heroes are selected during the scene where Alucius sends them away.
  68. After the Scorpio got out of the ground when meeting Tiya and Talo, its animations were frozen until it moved. Actually, all suffer from this even during battle.
  69. "Lea and Miles are missing." What about Duncan?
  70. Since hunting hints cost, the quest log should create a "quest" about every bought creature info.
  71. Jered is selected during his talks.
  72. Another issue with not having hotkeys for spells is that you have to look more what you click and for the spell cooldowns than be properly attentive to the battle.
  73. Luna flight mode needs a camera reset/fix if it is normalized via DELETE/mouse scroll.
  74. Heroes should be paused during the flight mode. Also, you can't select Luna anymore if you press on the heroes and the camera is "bugged" mostly because the camera is locked. I suggest making Luna a hero too.
  75. I suggest either the bird's view for the Luna travelling mode or an adjustable camera. The current one isn't good because you can mostly see things in the south as the north is darkened/under fog of war.
  76. Beast Hide item should say 10% Evasion not +10.
  77. I also recommend floating text or something like that for the zones on the worldmap.
  78. Nothing to find in the houses with Search :D
  79. Heroes selected when Terrorfly comes.
  80. Luna can be attacked.
  81. Transport to Other World looks passive.
  82. Heroes can pass through some lava/green toxic river parts. View attachment 343627
  83. Curious how have you managed to overlap the doodads and hide/show them when changing worlds.
  84. The Earth Key and usually items of this type should be variables (taken as runes) not to take inventory slots.
  85. One of the Storage boxes has mana and more HP.
  86. Why was it so hard for them to figure out there could also be two Nicks/Nicolases.
  87. You should write it in the quest log or somewhere to remember each group's heroes.
  88. The titan wasn't tough at all, actually seemed even weaker than more creeps at a time.
  89. Another pathing issue. View attachment 343629
  90. Hoolen's ability has the description as the title so it won't all show up. Also, this quest and zone is quite reminiscent of your previous map.
  91. Bogare has glow but is not a hero.
  92. The tower defense game is easy if you have lots of gold beforehand. The towers aren't anything special, just having different attack types. no spells or something to differentiate them more. Enemies are pretty much HP different. Also, using hero models, besides having glow, they don't decay (Akama model), so it's not a good idea as mentioned many times before.
  93. Maybe change the RGB a little for each upgrade so you'd have an idea which tower needs upgrade without having to berseker click each one or groups of them.
  94. So, if you want this mini-game to be somewhat fair and not gold killing, you could create a custom resource and place it as a value in a leaderboard.
  95. Spare Change has no autocast borders. You can use the Button Manager to make some.
  96. Thunder Gem (named 3 Thunder Gem for some reason similar to 1 Beast Hide) does not give 160 to attack as mentioned but 6 like the original orb of lightning.
  97. To be frank, the "great" reward from this tower defense mini-game isn't worth it when I spent over 20k of gold to make sure I'm gonna have a proper defense which of course wasn't quite needed since the enemy didn't even reach the middle of their paths.
  98. Now Bogare's mechanical, has more HP and fortified armour.
  99. You should inform that besides the black screen issue an issue with wrong cameras could occur. Also, why save after? I mean, isn't the cinematic gone by then if you load the game after saving it post its end? Oh, it was just supposed to fix the black screen. I guess, there's no fix for the locked cam over the world map... Surely, you have mixed some triggers or something otherwise it doesn't make sense why the camera remains locked to some weird places or why the fade off filter won't go off.
  100. Generally without healing spells, you're kind of dead, unless items, of course. But even so, items run out quickly. So, it'd better be for you to choose how to split your heroes.
  101. Nicolas said "thanks to this hat" when referring to Clyde cutting hair. But wasn't Nick supposed to be the one with the hat?
  102. One of the street vendors has hero glow and they all have a big selection circle.
  103. Anya's Car's mission ability's description is broken.
  104. Did they paint the car from black to red? It should go on the road not between the box and entry wall.
  105. Jasmin looks awful. Having a blank (white texture is nonsense). Let someone at least recolour the texture.
  106. The elevator wisp was black after Miles escaped from the demon.
  107. Another terrain glitch. View attachment 343632
  108. Love those cloud models. Would be neat to have animations.
  109. For some reason, Duncan is at half life near Clyde and Luna.
  110. The "hardest" part of the game until now was when playing only with Miles and Kiye or with them separately. Since I gear the characters up and invested in healing first, these two have only Pheonix down to aid them and potions between battles as their skills are in their infant stages.
  111. It could be a good idea for the storage boxes or the Skill Upgrade dummy hero to cast the potions on the heroes instead like Healing Salve lasting 1 second (or how much you wish; of course usable in combat) healing hit points or mana depending on each potion type (basically make more variations of this item type). This way, heroes have a slot for gear or Phoenix Down and it's much easier to cast on any hero than having to click the potion slot or use the numpad.
  112. Lea seems to be the strongest hero, natively.
  113. Why are they sitting in the water after battling Leviathan ?
  114. Blobs are flying and can't be hit by Burst Shot but fish can. This, when the water level is risen.
  115. Coming Octo Krakens stay too long neutral before becoming enemy, time in which they can be damaged.
  116. Funny how Camp Fire can work underwater :D
  117. There should be an option to see the world map even when the heroes are in a zone just to know where you could go. And a marker should be on the place you are, something like a floating text saying you are here or something like the red flag, I don't know.
  118. Auto Crossbow's buff is Pheonix Fire icon and all.
  119. I think spells like Entangling Roots don't last their full time on units past level 5. Or do those trolls have resistant skin and stuff?
  120. Would be best to have a warning for each place's required level. It's pretty annoying to get with Tiya to the Mimic on that puzzle island and realize you can't beat it because of that lame Life Drain. Geez, no reward... At least, there's a catch. It doesn't use that spell if you don't stun or entangle roots it when it has below half HP.
  121. Tiya died and this happened. View attachment 343679 The character was shooting that troll during the scene and the troll couldn't retaliate. The character was revived by a Pheonix Down but the scene started for some reason during battle basically.
  122. Creatures should disappear if you run past them and get to another zone. Another round appears if you re-enter that zone. View attachment 343681 The ent can entangle the hero and the other way around.
  123. OK, the issue above with the scene starts when the creatures past the river start walking south.
  124. An exploit you can do with spells on cooldown is put the ability giving item down and take it back.
  125. Why do Life Points have attack and are vulnerable?
  126. Why does the portal have attack?
  127. Flaremancer sleeps during the night.
  128. The Shrine sage's name is broken.
  129. Cara hasn't hero glow.
  130. "It's that Spinny character" but I just went to the shop before that :D
  131. Cara's hero name is used as the unit name. It should be Queen Cara and under the Queen of Crystalus not the other way around. Well, if you decided to write it like that, it should be Cara and under Queen of Crystalus. Fable just has King Fable and that's it.
  132. Dragon Lance should look passive.
  133. Behemoth's body doesn't decay.
  134. Chi Blat's buff is Soul Purge, icon and all.
