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Holy War: Anniversary 1.49a

Holy war
Updated by Xeddin
Map based on Region 0.37 by rulerofiron99(with permission of author).Made for all who waiting for region update)
Map Info:
Build an army on your territory. Every round, your army spawns to fight either against randomised creep waves, or against another player's army. You have no direct control over your army after it spawns; your role is to build the right units in the right formation and gave them correct orders. Victory is achieved by acquiring a set number of Victory Points, gained by beating other players' armies.


Check out new maps:



full
Or you can play as powerful boss and destroy all opponents by yourself in new game mode.
M5DTvHV


According to the latest data this card develops business thinking(it helps assess the risks and benefits, as well as to correctly assess the value of things).

Suggested players: 2-6.
Playable in single player, but not recommended (balance is for 2+ players)


Drawing inspiration from:
- Legion TD
- Blood Tournament
- Pokemon Defense.

Screenshots:


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YouTube:






Stories:





Tutorials:















Guids (Survival):


Demons When using these tactics, I did not lose a single life (that depends of bosses abilities).

Cobold Taskmaster (no upgrades)

1. 8 Demon Warriors (Set to Flee at 50% HP). 6 Warriors set to charge after 7sec. Lightining to enemy Range Cobold - 3mana.
2. Astral Hound (charge 3 sec) + 2 Demon Warriors (Set to Flee at 50% HP). Lightining to enemy Range Cobold - 3mana.
3. Almost random units and behaviors + Rain of Fire (7mana). 1-3 against all types of Cobold.
4. 6 Archers (Flee at 50% and 7 sec Charge). Lightining to enemy Range Cobold - 3mana. 4 Weak Against Teleport Cobold Without using Landscape and Random Events. Sometimes I can kill him without mana (Volcano, Roots or Goblin Mine can help).

Dark Troll Lord (Upgrade: Haste - lvl 2, Food - 2)

1. Astral Hound, 3 Archers (Flee 50%), 8 Demon Warriors (Set to Flee at 50% HP). All Units set to 7 sec charge. Lightning to enemy Troll Guard - 3mana.
2. 2 Astral Hound(Flee at 50%), Hound, 3 Demon Warriors (Set to Flee at 50% HP). All Units set to 7 sec charge. Rift - 4mana.
3. 4 Hounds, 3 Archers (Flee at 50%), 3 Demon Warriors (Flee at 50%) All Units set to 7 sec charge. Lightning on enemy Troll Guard – 3 mana.
4. 2 Hound, 6 Archers (Flee 50%), 5 Demon Warriors (Set to Flee at 50% HP) – All Units set to 7 sec charge. Two Lightning on two enemy Troll Guards – 6 mana. Troll with Goblin miners – can destroy all this builds. Fire Huntress can help you with it, but you can lost lives before wave 10.

Behemoth (Upgrade: Haste - lvl 5 Melee Armor 1, Melee Attack 1, Food 3)

1. Lord Xavius, Slasher, Astral Hound, 3 Archers (Flee 50%), 8 Demon Warriors (Set to Flee at 50% HP). All Units, except Slasher, set to 7 sec charge. Posses Lord Xavius – 2 mana. (can take 3-5 min)
2. Astral Hound(Flee at 50%), 3 Demon Warriors (Set to Flee at 50% HP). All Units set to 7 sec charge. Rift – 4 mana.
3. 1 Wizard Slayer, 3 Hounds, 3 Astral Huntress, 5 Archers (Flee at 50%, 1 Flank Left, 2 Flank Right), 3 Demon Warriors (Flee at 50%). All Units set to 7 sec charge, except Demon Warriors(3 sec charge). Rift – 4 mana. 1-3 Behemoth with murlocks can kill you.
4. 1 Wizard Slayer, 1 Hound, 8 Archers, (Flee 50%, 2 set to flank left, 4 set to flank right), 2 Fire Huntress (Build at Bottom Left and Bottom Right corners),5 Demon Warriors(Set to Flee at 50% HP) – All Units set to 7 sec charge, except Demon Warriors(3 sec charge). Two Rift – 8 mana. Build Against Murlocks. Usually Demons have no problems with enemies after Behemoth.

Wave 34 (Crawlers)


Best Units for this wave

5 Ancient annihilators

6 Great infernals

11 Pocket annihilators

11 Infernals

2 Demon cannon

8 Archers

Great infernals and Ancient Annihilators set to charge after 3 sec (because of Cravlers "Stomp" ability),
Archers set charge to 7 sec (to cast firebolt).



Features:

  1. Unique TD-ish gameplay, combining the low-APM requirement of Tower Defense with the glorious battles of melee Warcraft.
  2. Set your army in a formation to maximise its damage and survivability.
  3. Eleven different races to choose from, each with its own strengths and weaknesses.
  4. Use global-range spells to influence battles, improve your army, or slow down another player's progress.
  5. Powerful bosses, each with special random abilities designed to plow through your tanks and engage all elements of your army.
  6. Randomized creep waves, ensuring that each game is different to the last.
  7. Failing a level doesn't mean it's over for you; you get to fight it again next round. Although this might slow down your progress (and thus army size), you will never find yourself out of the running.
  8. Many options and army styles to choose from, and designed to all be viable. Holy war isn't a game where the winning strategy is to simply spam a powerful unit; every build and every strategy has a counter.
  9. Set custom behaviours on your units; e.g. to have them perform a tactical retreat when near death, or flank your enemy's army.
  10. Multiple game modes: Survival (leak X amount of waves to lose, last player wins), Classic (as described above) and Tournament (you fight against players each round), Overlords (Play survival mode as powerful boss); each of which can be customised with Short/Medium/Long and Allpick/Draft/All-random/Alliance
  11. Over 420+ unique units.
  12. Epic mass duels, and raid boss battle. (Classic and Survival mode)
  13. Two alternate endings and two epic mini games(in survival mode)
  14. Hell mode: -hda (heavydrugabuse).
  15. You can choose from eleven different terrain with various landscape bonuses.
  16. Hell random bots(works at hard difficulty)
  17. Great amount of beautiful models.
  18. Great environmental effects.