  135. Miles got stuck in a tornado zone. View attachment 343689
  136. Same with Robin :\ View attachment 343690
  137. Intended for Bogare to be with the ship north of Lea's house but in the other world? The character doesn't say anything when Talo and Miles get close so I guess, not?
  138. Alucius' animations are frozen during the scene with Talo and Nick-Alternick.
  139. Flags could be removed/hidden for the places you can't go in the future world.
  140. Can't Land Ho in Redrock. It just doesn't do anything. You can get to the zone with the ship but can't get the heroes out. Phew. It worked after going back to the fantasy world to debarked in Redrock and then back to the sci-fi world which fixed the issue with the ship not wanting to get the heroes off the ship.
  141. Funny thing is that cadavers from the past were still in the future :D
  142. Lol, even the Taco Car has attack.
  143. Erin is named Taco Girl and is mechanical, has attack and fortified armour. I guess you copied these units from an original one which was supposed to have these things and didn't edit them properly, let's say.
  144. One of the barbarians got under the ceiling. View attachment 343691
  145. Not sure if intended to hit the soldiers from above. View attachment 343692
  146. Soldiers getting up through the walls. View attachment 343693 One remained under the ceiling fighting Miles and the other way around.
  147. Miles can get down through here: View attachment 343694
  148. Imprisoned with their gear, again xD
  149. Heroes can pass through this gate. View attachment 343695
  150. When the heroes are together, they are pretty invincible.
  151. Enemies in a nearby corridor can be triggered getting near the wall. View attachment 343696
  152. Seth Wanderer version needs a movement animation tweak in the object/unit editor. Same with the attack animation. It's so weird :D
  153. Chuku the Lost's icon has no DISBTN.
  154. Seth's dummy Bash should be hidden via triggers or get a passive icon.
  155. Should create quests in the quest log (like the one with Erin's tacos).
  156. Alucius's stand animation is frozen when talking to Kiye.
  157. Some oddity. View attachment 343700
  158. The wood icon for the gifts should be changed to the sword of skill points, in the game interface options.
  159. Haven't seen enemies with Mana Burn.
  160. Instead of locking the camera during the world map phase, you could just restrict the camera on the world map. That way you could easily see where landing and debarking points are and where not so you won't waste time going places and realizing you can't actually land there because there's no landing site.
  161. The Sunlow Mine entrance unit also has attack :D
  162. Where was Jered when meeting Erin for the optional quest? Went past the toilet but nothing.
  163. Lol, the Tombery's decay animation is inverse as if a body going submerging getting water in and emerging.
  164. The wisp became black after getting out of the mines. Did not finish the quest because the creeps there are too tough right now.
  165. Inferno Core's icon=Fire Shard's.
  166. Why isn't Duncan also on the ship?
  167. I think the Dark Knight should move faster. It takes good seconds to move from one part of the map to another.
  168. The Death Machine has some issue with how the projectile is shot, I think. You should fiddle with the axes in the object/unit editor (animation part).
  169. When the scene where Talo and Tiya meet Miles and there are two Living Statues ends, only the closest statue comes in for the attack. The other one has to get the enemy in range first. Actaully no, it was neutral and after the one on the right was destroyed, it became enemy and came.
  170. The Power Demon in the huge red circle of Darowin has no decay animation. The body remains there.
  171. Storage boxes only disappear if a hero is ordered to move but if otherwise like take an item or move it or something, they don't. It's annoying that they disappear. They should remain where you last summon them. If you're worried about them making that part of the map visible, you can just simply lower their sight range to minimum.
  172. There's an issue with the stairs on the ship deck. Talo can climb but also walks through the staris in some parts instead of over them. The hero can also be moved nearly in the water.
  173. The campfire should not appear during cinematic mode. It gets in the way. When meeting Colo the Grizzly of the Mist, Talo was directly in the fire.
  174. The stairs in the east of the shrine, in the post world unison part with Miles and Lea, look weird by themselves as they are between grass patches of land.
  175. Would help if Artillery Strike didn't hurt allies/friends since most heroes are almost melee.
  176. Bosses need a bit of a buff since they are one unit and usually weak against all heroes as compared to fighting more creeps at a time.
  177. Not sure if intended or not but during the fight with Clyde, the terrain shifted a lot as the evil and good wisps were toggled.
  178. Darowin can be fooled by running around and stunning the character after which the villain will either turn back to some point or stand still. Miles' turret also helps with that. View attachment 343742
  179. Ray Gun's expiration bar says Ward.
  180. Well, shouldn't Miles and Lea lose some power after the light got out?
  181. Right now, the story doesn't make that much sense anymore. I mean, Celdir lied about them being born in darkness by a woman? So, what was the point of light and dark then if now apparently light is more evil or similarly evil as dark? At this point it became a bit cliche of the villain bigger than the villain bigger than the villain etc.
  182. What's the relation of Celdir to Vail/Veil (first as the hero name while the other in the dialogue)? The heroes didn't ask their father about that.
  183. Robin never left Lea's side for several days. Really, huh, not even to go to the b-room?
  184. When you have time and if you want you could add some credits in the game/ending as well.
  185. When I returned to the ice mountains and entered the first levitation gate, the scene about the heights and Bahamut played again.
  186. The guardians don't say anything when visiting them.
  187. Funnily creatures, even those dragon knights are still around as enemies :D I know it's for post-story gameplay but enemies shouldn't be everywhere storywise. Besides these are pretty much low level anyway at this point. For instance, there are no more enemy units in the Imperial City Gladia.
  188. Dancing Leaf has two attacks for some reason. Actually others after too.
  189. Gear Wars doesn't have a DISBTN.
  190. Cadavers remain in the arena :D (Hidden Mist).
  191. Geez, that Wind Walker is real horror show 1v1.
  192. Mirage Master defeated after a third or so time Mirror Imaging. The champion remained in the arena hitting the Camp Fire. Also got 4 Mirage Vests.
  193. After a while, it said the Mirage Master was defeated again and got 4 vests once more :D
  194. Hoolen is visible in the future world wherever you may be.
  195. When I saw those levers in the mine, I thought they'd be a puzzle to open something :D
  196. Jonny has no portrait during transmissions.
  197. Almost missed the Dragonborn merchant. You could signal the shops somehow.
  198. Ark was weak.
  199. Why were the heroes seen as criminals if the world changed back to "normal"?
  200. Catastrophe is much weaker than the previous two except Ark which is even weaker.
  201. The doppel Robin doesn't really do much more than attack.
  202. The Talo copy is way too strong, the Flamestrike mostly. The spell also has its AoE far bigger than the FX.
  203. So if a hero dies fighting the ganger, what happens? Are we gonna stand in darkness forever?
  204. Luckily, dummy Kyie only casts spells once in the beginning.
  205. Hatred and entities like it seem to be ground units although looking as if flying. They can be targeted by Burst Shot and Entangling Roots but not by Air Net.
  206. Those the Suffering sure have powerful spells. The Tribunal Guardian (or whatever it was called) was a joke.
  207. Abomination is also weak.
  208. They sure clung to their last, the heroes.
Put them also here because those in the review are from a pastebin link which will eventually be removed.

Darowinbug.png doorissue.png doorwall.png enemytrigger.png milesdown.png milesstuck.png milesup.png robinstuck.png soldierbug.png terrainglitch.png terrainglitch2.png terrainglitch3.png tiya01.png tiya02.png tiyahead.png zoneaccess.png zoneaccess2.png zoneaccess3.png

Did you draw inspiration from Chrono Cross and Chrono Trigger besides Final Fantasy?

Pretty genius overall.

Approved.


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(previous comments: Good & Evil II Between Worlds V 0.6 For Patch 1.30.4 wc3)
 
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so an imidiate crash apon trying to load the game into the lobby screen soon as you click on it from your map choices game crashes to desktop, other maps working fine, redownloaded file just incase, still immediate crash on lobby game selection from map list




FOUND THE ISSUE map doesnt like the 64bit version of the game for what ever reason that is
 
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deepstrasz

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so an imidiate crash apon trying to load the game into the lobby screen soon as you click on it from your map choices game crashes to desktop, other maps working fine, redownloaded file just incase, still immediate crash on lobby game selection from map list
Lobby as in multiplayer? It's made as a singleplayer custom game.
What patch/game version?
For me it loads on 1.30.4 and 1.31.1 without problems.

In LAN it says the map is too big (obviously).
FOUND THE ISSUE map doesnt like the 64bit version of the game for what ever reason that is
Can confirm.

EDIT: actually, it's been said before:
Good & Evil II Between Worlds V 0.6 For Patch 1.30.4 wc3 after being reported by cleavinghammer here: Good & Evil II Between Worlds V 0.6 For Patch 1.30.4 wc3
 
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Lobby as in multiplayer? It's made as a singleplayer custom game.
What patch/game version?
For me it loads on 1.30.4 and 1.31.1 without problems.

lobby as in single player its the same of the MP lobby just like any other custom game or melee map or scenario, hit custom game, go to correct folder, scroll to game click game to load it into the screen, and poof crash (64bit)
game stalls for a moment loading into the lobby screen but does load and seems to work fine (non 64bit) (32bit assumed)

live version 1.31.1.12164

seems to be working fine so far on the non 64bit client which i assume is 32bit but isnt stated
 

deepstrasz

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seems to be working fine so far on the non 64bit client which i assume is 32bit but isnt stated
There are two folders, one called x64 on which the game works and x64x86 which ends up crashing the game.
From what the wikis say
x86-64 - Wikipedia
64-bit computing - Wikipedia

"64-bit microcomputers are computers in which 64-bit microprocessors are the norm. From the software perspective, 64-bit computing means the use of code with 64-bit virtual memory addresses. However, not all 64-bit instruction sets support full 64-bit virtual memory addresses; x86-64 and ARMv8, for example, support only 48 bits of virtual address, with the remaining 16 bits of the virtual address required to be all 0's or all 1's, and several 64-bit instruction sets support fewer than 64 bits of physical memory address."

"he 8086 was introduced in 1978 as a fully 16-bit extension of Intel's 8-bit 8080 microprocessor, with memory segmentation as a solution for addressing more memory than can be covered by a plain 16-bit address. The term "x86" came into being because the names of several successors to Intel's 8086 processor end in "86", including the 80186, 80286, 80386 and 80486 processors.
Today, however, x86 usually implies a binary compatibility also with the 32-bit instruction set of the 80386. This is due to the fact that this instruction set has become something of a lowest common denominator for many modern operating systems and probably also because the term became common after the introduction of the 80386 in 1985."

I don't know... I guess x86x64 can't use enough memory for the map to load, which of course is a patch issue?
 
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I don't know... I guess x86x64 can't use enough memory for the map to load, which of course is a patch issue?

actually its the contrary the the 64 bit can handle more memory than the 32 bit

when comparing 32bit to 64 bit processes there are these rules
A 64-bit processor performs best with 64-bit software.
A 64-bit processor has backward compatibility and will handle most 32-bit software.
A 32-bit processor is incompatible with 64-bit software.

(x86 is an ISA a model and structure to your computer in which case for memory concerns is irrelevant) (i dont think we will see anything bigger/different/newer anytime soon)

now before any one jumps on the word "MOST", wc3 is the software not the map file, in which case the 64bit version of wc3 works perfectly fine, i dont know of any other map that has this specific issue, and more likley has to do with the map not being updated for the current patch of the game

also with regards to reforge there is no 32bit version, given that going forward for this map to run in reforge even with its backward compatabilty system to allow old maps to run with in reforge with old models will still require it to be able to run on a 64bit client for when it is used on reforged

another note on trouble shooting this i have successfully loaded the game from a save with in the 64bit version (no current issues presented)
 

deepstrasz

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now before any one jumps on the word "MOST", wc3 is the software not the map file, in which case the 64bit version of wc3 works perfectly fine, i dont know of any other map that has this specific issue, and more likley has to do with the map not being updated for the current patch of the game
another note on trouble shooting this i have successfully loaded the game from a save with in the 64bit version (no current issues presented)
Hmm, so you think that if you save this map on 1.31.1 with the editor it will not crash anymore?