Changelog:


Holy War Anniversary 1.49a
  • Decreased Scorched Village difficulty.
  • Fixed Vol'Jin mana regen and Castle self killing bugs.

Holy War Anniversary 1.48g
  • The requirement to have one first melee unit to build a mage has been cancelled.
  • Other minor bug fixed.


    Have Nice Game!
Holy War Anniversary 1.48e
  • Added Hard Mode (-hm).
  • Changed AI behaviors for some units(who run and continuously choose a target).
  • Changed Castle Defence Castle Configuration and Sargeras Battle Spawners.
  • Fixed Village and Castle auto death bug. Changed unit AI for this events.
  • Added two new creeps to Scorched Village.
  • Changed skills for Neltarion (level 30).
  • Rebalanced Castle Nuke (level 25) and added high attack speed ability.
  • Disabled limit for Rulerofiron and Sage(Dwarfs) units.
  • Sharpshooter (Dwarf) to Baradung upgrade has been moved to the second upgrade of the first Dwarf unit.
  • The Elite Sniper (NE) to Demon Hunter upgrade has been moved to the second upgrade of the first Night Elf unit.
  • Fixed Forecast Ability(Builder)
  • Fixed description for some units.
  • Icons changed for Angel and Khadgar(Humans).
  • Other minor bug fixed.


    Have Nice Game!

Holy War Anniversary 1.32a

  1. Rebalanced some units (Succubus(Demons), Ancient Protector (Azeroth Defenders) and other minor fixes in balance)
  2. Changed AI behaviors for Destruction Lich
  3. Changed old skill for Neltarion (level 30).
  4. Fixed Scorched Village bug and other minor bug fixed
  5. Fixed description for some units.
    [*]Changed Castle Defence Castle Configuration and Sargeras Battle Spawners.
    [*]Restored Loading screen!)

Have Nice Game!


Holy War Anniversary 1.31.1a





  1. Rebalanced some units (Dimension shifter(Nerubians), Gryphon Rider (Dwarfs), Portal Cannon (Azeroth Defenders), All Bone Temples (Skeletons) and other minor fixes in balance)
  2. Changed AI behaviors for some units.
  3. Added new skill for Neltarion (level 30).
  4. Increased fps (on ~ 10-12 points for late game)
  5. Fixed description for some units.



      • Added new enemies for Scorched Village event.


[/COLOR]

Holy War Anniversary 1.23a



    • Increased fps (+10-15 for late game)
    • Fixed AI of some units.
    • Other minor bug fixed




Holy War Anniversary and Remastered 1.21b


  1. Fixed Camera Height Bug
  2. Rebuild Devil Archer and Cannon AI
  3. Other minor bug fixed

Holy War Anniversary and Remastered 1.21a

  1. Changed Haunted Village Difficulty
  2. Fixed Arthas Ghouls Attack upgrade
  3. Added Random Enemy Races for Boss Mode
  4. Fixed Baradung Description
  5. Rebalanced some bosses units
  6. Fixed Dark Troll Lord Attack Upgrade in Overlords Ascention
  7. Changed races description for Overlord Ascention
  8. Dark Troll Lord Get Double Kill Money
  9. Lucky Coins Spawn at Battlefield in Overlords Ascention Mode
  10. Rebalanced and Fixed some of Dark Troll Lord Skills
  11. Fixed Koblod Tasknaster Skills

Holy War Anniversary and Remastered 1.1a
  1. Increased Fps for Elven&Defenders of Azeroth terrain
  2. Random terrain replaced with "None Terrain" - without bonuses => even more fps)
  3. Fixed some unit descriptions.

Holy War Anniversary 1.09k and Remastered 1.02d
  1. Changed re-roll time and max number of re-rolls.
  2. Fixed tier III units in Alliances mode.
  3. Fixed battle against Murozond.
Holy War Anniversary Remastered 1.02c


  1. Fixed descriptions for some abilities and units.
  2. Fixed Aliances for battle against Murozond.
  3. Other minor bugs fixed.

Holy War Anniversary Remastered 1.02a
  1. Fixed Sindragosa movement (Fly for now)
  2. Fixed Aliances for battle against Void God and Y'Sharaj (Remastered version Last Bosses)

Holy War Anniversary Remastered 04.01.19
  1. Fixed footies attack and hp.
  2. Added -de/-ee commands(disable/enable Tornado/Infernal/Volcano events).

Holy War Anniversary 1.09e
  1. Fixed Frenzy lich Tentacle(cast on enemies)
  2. Fixed KelTas and Aelin behaviours.
  3. Minor rebalance of undead unit.

Holy War Anniversary 1.09b
  1. Fixed Mal'Furion requirements bug.