Can save the map on 1.31.1 x64 but the issue is still present but the editor doesn't want to save the map on 1.31.1 x86_x64. It quits after some time and leaves a temp folder.
 
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Hmm, so you think that if you save this map on 1.31.1 with the editor it will not crash anymore?

actually i just saved the game in the 32bit client then went into the 64bit loaded it and played

Can save the map on 1.31.1 x64 but the issue is still present but the editor doesn't want to save the map on 1.31.1 x86_x64. It quits after some time and leaves a temp folder.

sounds like this map still has some major fixes needed still

other problems im currently seeing

1 after loading the map back in chests no longer work or dont spawn (this needs fixing i dont expect any one to play this for the 20 hours min)
2 alot of passive icons arent passive
3 some autocast icons are not autocastable
4 this map has over 30 hours of game time? so far most of it is watching cutscenes and not playing
5 theres no quest log
 

deepstrasz

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actually i just saved the game in the 32bit client then went into the 64bit loaded it and played
Yeah, I understood that. I was asking what you meant by the author not updating the map on the newest game version (or something?).
sounds like this map still has some major fixes needed still
I fail to see how this is related to the map and not the game version. What could there be in the map that will make x86_x64 creep out and crash?
1 after loading the map back in chests no longer work or dont spawn (this needs fixing i dont expect any one to play this for the 20 hours min)
Man, 1.31.1 is bugged: 1.31.1 [Bug] Loading saved game breaks some unit events
4 this map has over 30 hours of game time? so far most of it is watching cutscenes and not playing
It's a mix of JRPG and visual novel. There's plenty to play but scenes are long because characters talk to each other and stuff happens unlike most games where there's just a mission briefing with one person or few people talking to nobody (which is supposed to be the player).
 
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1 after loading the map back in chests no longer work or dont spawn (this needs fixing i dont expect any one to play this for the 20 hours min)
Oh hey there, that's actually the main issue I was running into on 1.31.1, with it breaking triggers :( Sadly there are a lot of other important evens broken on 1,31,1 with no way to fix it that I'm aware of. These issues aren't present in 1.30.4, so, it has something to do with that patch. Kinda just hoping for them to releace one last patch that fixes that issue *Fingers crossed* :p
 
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Did you draw inspiration from Chrono Cross and Chrono Trigger besides Final Fantasy?

haha yup! That's right :p and heavily inspired by Zelda a link to the past with it's world switching, using a similar method they used *Showing and hiding doodads during the switch event*


Thank you so much for taking the time to make this review! and for pointing out all these issues, hehe must have taken quite a long time :p It would take me even longer to reply to all of it, so i'll try and make it short :p
It actually really helps me out a lot though, and gives me a tun of info to work with while fixing up the map :) *It's gonna take some time* but one day it'll be the best it can be.

I'm aware of some of those issues, such as the pathing and terrain glitches, Having two worlds over lapping each other was a little confusing to work with :p But it's definitely one of the more easier things I'll try fixing up :)

You should inform that besides the black screen issue an issue with wrong cameras could occur. Also, why save after? I mean, isn't the cinematic gone by then if you load the game after saving it post its end? Oh, it was just supposed to fix the black screen. I guess, there's no fix for the locked cam over the world map... Surely, you have mixed some triggers or something otherwise it doesn't make sense why the camera remains locked to some weird places or why the fade off filter won't go off.

ooh that is such a weird and confusing bug, it only seems to take place in 1.30.4 . that locked camera is new actually. Thinking I fixed the black out i wasn't aware at the time of the locked screen until testing it again. * In my most recent update I think I've finally fixed it by removing the locked screen all together on bogars ship. It must be a bug, as saving and loading the saved file removes the locked screen, and testing the cinimatic alone from the editor doesn't locke the camera....Buut I think it's fixed now any way :)

To be frank, the "great" reward from this tower defense mini-game isn't worth it when I spent over 20k of gold to make sure I'm gonna have a proper defense which of course wasn't quite needed since the enemy didn't even reach the middle of their paths.

hehe yeah, you're right :p that whole tower defense thing needs some working on :p It was my first attempt, but could be a lot better :)


Funny how Camp Fire can work underwater :D
Haha! That's another thing i was hoping no one would notice! :p but hey Spongebob can have campfires underwater, soooo :p

Anyhow, thank you again, I'm gonna have to take the time to study this long list, and start fixing it up one step at a time....But first, I need to get soem Coffee in my system and wake up a little! :p

Happy newyear btw!
 
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I fail to see how this is related to the map and not the game version. What could there be in the map that will make x86_x64 creep out and crash?

does it crash on any other map at the exact same point? if not then its a map issue and not a client issue and if it was the game version would not all maps be crashing like this?

Man, 1.31.1 is bugged

but even in that thread there is plenty of discussion for workarounds, so things can be done

It's a mix of JRPG and visual novel. There's plenty to play but scenes are long because characters talk to each other and stuff happens unlike most games where there's just a mission briefing with one person or few people talking to nobody (which is supposed to be the player).

alot of the cutscene dialogue could be pop up text vs a 5 min mini movie, the cutscenes are done pretty well dev has talent, but it gets really dull when there are so many and so short

Kinda just hoping for them to releace one last patch that fixes that issue *Fingers crossed*

dont expect a patch to come just to undo a change that was made for how triggers work, 1.31.1 has been out for a long time and reforge is right around the corner, this new way of things are may force you to adapt
try some of the work arounds that have been talked of in the thread mentioned above
also see if you can figure out why the map crashes (64bit) when selecting it in the map selection and why it cant be saved in the 1.31.1 (64bit) editor as deepstrasz tried to do

another issue enemies spawn directly on top of you, would be nice if they were loaded in out of aggro range, and why are all heroes pretty much melee at 200 range?
 