Holy War Anniversary 1.09a
  1. Optimized Nerubian and Sceleton lanscape - 60fps.
  2. Added new button Reset Army behaviors.
  3. Fixed -endround bug.
  4. Rebalanced Infernal and Great Infernal(Demons).

Holy War Anniversary 1.08c
  1. Fixed all races wizards selection fatal error.

Holy War Anniversary 1.08b
  1. Fixed NE Druid Fatal Error.

Holy War Anniversary 1.08a
  1. Fixed Terrain selection (random terrain is chosen from terrains that selected by players).
  2. Added -de/-ee commands(disable/enable Tornado/Infernal/Volcano events).
  3. Rebalanced Behemoth "Water Spirits", Stronghold "Nuclear Strike" and Neltarion "Finger of Death" spells.
  4. Decreased cost and stats of some Demon units.
  5. Rebalanced Ysera "Emerlad Dream" ability.
  6. Fixed Medivh, Vol'jin, Jailer and Executioner behaviors.

Holy War Anniversary 1.07a
  1. Multiboard Restored (combined with a timer);
  2. Added new unit Fire Shaman(Beast Builder(Naga)) - ready for locust);
  3. Fixed Dark Slayer (Trolls) damage type;
  4. Fixed Savager(Trolls) name.

Holy War Anniversary 1.06a
  1. The work of triggers is optimized(increased frame rate for late waves and bosses).
Holy War Anniversary 1.05c



  1. Fixed -endround(when player leaves).
  2. Fixed "Set Mercenary" behaviour description.
  3. Fixed -ahm bugs, decreased Nozdormu difficulty.
  4. Balanced Classic mode opponents selection for games with an odd number of players.
  5. Other minor fixes.

Holy War Anniversary

  1. All triggers are stabilized.
  2. Added Environment Event System (Meteor, Tornado, Volcano)
  3. All Overlords got new units: Cobold(Random box, Rat), Dark Troll (Bashi-Bazook, Fel Boar), Behemoth (Ocean Lord(Prince of tides upgrade))
  4. New Creep "Doppelganger"
  5. Added new units Baradung (Dwarf), Spiked Fury (Defenders)
  6. Fixed Portal Cannon Drainei (now has "summoned" classification)
  7. Fixed and balanced Overlodrs mode enemies on all Difficulties(all enemy races)
  8. Rebalanced "Great Infernal" (Demons)
  9. Creeps got additional Attack Speed after 6 minutes of round.

The Last Holy War
  1. Added 2 new units to Night Elf (Lone Druid and Hippogriff)
  2. Added 2 new unit types to Undead (Crushers and Undead Temples)
  3. Added Ancient Annihilator to Demons
  4. All workers now have 30 points of max. mana.
  5. Balanced Overlord Ascension difficulty.
  6. Added new enemy - "King of Souls".

Holy War: Complete Story
  1. Completed the story of Warcraft in Survival mode(Battle with Void God).
  2. Changed some unit models.
  3. Other minor bugs fixed.
Can't upload to epicwar because of file limit(96mb).

RUS and ENG versions


  1. Other minor bugs fixed.

Nameless
  1. Fixed food usage(for all) and description for Kobold Taskmaster in Boss Mode
  2. Other minor bugs fixed.
1.99t


  1. Added new hero for Humans - "Exorcist"
  2. Fixed duels in Overlords mode and changed duel period to 4 rounds, also increased starting gold to 600.
  3. Fixed Kobolds "Rearm" upgrade in Overlords Mode.
  4. Fixed bug with dead spectators on duel.
  5. "Portal Cannon" now have Magic attack.
  6. Added auto revolution upgrade in Alliances mode.
  7. Necromancer ''Death Coil" cool-down decreased from 8 sec. to 4 sec.
  8. Vampiric Aura fixed for Behemoth and Death Wing.
  9. Fixed descriptions for some Units and Abilities.
1.94k


  1. Added new Creep(Deadly Shadow(has Evasion 20%, Small Splash, Converts spells to hp and has 80% of pierce damage reduction))
  2. Added two new units - Ronin (ork), Demonic Veteran (ork)
  3. Death Wing HP capacity increased from 130000 to 140000, blink fixed.
  4. Fixed Multiboard after Team Battle.
  5. Fixed all bugs for "Set as Mercenary" Behaviour, added marks for shared units.
  6. Increased units upgrades max level(now 18 for all abilities).
  7. Broxigar armor increased from 0 to 2.

1.94c
  1. Fixed -sh Fatal error(I think that finally).
  2. Geyser works only on non boss units now.
  3. Rebalanced "Scorched Village".
  4. Fixed description for some spells.
  5. Other minor fixes.

1.94b
  1. Fixed Yoggsaron bug.
  2. Changed spells of Jaina and Sylvanas.
  3. Other minor fixes.
1.94a


  1. Fixed "Corrupt" Ability from Nerubian wizard.
  2. Fixed Antonidos and Medivh behavior.
  3. Fixed Draft mode.
  4. Fixed Scorched Village and Castle De fence mode.

1.93a
  1. Fixed duel gold bug.

1.93a
  1. Fixed "Overlords" mode bugs.
  2. Rebalanced "Overlords" mode units and spells, added new unit to Kobolds army.
  3. Added new upgrades in "Overlords" mode.
1.93


  1. Fixed "Overlords" mode bugs.
  2. Rebalanced "Overlords" mode units and spells, added new unit to Behemoth army.
  3. Fixed columns information in all game modes.
  4. Fixed annihilation mode balance.
  5. Sargeras got new skills and improvements.
  6. Other minor bug fixed.

1.92c
  1. Fixed "Overlords" mode bugs
  2. Rebalanced boss army and ability cost.
1.92a


  1. Fixed "Overlords" mode bugs
  2. Changed race descriptions.
  3. Fixed Scorched village bugs.

1.92
  1. Added new game mode: "Overlords".(Fight as hero against all races and other bosses)
  2. Fixed Frost Crossbow Spell Upgrade (Thanks Adam from WC/SC/Strategy YouTube channel)
  3. Fixed some descriptions.
  4. Fixed Scorched village bugs.
1.81


  1. Added mini battles (games) for Survival mode (for 4 and 2 players)
  2. Rebalanced and increaced levels of crepps at 26-32 levels
  3. Added Harpy Queen to neutral creeps.
  4. Changed count of sceletons for warrior and archer (with upgrades)
  5. Endless Sculborbs fixed
  6. New formula for reward gold = (count of kills * (level number/100))*((1.5- Income level/ Max income Level)*(2- Current lives/ Max Lives)
  7. Added new units:
  • HE: Kael, Eldin, Hawk Rider, Forest Ruler
  • Orks: Rexar
  • Demons Astarta, Satyr, Felguard
  • Humans: Admiral Proudmoore, Jaina Proudmoore, Jailer
  • Trolls: Edgemaster, Mammoth
  • Dwarfs: Magni, Hemet
  • Naga: Dalissa (beast builder)
If you want to help other players from your country and can translate english text into your native language. We will be happy if you translate Holy War into your native language. (Credits and some other features guaranteed!). All questions you can ask in private message.

1.78


  1. Added Razu'Hanab, Architect and Dreadnought (Nerubian).
  2. Changed count of sceletons for warrior and archer (with upgrades)
  3. Increased Sargeras difficulty.
  4. Improved Dark Fog ability for Troll boss.
  5. Minor bug fixed.
1.75


  1. Added Nsa'Raj (Nerubian).
  2. Fixed Neltarion teleportation.
  3. Decreased power of Helicopter.
  4. Rebalanced High elf units.
  5. Fixed small bugs.

1.73
  1. Improved "set as Mercenary" behavior - now you can add or reset all selected units.
  2. Fixed Kill'jaeden and Khadgar Ai
  3. Fixed small bugs.

1.72R
  1. Added Yogg Saron as 35 level boss.
  2. Added Mode "All Hail Murozond" - Fight Secret bosses.
  3. Added Sir Dinadan (Human), Shezoth (Naga), Wolfmother (High Elfs), Tricky Beetle (Nerub).
  4. Added new creep: Centaur Khan.
  5. Rebalanced Nerubian Great and Ancient Scarab.
  6. Changed Ancient Scarab spell reflection.
  7. Other balance improvements.
  8. Fixed small bugs.
  9. Increased difficulty for "-heavydrugabuse"

1.72

  1. Decreased map size(7.94-7.47)
  2. Added new hero Khadar(Humans).
  3. Nozdormu got new spell.
  4. Fixed portraits for Slayer, Savager and Dark Slayer(Trolls).

1.70a

  1. Fixed "Set as Mercenary" at Mass Duels.
  2. Fixed Charge 7 s. Now work properly for all units.
  3. On duels units with Charge 7, set to charge 3 automatically(because of idle units killer system)
  4. Changed Sister of Elune (NE) "Resurrection" ability to "Dark Rebirth".
  5. Fixed Geyser (Demons Terrain) - cast cyclone not so often.
  6. Decreased Sargeras ability to make huge holes
  7. Now, dialog box with choice between Holy Crusade and the FFA, appears only for Sargeras killer.
  8. Fixed description for Healing Ward and Boar Rider.

1.70

  1. Now you can send your units as reinforcements or enemies to all players.
  2. Rebalanced some units from Azeroth Defenders.
  3. Added new enemy: Drunk Purifier, Water Remnant got small wave spell.
  4. Fixed "share vision" command (-sh x).
  5. Fixed -tm(tactics mode) creeps behaviour.
  6. Increased number of rounds for -em(endless mode) Tournament(55).

1.62f

  1. Fixed camera and units alliances at Holy War choice.
  2. Rebalanced some units from Azeroth Defenders.
  3. Added Presets for behaviors.
  4. Added "share vision" command (-sh x).
  5. Forest Avatar (Mal'Furion summon) got Taunt.
  6. Stronghold Tanks have chaos damage now.


1.62e

  1. Fixed Dark Souls behaviors on duel.
  2. Other minor bug fixed.

1.62d

  1. Final round(Sargeras) available only in Survival.
  2. -endround has vote system now.
  3. Other minor improvements.

1.62b

  1. Fixed Succubus and Neltarion bugs.

1.62a

  1. Some minor bug fixed.


1.62

  1. Added 2 new units: Dark Shaman (Naga) and Murderer (High Elf).
  2. Changed attack damage and attack type of Fire Elemental (Defenders).
  3. Changed some visuals.


1.61a

  1. Rebalanced some units(from Nagas, Orks and Azeroth Defenders).
  2. Decreased difficulty of 22 and 23 levels.
  3. Increased difficulty of Neltarion.

1.61

  1. Changed descriptions of some spells.
  2. Fixed Survival "Continue Holy War" round.
  3. Fixed Pirate Queen "Hypnosis" spell.