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try some of the work arounds that have been talked of in the thread mentioned above
also see if you can figure out why the map crashes (64bit) when selecting it in the map selection and why it cant be saved in the 1.31.1 (64bit) editor as deepstrasz tried to do

I'll definitely try looking into some of those workarounds, my problem is, i'm actually not very smart when it comes to triggering :p I only know the basics, still learning though :)

Also, I would have no clue at figuring out the crashes, I wish I could understand, but I have no knowledge in that area, truly sorry.

In my next map however, I'm gonna try using the 1.31.1 editor, I think maybe the issue is, when loading a 1.29 map into the 1.31.1 editor, a lot of triggers break, I honestly have no idea if that's the case, just using the little knowledge i have :p

another issue enemies spawn directly on top of you, would be nice if they were loaded in out of aggro range, and why are all heroes pretty much melee at 200 range?
Oh for sure, that's one thing I'm gonna change in my next map, have a whole other systome for monster spawns :) I kept the heroes at a 200 range just to make it so they had some distance between the enemys

one thing I would love to do actually which I don't think is possible is, when having the Gunner job, having it so it changes the heros attack range to 600, when removing it, have the attack range return to normal, but I don't think you can edit attack range in the trigger editor sadly...
 
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In my next map however, I'm gonna try using the 1.31.1 editor, I think maybe the issue is, when loading a 1.29 map into the 1.31.1 editor, a lot of triggers break, I honestly have no idea if that's the case, just using the little knowledge i have

when all those triggers break, those are the ones that are suppose to get fixed

also i wouldnt use 1.31.1 editor reforge is right around the corner, and reforge is going to be the primary editor people will be using for new maps, i highly doubt wc3 will continue getting new updates other than to keep the core game running on newer machines, reforge is going to the the main game onward after release later this month

given that 1.31.1 being the old editor may never get a patch again

btw the editor is still open in the beta so free reign and practice
 
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when all those triggers break, those are the ones that are suppose to get fixed

also i wouldnt use 1.31.1 editor reforge is right around the corner, and reforge is going to be the primary editor people will be using for new maps, i highly doubt wc3 will continue getting new updates other than to keep the core game running on newer machines, reforge is going to the the main game onward after release later this month

given that 1.31.1 being the old editor may never get a patch again

btw the editor is still open in the beta so free reign and practice


Okay thanks for the help and advice, I'll probably just wait for the reforge then :)
 
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one thing I would love to do actually which I don't think is possible is, when having the Gunner job, having it so it changes the heros attack range to 600, when removing it, have the attack range return to normal, but I don't think you can edit attack range in the trigger editor sadly...

Northrend Bound does it, the base hero is melee and equipping a ranged weapon gives him 600 range. However, it seems to be an orb effect so some spells might be disabled.

Possibly it involves giving and removing a range bonus effect.
 

deepstrasz

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and heavily inspired by Zelda a link to the past with it's world switching, using a similar method they used *Showing and hiding doodads during the switch event*
I've first seen that in Soul Reaver but I see this Zelda game is even older.

Also, that bittersweet doublepost.

Great new year!
does it crash on any other map at the exact same point? if not then its a map issue and not a client issue and if it was the game version would not all maps be crashing like this?
I think it has something to do with the map size. I could be wrong. Maybe it's something related to imports that the x64_x86 version doesn't like for some reason.
but even in that thread there is plenty of discussion for workarounds, so things can be done
That's not our concern. The company broke the game, they must fix it. It's like getting a spoon with a broken handle.
the cutscenes are done pretty well dev has talent, but it gets really dull when there are so many and so short
Taste. That's not objective. Sure, I found some of them cheesy as well but those were the fewest.
dont expect a patch to come just to undo a change that was made for how triggers work, 1.31.1 has been out for a long time and reforge is right around the corner, this new way of things are may force you to adapt
try some of the work arounds that have been talked of in the thread mentioned above
It's not about adapting. It's about being forced to do so because of an error which could have been easily fixed after it had been reported. Imagine doing those workarounds and then when the fix comes, you'd have to switch back. If you're OK with that, it's not sane.
In my next map however, I'm gonna try using the 1.31.1 editor, I think maybe the issue is, when loading a 1.29 map into the 1.31.1 editor, a lot of triggers break, I honestly have no idea if that's the case, just using the little knowledge i have :p
No, as long as there's no crash or JASS error report. 1.31.1 has bugged events regardless if your map was made prior or with 1.31.1.
one thing I would love to do actually which I don't think is possible is, when having the Gunner job, having it so it changes the heros attack range to 600, when removing it, have the attack range return to normal, but I don't think you can edit attack range in the trigger editor sadly...
I think that could be done with the Rifleman's and/or Archer's range upgrades switched on and off.
given that 1.31.1 being the old editor may never get a patch again
It's back to 1.26 again then. I mean, loads of people will not buy Reforged, that's for sure.
Northrend Bound does it, the base hero is melee and equipping a ranged weapon gives him 600 range. However, it seems to be an orb effect so some spells might be disabled.

Possibly it involves giving and removing a range bonus effect.
If it's an orb effect, then it means that it activates the other attack which is set to be ranged. Any unit can have a max of two attacks in the unit editor.
 
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I think it has something to do with the map size. I could be wrong. Maybe it's something related to imports that the x64_x86 version doesn't like for some reason.

thats definitly a high probabilty, but it still confuses me why the 64bit version hases the issue, also you have to mention the x86 since the 86 has nothing to do with the client version, both 32 bit and 64bit are using the same x86 file structure, the x86 has to do with how the computer its self is built not the game


That's not our concern. The company broke the game, they must fix it. It's like getting a spoon with a broken handle.

its completely with in map makers concern if they want their maps to work
Blizzard did not break the game go play any campaign mission or ladder and it all works just fine, Blizzard doesnt have to fix anything.

It's back to 1.26 again then. I mean, loads of people will not buy Reforged, that's for sure.

loads is irrelevent
most people will be getting reforged
new people coming to wc3 arent going to buy the old outdated version they will buy the reforged version
old version isnt even on the blizzard shop anymore
and if your going to push the idea every one uses 1.26, are you also going to entice new people to get a illegal copy of old wc3 just so they can load up a outdated patch to play old maps just because a map dev (not this pages dev) would refuse to use the current editor (which will be the reforged editor) for their maps?
 

deepstrasz

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Blizzard did not break the game go play any campaign mission or ladder and it all works just fine, Blizzard doesnt have to fix anything.
That's untrue. There were many reports about the campaigns not working properly on 1.31.1.