1.60e

  1. Sargeras got another new skill.
  2. Improved Sargeras and Neltarion AI.
  3. Fixed Antonidas "Spirit Touch".
  4. Changed some effects and added music theme to final battle.
  5. Added "Order to Attack" ability to possessed units(now your can).
  6. Added some Heroes history to Quest Log.


1.60a

  1. Sargeras got one new skill.
  2. Other minor bug fixed.

1.60

  1. All Races got one new unit(NE got two).
  2. Rebalanced some damage and defense type.
  3. And many other features...
  4. Other minor bug fixed.

1.58a

  1. Many units rebalanced and fixed some descriptions.
  2. Other minor bug fixed.


1.58

  1. Fixed Holy War ending.
  2. Archimond, Mannoroth and Tichondrius got some new spells.
  3. Added Creep Tactical Mode(-tm): creeps using behaviours more often.
  4. Fixed Survival bonus gold(calculated on the number of killed enemies and income level).
  5. Fixed duel map rotation.
  6. Decreased time of Charge(Behaviours): 5 sec. to 3 sec. and 10 sec. to 7 sec.
  7. Decreased time of Tornadoes from devils landscape and Sage(Dwarf).
  8. Fixed Ysera AI(changed Healing herbs spell).
  9. Other minor bug fixed.


1.56

  1. Fixed Lightning spell(Spellbook).
  2. Now the camera can be raised even higher (3200(Zoom button))
  3. Added "shout for help" spell to possessed units(Now you can!)):
    Allies (1300 AoE) and enemies (450 AoE) will rush to aid you.
  4. New Survival bonus gold system that gives you two strategy(improve income or just have a good fight).
  5. Other minor bug fixed.


1.55e

  1. Fixed units with transformation.
  2. Fixed Xavius "Satyr Lord" ability(only at battlefield).
  3. Fixed spell descriptions.
  4. Fixed some landscape objects.

1.55d

  1. Fixed Tournament bug(inverse unit spawn).
  2. Added Tournament endless mode(-em)(greatly increase number of rounds).
  3. Fixed some effects of abilities.


1.55c

  1. Fixed duel bug(when someone left the game at duel round).

1.55b

  1. Fixed small bug.
  2. Rebalanced some units:
    • Increased Fire Huntress(Demon) price (from 145 to 160).
    • Increased Astral Huntress (Demon) price (from 160 to 170).
    • Sister of Elune (Night Elf) cast Moon Phoenix more often, changed price from 380 to 420.


1.55a

  1. Fixed duels bug(if one player sell all units).
  2. Added new unit (Fire Huntress(Demon))
  3. Rebalanced some units:
    • Increased Kil'Jaeden price (from 1280 to 1680) and attack splash radius, also for now summoned Felguards has Melee Armor Upgrade.
    • Added Almost Magic Immune to Astral Huntress (Demon).
    • Changed armour type of Annihilator (Demon) from Normal to Heavy.




1.55

  1. Fixed some bugs and text descriptions.
  2. Improved -Heavydrugabuse mode and omfg mode.
Use behaviours of units("B" button).

1.54b



  1. Fixed small bugs.
  2. Increased Classic points and Survival lives(6-12-18)

1.54a

  1. Rebalanced some units:
    • Increased IQ of devil archers and Cannons(cast fireball more often).
    • Changed Great Infernal attack (from 360 to 380).
    • Increased Demon Soldier Evasion(from 10% to 20%).
      Just use spellbook when you play as Demons)

1.54

  1. Added 2 new units: Anchoress and Forest Queen to Night elfs.
  2. Added upgrade to Royal Guard (Dwarf).
  3. Fixed small bugs.
  4. Changed size of some units.
  5. Rebalanced some units:
    • Changed Dwarf King attack type from Normal to Hero, and attack speed from 2.5 to 3 sec, also increased price of unit (from 630 to 980).
    • Changed Drauruk Lord (Nerubian) attack type from Magic to Chaos.
    • Changed Shesan (Naga) attack type from Hero to Chaos (Increased price from 460 to 600).
    • Changed Champion Guard (Naga) attack type from Normal to Hero (Increased price from 350 to 480).
    • Changed Shesan attack type from Hero to Chaos (Increased price from 460 to 600).
    • Changed Great Inquisitor (Human) attack type from Magic to Chaos (Increased price from 480 to 630).

1.53b

  1. Fixed and upgraded alternate endings(in survival mode).
  2. Fixed small bugs.
  3. Rebalanced some units:
    • Increased Madevil(Demons)) attack from 30 to 42.
    • Increased Devil Huntress attack upgrade from 4 to 5.
    • Fixed Devil Archer range(now has range upgrade)

1.53a

  1. Fixed small bugs.
  2. Fixed some text mistakes)
  3. Rebalanced some terrain bonuses.

1.53

  1. Fixed Classic mode bugs.
  2. Mass duels works with 4-6 players.
  3. Rebalanced some demons solders.
  4. Beast Blade works only on enemy elfs.
  5. Other minor improvements.

1.52e

  1. Some bugs fixed.
  2. Rebalanced Crab spawn and Tentacle.

1.52d

  1. Minor bugs fixed.
  2. Changed Great Inquisitor Mana Burn ability.

1.52c

  1. Fixed some bugs
  2. Changed neutral-enemy units(thematic spawns).
  3. Added Race Abilities to all Builders(in Survival mode).
  4. Improved bots AI.
  5. Now all players vote for landscape.
  6. Changed Broxigar model.

1.50b

  1. Fixed 33, 34 levels.
  2. Fixed size for some units.
  3. Fixed Sargeras battle idle units.

1.50a

  1. Fixed some landscapes.
  2. Added Single Player unlimited timer.
  3. Fixed some effects of abilities and unit size.

1.50

  1. Deleted lava and poison damage(becouse of great fps problems).
  2. Fixed lag when unit attacks terrain.

1.49a

  1. Decreased difficulty of Goblin Spawn Skill (level 10), Tank Factory and Nuke Strike (level 25)
  2. Added new terrain description
  3. Added new effects to some abilities and terrain bonuses

1.49

  1. Fixed small bugs
  2. Added new terrain(Troll Swamp)
  3. Added new effects to some abilities and terrain bonuses

1.48

  1. Fixed small bugs
  2. Add some visual effects
  3. Added 1 new ability to Broodmother(Level 20)


1.47a

  1. Fixed upgrade bug

1.47

  1. Fixed Restless Skeleton(now:eek:ne unit - one skeleton)
  2. Added 2 new abilities to Stronghold(Level 25)
  3. Added new effects to some abilities
  4. Fixed some small bugs

1.45b

  1. Fixed Terrain errors.

1.45а

  1. Randomized and fixed bots.
  2. Fixed Tournament terrain spawn.
  3. Fixed remove system
  4. Fixed some unit movement animation.
  5. Fixed murloc at random builder.
  6. Increased Kil'jaeden prise (1280 instead 980)

1.45

  1. Fixed bugs.
  2. Fixed terrain.
  3. Added all landscape bonuses.
  4. Fixed some unit movement animation.

1.42

  1. Fixed small bugs
  2. Fixed Fatal Error Bug in single player mode
  3. Added some landscape bonuses

1.41


  1. Fixed behaviours
  2. Added Random Terrain


Credits:

Picture for map preview: The Destroyer of Worlds by krysdecker

Models:
Dwarven Warrior by Frankster
Dwarf Archmage by Sellenisko
Human Crossbowman by Kitabatake
Orc Spearman by Frankster
Fortress by Archianbedlam
Skeleton Brute by -Grendel
Elven Warrior by GreyArchon
Nerubian Guard by Callahan
Troll Warrior by Lord_T
Archmaiden By Elenai
RoyalDwarf By Radagast
SkulborbByZerox By Zerox
WoW Kil'jaeden by takakenji
Aisha Blood Moon by НИК
Troll Slayer by levigeorge1617
Overfiend by -Grendel
Blood Elf Mage Female by Ossus
TaurenMidget by Sin'dorei300
Grid, Flank, Flee icons by Captain_Rufar
Troll Warrior by Lord_T
Deathwing by Kwaliti
Bloodelf Cavalry - Blade Rider By Frankster
Giant Spider by DampirTBs
Sargeras By Just_Spectating
BloodElfWalkyrie by Uncle Fester
Bloodelven Archer Maiden by Frankster
Элитный Мечник Мстителей by Solder
Hero Dwarven Rider by Tranquil
Viking Dwarf by Alastor
GodsPaladin by Jiker
MalygosTheSpellweaver, Ysera, Alexstrazsa by Sellenisko
Lich King by l0w_kwaliti
Mr Scary by Misha
Yogg Saron by inico

Effects:
Encourage by PrMosquito
OrbOfFire By UgoUgo
flammer by RightField
Meta Marks by Daelin
SlowTarget by JetFangInferno
Buffs by JetFangInferno
Caster effects by JetFangInferno
DarknessMeteor By nGy
Dark Orb By Vortigon

Icons:
Dwarven Warrior by Frankster
Elven Warrior by GreyArchon
Ready tick by inhuman89
Nemezida by Hexus

Testing:
ZanzuZ
The Ghost Opera
Vulkan_tsk
Tony.R


Special tnx to rulerofiron99 for great idea of this map and eXtreme Game Modmaking for great tutorials and models. XGM

Also, thanks a lot to HunterOrdo, Oromish, amr salah, Farentir, nmphuong91, krych4,
micca, SlumberTurtle, HauntedPleb, polo2005,TDSrock, Kronkon and 2kxaoc for their great contribution in testing.


You know programming languages, make great models or want to see Holy War as standalone game with many new features? We look forward to working with you! All questions you can ask in private message.


Keywords:
Warcraft, Sargeras, Ancient, History, Random, Manager, Tactical, Epic, Great, Legion, TD, Blood, Tournament, Blood Tournament, battle, td, tower, defense, war, tactics.[/color]
Previews
Contents

Holy War: Anniversary 1.49a (Map)

Reviews
08:55, 13th Sep 2015 Shadow Fury: Tested the map and I agree with Ardenian therefore I'll approve the map with a rating of 3/5 based on his review.
Level 3
Joined
Mar 23, 2011
Messages
53
Angel's Holy Bless does not work (only show the healing effect, but human troops do not heal). The Great Inquisitor doesn't burn mana (against boss, not sure about creep).
 
Level 3
Joined
Mar 23, 2011
Messages
53
It seems like Naga Terrain will be default terrain in case of a tie, making it appears more often than other.
The Naga Terrain have this crab spawn thingy which may cost player 3 lives right of the start, and continue to be an annoyance later if the position is bad (I have it near my spawn point once, lost 4 lives before I can success round 1, then they continue to eat my archers when my army go up later). May be the crab spawn rate/crab's power can be nerfed and/or prevent crab from spawning during the first 5 rounds.
May be you should change Skeleton race & terrain -> Undead race & terrain.
 