Also, most campaign missions don't use these events the way custom mappers do.
Just read this thread: [Feedback] Compiled List of Bugs & Issues for 1.30.1+
Specific official campaign bugs:
1.31 broke everything!!! (they did something which isn't a reason why they couldn't do for the current issue)
Bugs and Glitches in the Warcraft 3 campaign
https://us.battle.net/forums/en/bnet/topic/20771846990
Bug in campaign: no inventory
and if your going to push the idea every one uses 1.26, are you also going to entice new people to get a illegal copy of old wc3 just so they can load up a outdated patch to play old maps just because a map dev (not this pages dev) would refuse to use the current editor (which will be the reforged editor) for their maps?
It doesn't have to be 1.26 only. Some are using 1.29.2. I use 1.31.1 but to be safe play on 1.30.4.

Anyways, Blizzard has to fix everything when a map is supposed to be compatible for every new patch as long as it was made with no external programs like JNPG, memory hack and whatnot.
 
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That's untrue. There were many reports about the campaigns not working properly on 1.31.1.

thanks for all the info i read through most of it (mostly skimmed looking for blizzard posts)

do we know if
option 1
1.31.1 is getting patched
or
option 2
reforged 1.0 will be the main editor and the main system that we will have to deal/work with (blizzard has alrdy stated they will be patching agressivly come launch

im going to assume option just becuase RoC and TFT have both been pulled from the store and there only reforged availble to buy, as far as i know right the backward compatabilty system for reforged to run old maps is still a thing.

(second thought on those many who arent going to get reforged, why not? its only 25% of what we paid for RoC and TFT which was 60 bucks a piece when they came out)

somthing else i just thought of if blizzard has to fix everything given the parameters you said above, do they have to fix 1.31.1 or just have to make sure everything will work on reforged 1.0?
 

deepstrasz

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im going to assume option just becuase RoC and TFT have both been pulled from the store and there only reforged availble to buy, as far as i know right the backward compatabilty system for reforged to run old maps is still a thing.
Classic Warcraft III might become free like non-Remastered Brood War.
(second thought on those many who arent going to get reforged, why not? its only 25% of what we paid for RoC and TFT which was 60 bucks a piece when they came out)
Mostly because it's a graphics rehash and that many people are paying more than that sum because they are not living in the US or west Europe.
 
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Mostly because it's a graphics rehash and that many people are paying more than that sum because they are not living in the US or west Europe

so just graphics no improved editor and ability to run and create larger map files?

i know graphics will be new but id assume we would be getting more power in the editor at minimal in size limits

im going to be super dissapointed if all the map devs i got gathered for bug hunting (wall of text) wont be able to expand their prowess and still have the exact same limits as classic wc3

now you got me thinking about replanning my plans for the next few months and just coming out of hiatus with launch so close

for those out of west EU and US wouldnt the original 60 dollar price for RoC and TFT been just as bad at thier release points?
 

deepstrasz

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so just graphics no improved editor and ability to run and create larger map files?
There might be some improvement like those but possibly over time.
for those out of west EU and US wouldnt the original 60 dollar price for RoC and TFT been just as bad at thier release points?
Yeah, I'm saying those people payed more for the original games as well, so Reforged would look even more expensive considering the facts.

I don't know what exactly will Reforged bring for modding because they weren't specific on that as they wanted to fix all possible game breaking bugs, not add stuff.
 
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I don't know what exactly will Reforged bring for modding because they weren't specific on that as they wanted to fix all possible game breaking bugs, not add stuff.

i wouldnt expect added things, but perhaps larger limits, oh and the power to handle the alrdy large maps out there more easily
 

deepstrasz

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@deepstrasz well ill leave this map in your hands completely i doubt id ever get through a game this long with 30-60% of it being cut scene
I'm glad you didn't rate on a whim.
Mathayis' work is different than regular stuff we get here. As mentioned before, he combines visual novels with JRPGs. If it were only the latter, probably you'd have liked this since you don't have patience with ample cinematic scenes.
One thing's for sure, at least in the first part of the map, the scenes are way less than in his first work :D
 
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I'm glad you didn't rate on a whim.

maps have to be played once through before rating (otherwise would be a half rate which isnt really logical)

If it were only the latter, probably you'd have liked this since you don't have patience with ample cinematic scenes.

its not so much patience, more so the flow of combat is intrurpted so much, i remember being as far as an enemy base and there was a cutscene and some alarm went off and then baddies came "time to fight i thought" we fought and killed the baddies, and then, cutscene only to introduce another wave of baddies, i think it would have been nicer to have some small pop up dialogue and not interrupt the combat engagement, i hope his next work will be a little less stop and go with the cutscenes since you say his first part of this series was more cutscene
 

deepstrasz

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maps have to be played once through before rating (otherwise would be a half rate which isnt really logical)
You tell that to those that rate maps after less than 5mins.
ome alarm went off and then baddies came "time to fight i thought" we fought and killed the baddies, and then, cutscene only to introduce another wave of baddies, i think it would have been nicer to have some small pop up dialogue and not interrupt the combat engagement,
I agree. There are such moments that are not adequate at all.
 

deepstrasz

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hello how are you, I want to ask beforehand, how to put a custom campaign on the patch, thank you
It's not a custom campaign. It's a normal map. Depending on what patch/game version you have, you have to put it in Maps. For 1.29+ Maps is located in users/documents/Warcraft III/Maps. For versions below 1.28, the Maps folder is in the game's folder, where you installed it.
 
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The camera-in-walls does seem resolved by 1.30.4.

During the cutscene where Miles sets up the teleporter:
* When Tiya falls on her face, she sinks through the ground (only her cape is visible).
* Shortly after the teleporter was set up, the python respawned and attacked him, then Tiya, eventually killing her twice (just as the scene shifted to the village) and removing her from the rest of the cutscene. Fortunately I was able to revive her at a life point.

During the scene where Nicholas leaves the party, he should look at Lea/Lea should be in the middle of the group when he speaks to her specifically.

When the party returns to the mystic pond to turn off the gate, the python is still there (and another one spawned when the party moved in).
 