Level 8
Joined
Jul 14, 2015
Messages
168
It seems like Naga Terrain will be default terrain in case of a tie, making it appears more often than other.
The Naga Terrain have this crab spawn thingy which may cost player 3 lives right of the start, and continue to be an annoyance later if the position is bad (I have it near my spawn point once, lost 4 lives before I can success round 1, then they continue to eat my archers when my army go up later). May be the crab spawn rate/crab's power can be nerfed and/or prevent crab from spawning during the first 5 rounds.
May be you should change Skeleton race & terrain -> Undead race & terrain.

Thanks for testing!) I'll think about it.
You can use flank behaviour to avoid crab spawn in some cases.
 
Level 2
Joined
Feb 17, 2013
Messages
9
Great map, I've played it many times, but the classic mod is totally bugged:
-At the end of a duel, a player randomly earns the victory points of other players (not those of the round. ALL the points. There's a game where yellow's victory points increased from 2 to 8 points)
-At the end of a team fight, one player in the victory team win the points of his teammates.
Also, some demons things:
-Xavius has the bad habit to corrupt powerful ally elves into weak satyr... Does'nt look like a good deal for me. ^^
-One of Kil'jaeden abilities make the game crash.
Some units of demons seem very weak for their price(like the huntress, one of the two units able to attack flying unit.. Waves with flying ennemies were my worst nightmare.)
 
Level 8
Joined
Jul 14, 2015
Messages
168
Great map, I've played it many times, but the classic mod is totally bugged:
-At the end of a duel, a player randomly earns the victory points of other players (not those of the round. ALL the points. There's a game where yellow's victory points increased from 2 to 8 points)
-At the end of a team fight, one player in the victory team win the points of his teammates.
Also, some demons things:
-Xavius has the bad habit to corrupt powerful ally elves into weak satyr... Does'nt look like a good deal for me. ^^
-One of Kil'jaeden abilities make the game crash.
Some units of demons seem very weak for their price(like the huntress, one of the two units able to attack flying unit.. Waves with flying ennemies were my worst nightmare.)

Big thanks for detailed review!)
This two things worked properly when I tested it:
-At the end of a duel, a player randomly earns the victory points of other players (not those of the round. ALL the points. There's a game where yellow's victory points increased from 2 to 8 points)
-One of Kil'jaeden abilities make the game crash.

Other bugs will be solved in next version.

Have nice day!)
 
Level 2
Joined
Jan 18, 2015
Messages
24
Human's new knighting ability has a few bugs. If you upgrade the footman to a captain, he only cost like 3 mana to upgrade. The big one though is that you can upgrade the.. marskmen? (Upgraded crossbowmen) just as you can footmen and, I believe, do so without costing mana (I wasn't playing them, the other player was, I am just reporting what he told me/I saw).
 
Level 8
Joined
Jul 14, 2015
Messages
168
Human's new knighting ability has a few bugs. If you upgrade the footman to a captain, he only cost like 3 mana to upgrade. The big one though is that you can upgrade the.. marskmen? (Upgraded crossbowmen) just as you can footmen and, I believe, do so without costing mana (I wasn't playing them, the other player was, I am just reporting what he told me/I saw).

It cost 8 mana for Footman, 3 mana for Captain, 2 mana for Officer, 5 for Crossbowman and free for Marksman. Number of mana points equivalent to the difference between Knight value and current unit value.

You think that knighting ceremony for marksman and crossbowmen so unusual? Maybe there are some proposals?
 
Level 2
Joined
Jan 18, 2015
Messages
24
It cost 8 mana for Footman, 3 mana for Captain, 2 mana for Officer, 5 for Crossbowman and free for Marksman. Number of mana points equivalent to the difference between Knight value and current unit value.

You think that knighting ceremony for marksman and crossbowmen so unusual? Maybe there are some proposals?

Ah, so it is the difference between unit value and knight value that determines the price, makes sense.

Not really, I don't see anything wrong with knighting marksmen or crossbowmen as it didn't unbalance the game or anything akin to that.
 
Level 42
Joined
Oct 20, 2010
Messages
2,935
I played this map, Is Really fun, I enjoyed when playing with my friend, I like this kind of map, and I can even have behaviors, Oh shit! Thats epic,

Btw, I found something wierd, There is one time i play with my friend, He encounter some really bad problem, Some sort of tentacle thingy spawn on the map, which makes things unbalanced :p not sure if thats terrain thning
 
Level 8
Joined
Jul 14, 2015
Messages
168
I played this map, Is Really fun, I enjoyed when playing with my friend, I like this kind of map, and I can even have behaviors, Oh shit! Thats epic,

Btw, I found something wierd, There is one time i play with my friend, He encounter some really bad problem, Some sort of tentacle thingy spawn on the map, which makes things unbalanced :p not sure if thats terrain thning

Thanks for nice words!)

Tentacles fixed in 1.53a(decreased aquisition range and movement speed).

Have a good game)
 
Level 1
Joined
Sep 15, 2015
Messages
5
Can you specify the changes you made in terms of unit balancing in the newest version? What units got worse and better?
 