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the python respawned and attacked him, then Tiya, eventually killing her twice (just as the scene shifted to the village) and removing her from the rest of the cutscene. Fortunately I was able to revive her at a life point.
Oh? Hey thank you so much for letting me know about that :eek: I'll have to look into that, as I'm pretty sure I made sure to turn off that monster spawn for that cinematic...However, in the latest update i did, I did change up that cinematic, trying to shorten it a little, maybe accidentally deleting the "Turn off trigger" in the process lol :p Thanks again!

Edit:
Oh crud XD yeah, I see how I messed that up :p Sorry XD I originally had the cinematic play right away when entering a region, pausing the units and turning off the monster spawn.... but I ended up changing it to where when the unit enters the region it slowly fades out the camera, pausing the units 2 seconds later, giving you time to enter the monster spawn before turning it off XD My bad :p
 
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Interior areas where the exit is on the south side should have no/smaller wall doodads on the south so you can better see the exit.

Selection circles are still visible in cutscenes.

Luna's selection circle should be at ground level.

Hi Potion and Hi Potion Pouch don't stack.

You can fly over the goblin forest (the Tiya-only dungeon) with Luna, and this will trigger the cutscenes with her.

-

South exit from Duncan's hideout should have an exit marker.

During the cutscene leading to the assault on Crystal Tech, several characters had an Acid Bomb debuff (presumably from the bioblaster they'd been fighting).

Selecting Duncan still gets a message from a temporally-displaced Roaxe.

The final room should be better indicated, the door leading there looks like a solid doodad. Maybe have a glowing line run through the door.

At the end of the Crystal-Tech cutscene, Robin and Fable aren't lifted up.

They should comment on the gates in the SE and NW corners of the desert.

Terrorfly search zone should the one where the snakes appear, or there should be some indication that you need to dig in the area just to the north.

Jered's hint for the hydra is given in the cutscene instead of after it, unlike the others.
 
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(lost the previous writeup, more as I find/remember them)


There should be some way of knowing what jobs/items upgrade into, especially if it involves losing 100+ SP to upgrade just one spell.

Tougher enemies should drop more than 1 SP (or randomly drop SP powerups).

Some job upgrades seem unbalanced. For instance, Monk's Chakra goes from 350 to 900 to 1800, but stays at 350 for the first few levels. Similarly, Cure goes from 100 to 200 to 700, but at least increases with every job level.

Treasure boxes given jobs in slot 1 get the abiities.

Treasure box item grab and drop range should be longer.

Monster hunt hints should be clearer/the search areas made bigger (e.g. the terrorfly's isn't the actual place where the snakes show up but to the north, Tiamat's room isn't the southernmost one, Abaddon's isn't at the statue but on the other side, etc.)

Skybox isn't visible in several cutscenes or when Luna's flying.

The character portraits changing color in cutscenes should be fixed, especially with the new icons.

Temporarily-owned units like Bogare and demon portals still use the Siege Engine tooltip.

Cure's tooltip still says it damages undead.

The large building in Windell can be walked through.

Goblin island:
* If Tiya dies while alone, control should be returned over the other heroes so you can revive her.
* When leaving the island, trees block the view.

"Alas!" -> from context, should probably be "At last!"

Alumina raid:
* There should be a "no time to get Robin" comment.
* The first Burrower can be seen and spellganked before it even turns hostile.
* Flamecasters sleep at night.
* The effects for Goldshire were cool, but it have been nice to see Bill getting possessed instead of just showing up as an enemy.
* Robin's hallucination has no name, causing the "Level 1" to float all over the screen.
* SPinny's shop can be entered and Spinny still inside.
* As everyone is returning to the village, Kiye's head turns 180° to talk to Robin.

Heavenward portal can be activated from behind.

During the big reveal,
Malakiye
says his own name out of nowhere. Probably a copied "Transmit from [unit]" line.

What happened to getting the airship?

During Nick's entrance, he starts facedown and in the wrong direction.

Spinny can be found in his shop before the cutscene gets triggered with Tiya and Talo.

The first world switching should be a cutscene.

Flag for the ocean palace is still in the modern world.

Arena:
* Robin's tooltip for the arena is still Starfall's.
* Why does the Mech Armor lose Strength when upgraded from the Brave suit?
* (8) Bloody Knuckles upgrade into (7) Buster Knuckles, losing the self-heal effect.
 
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Storage can't be cast on spell-immune units (e.g. those with Rainbow Robes).

The model used for the Iron Scrapper and others (a guy with a spiked mace) remains in midair after it's dead.

Gauntlet items can be upgraded but don't have numbers.

When landing, vision is suddenly given of the entire map.

-


Airbase Raid:
* The campfire doodad from the desert (where a sandworm and two scorpions spawn) is still present in the modern world.
* Uh... I might have missed a cutscene or something, because the future Erin and Jered mention the party as though they'd already met in that world. Not even a "how're we going to get in the base?" scene.
* Taco girl is mechanical.
* So the attack is a cool scene, but there are several parts that don't make sense. Why doesn't everyone get out of the car to help? Why does the car move so slowly? Why do they * only get out at the end after Nick told them to stay inside?
* Redrock and Talon: Several ramps have missing borders, so you can just go through the wall.
* So Bill's offer of teaming up just goes ignored? He seemed to go hostile immediately.
* Barnabas and King of Talon's names are inverted.
* Can't free Barnabas or respond to him?
* Some wall/door doodads look closed but can be walked through.
* Dark Knight lifting off could use more inspiring music.

Future
Chuku has no disbtn. Also, wasn't
Seth
possessed?

So how'd
he
get to the other world?
When you get him back,
Kiye
has the items and levels from
Malakiye
.

Dark Knight's selection circle is too small, both in flight and grounded.
Dark Knight's interior has an unfinished area to the right.

So Talon and Redrock can't be revisited?

Bug where Chasper Forest enemies spawned in Tristone City. First of its kind too.

Went back to Gladia and the Alumina portal is still there.

Mine boss' hero name is "Of the shadows".

Mindy:
* Mindy's upgrades have to be bought one at a time. As in, buy one, leave so she becomes neutral, come back, buy, etc. Also, she uses the Paladin icon.
* Maybe it's just me, but by this point in the story there's just very little to spend money one, so the upgrades aren't that expensive.
* Only 4 boxes aboard the Dark Knight, not 5.

Non-modern Tamirage has no landing marker, though you can still land there. Modern one's marker appeared in the cutscene, but is no longer on the map.

Not sure Gifts of the Chosen work. Do you need to take them in slot 1?
* I think the Elementalist's might, but only with Chain Lightning (and even then I'm not sure).
* Ranger's Rapid Fire isn't replaced with anything, nor do the arrows look any different.
 
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Storage can't be cast on spell-immune units (e.g. those with Rainbow Robes).

The model used for the Iron Scrapper and others (a guy with a spiked mace) remains in midair after it's dead.

Gauntlet items can be upgraded but don't have numbers.

When landing, vision is suddenly given of the entire map.

-


Airbase Raid:
* The campfire doodad from the desert (where a sandworm and two scorpions spawn) is still present in the modern world.
* Uh... I might have missed a cutscene or something, because the future Erin and Jered mention the party as though they'd already met in that world. Not even a "how're we going to get in the base?" scene.
* Taco girl is mechanical.
* So the attack is a cool scene, but there are several parts that don't make sense. Why doesn't everyone get out of the car to help? Why does the car move so slowly? Why do they * only get out at the end after Nick told them to stay inside?
* Redrock and Talon: Several ramps have missing borders, so you can just go through the wall.
* So Bill's offer of teaming up just goes ignored? He seemed to go hostile immediately.
* Barnabas and King of Talon's names are inverted.
* Can't free Barnabas or respond to him?
* Some wall/door doodads look closed but can be walked through.
* Dark Knight lifting off could use more inspiring music.

Future
Chuku has no disbtn. Also, wasn't
Seth
possessed?

So how'd
he
get to the other world?
When you get him back,
Kiye
has the items and levels from
Malakiye
.

Dark Knight's selection circle is too small, both in flight and grounded.
Dark Knight's interior has an unfinished area to the right.

So Talon and Redrock can't be revisited?

Bug where Chasper Forest enemies spawned in Tristone City. First of its kind too.

Went back to Gladia and the Alumina portal is still there.

Mine boss' hero name is "Of the shadows".

Mindy:
* Mindy's upgrades have to be bought one at a time. As in, buy one, leave so she becomes neutral, come back, buy, etc. Also, she uses the Paladin icon.
* Maybe it's just me, but by this point in the story there's just very little to spend money one, so the upgrades aren't that expensive.
* Only 4 boxes aboard the Dark Knight, not 5.

Non-modern Tamirage has no landing marker, though you can still land there.

Not sure Gifts of the Chosen work. Do you need to take them in slot 1?
* I think the Elementalist's might, but only with Chain Lightning (and even then I'm not sure).
* Ranger's Rapid Fire isn't replaced with anything, nor do the arrows look any different.

Between you and Deepstratz I just want to thank you so much for taking the time to play through and point out all the issues and bug, a lot of them I seem to have missed out on :eek:
One of these days I'm really going to have to have a sit down and really start working on this again :p I was hoping to add some more to the game, such as being able to revisit Talon again for one last Bilbaskas encounter. * You do actually get to revisit Redrock again for a brief moment* Though, the optinal boss there may seem out of place, It's sort of a setup for Good&Evil 3

As for the gifts of the chosen, It was during a time when I was really burnt out working on the game but I think most of them should be working, I'll have to take a look at that :D

Anyhow, thank you again!
 
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No reaction from the unmodern Slade if you go back to him.

Roaxe appears in the Toxic Hills.

So where're Duncan and Clyde? Would've been nice to get their reaction.

Some triggered abilities ignore Spell Immunity.

Ranger's Critical Strike (when using Vital Strike) is missing the tooltip.

Some units belong to Player 4 or NPC.

Once you buy the extra storage, they should also be summoned by the job upgrader's spell.

1 Beast Hide -> 3 Scale Armor -> 2 Dragon Hide -> 3 Dragon Mail -> 4 Shadow Mail

Announcer says Kuza Beast is level 40, it's level 30.

Mayhem:
* Does Mayhem heal between jumps?
* Modern Slade needs a more appropriate model, he looks exactly like Kiye, not Slade.
* Jonny also needs a new model, both because his portrait keeps turning into a black square and because Crystal Dragon Jayzus he's ugly.
* No skybox during the helicopter arrivals.

Red Rock (the town with Erin and Jered the monster hunters) is still visible on the modern overworld.

Not sure why, but the second airbase mission didn't trigger immediately, even going up against the invisible wall. Then they must have gone into the right area, because Yagamoto showed up. No skybox in that cutscene.

After beating Ark, there are Red Rock troops outside the tunnel, but they don't say anything. The tunnel is still accessible, but the base isn't even though the main gate is lowered.

After beating Catastrophe, the Sky Gate was destroyable but you still couldn't pass through.

Bonus Boss Plot:
* During the evil-twin fight, summons (Gunner's Ray Guns, Ranger's Campfire) stay around long enough to participate in the next fight.
* "The suffering" should be "Suffering".
* Hatred(s?) sometimes just wander off without attacking.
*
So God is a half-naked hobo?
* The final bossfight was... kinda underwhelming. Maybe it's because I had spell immunity for everyone, but it was basically just spamming spells on my part so it would end in less than an hour, and he just... stood there and attacked, no spells or summons even. Also, he doesn't seem to drop anything.
* After the fight, the village is still covered in eyeballs.

Skybreak:
* Shouldn't it be Skybreaker?
* Maybe have the cannons look like they're continuously firing at the ship.
* Awww, I was hoping Kiye would tell him what he became in the future.

Crystals:
* "Naughty" is not a good name for an enemy unit. Not in the slightest.
* Mysterious-hood-dude's textbox floats all over the place. Maybe make his name and class " ".
* Not sure if it was intentional, but during Robin & Talo's segment, the room with the Living Statue (which is targetable before it activates, maybe give it Locust until then) had a few low-level modern soldiers appear before I'd actually gone to their spawn zone.
* In the main hall, the left statue remained neutral when the right one went hostile, its head continuing to turn towards Miles. Then it became hostile, possibly someone because moved to the right area.
* ... Not one single "I don't feel too good..." ?

World of falsehoods:
* The sails are pointing the wrong way on Nick's ship.
* Wild Grizzly's hero name is "Of the mist".
* Tabanth's portrait is his chest.
* Broken Man and Engineered Soldier should be switched around. And possibly replace Broken Man with his name, since we know it now.
* The Engineered Soldier's corpse seems to drop through the greenery.
 
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