Level 1
Joined
Nov 26, 2015
Messages
5
Okay you're either going to have to nerf the Skeleton race or buff the other races. Right now the skeleton race is UNBEATABLE in a ground war. Their heroes almost all of them have divine armor and chaos damage while some races don't have any units with Divine OR Chaos,

After upgrading Nerzhul and tiering to Grim reaper, you're able to buy the lower tier version of the hero again(Only able to have one but the upgrades act as an entirely new hero)

And having a fear aura divine armor chaos damage ethereal body hero with 2000dmg crits as well as the Lich King AND Nerzhul, and vamp aura and enemies that fear on attack is not beatable.. Yes their anti-air is very weak but they will easily win enough duels before someone has an air army strong enough to beat 3 divine armor/chaos damage heroes with 2000ish life..

Other than that, the game seems like a rock/paper/scissors type deal with the races which is perfectly fine. HOWEVER.. Each duel is based on your total value- which isn't good. You can lower your value to fight against an army you're strong against and know you can beat or raise your value to fight a strong army you completely counter. It should be random or systematic, this is gamebreaking for people who know how to take advantage of this. Fighting the same army for a free point every time when lower valued armies beat you with ease? Not a good mechanic to have in a game like this.

Looking forward to more updates.
 
Level 8
Joined
Jul 14, 2015
Messages
168
Okay you're either going to have to nerf the Skeleton race or buff the other races. Right now the skeleton race is UNBEATABLE in a ground war. Their heroes almost all of them have divine armor and chaos damage while some races don't have any units with Divine OR Chaos,

After upgrading Nerzhul and tiering to Grim reaper, you're able to buy the lower tier version of the hero again(Only able to have one but the upgrades act as an entirely new hero)

And having a fear aura divine armor chaos damage ethereal body hero with 2000dmg crits as well as the Lich King AND Nerzhul, and vamp aura and enemies that fear on attack is not beatable.. Yes their anti-air is very weak but they will easily win enough duels before someone has an air army strong enough to beat 3 divine armor/chaos damage heroes with 2000ish life..

Other than that, the game seems like a rock/paper/scissors type deal with the races which is perfectly fine. HOWEVER.. Each duel is based on your total value- which isn't good. You can lower your value to fight against an army you're strong against and know you can beat or raise your value to fight a strong army you completely counter. It should be random or systematic, this is gamebreaking for people who know how to take advantage of this. Fighting the same army for a free point every time when lower valued armies beat you with ease? Not a good mechanic to have in a game like this.

Looking forward to more updates.

Thanks for review!)

I think it depends from player(just play with me))).

I made some test battles and I now can say that only Dwarf, Night Elf and Naga has low chances on duel against Skeleton.
It doesn't matter in survival, but I am planning some balance improvements at this friday.

Have a good game!)
 
Level 4
Joined
Apr 7, 2009
Messages
90
pvp in this game is terrible.
spam divine armor and some races are gone, it hinders the whole principle of building armies.
 
Level 1
Joined
Sep 15, 2015
Messages
5
Is there a certain strategy when playing as Demons? They seem pretty underpowered. (Or is it just me?)
And thanks for the map, we're having good time playing it.
 
Level 8
Joined
Jul 14, 2015
Messages
168
Is there a certain strategy when playing as Demons? They seem pretty underpowered. (Or is it just me?)
And thanks for the map, we're having good time playing it.

There is two strategies: from Hound and from horde of small units)
If you have some problems with bosses, just use race skill or spellbook(Rift).

Balanced some Demons in 1.54a - Enjoy the game!)
 
Level 4
Joined
Apr 7, 2009
Messages
90
would love to see more units per race to begin with and more race specific upgrades ;)
Also, being able to set the points higher than 12 in classic e.g would be nice.
 
Level 11
Joined
Jun 2, 2004
Messages
849
I've been playing this with MakeMeHost; it's pretty fun! However, I pretty consistently see desyncs about 30 minutes into the game. Seems to happen during duel rounds. Seems to always happen to me specifically (as the bot has the capacity to boot people who are in separate game states than everyone else), though I am almost always playing as red, so slot may be important.

Of note I'm playing with 1.53b, which is the most recent on MakeMeHost. Whatever causes this may be fixed already.

EDIT: Added an attached replay my wife made while playing with me. The desync happened at 54:39, right when a duel started. There were 5 players (1 had left earlier), and I was chosen to NOT be in a duel.
 

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Level 8
Joined
Jul 14, 2015
Messages
168
I've been playing this with MakeMeHost; it's pretty fun! However, I pretty consistently see desyncs about 30 minutes into the game. Seems to happen during duel rounds. Seems to always happen to me specifically (as the bot has the capacity to boot people who are in separate game states than everyone else), though I am almost always playing as red, so slot may be important.

Of note I'm playing with 1.53b, which is the most recent on MakeMeHost. Whatever causes this may be fixed already.

EDIT: Added an attached replay my wife made while playing with me. The desync happened at 54:39, right when a duel started. There were 5 players (1 had left earlier), and I was chosen to NOT be in a duel.

Thanks a lot for replay, fix bug that stop timer( it's was caused by player weakly).

I seen, but for now I can't say what cause of this problem, sorry. If you can send another one replay with desync, I will try to find it.

Have a nice day!)

There is a problem, there is a locust swarm will be only 1 if upgrraded and in duel can you check that out?
And also, there are bunch o name different with the requirement thing, the name and the name in description in the button and requirement some are different

Fixed locust bug, but I find only one requirement difference(Sister of Elune).

Thanks for testing!)
 
Level 11
Joined
Jun 2, 2004
Messages
849
New bug report:

I was playing classic, and spent all my money the first round on upgrading income (1 food upgrade and two income ones). I had no money for units left. This resulted in me getting 0 income and the map kicking me after round 2.

If you wish to force building units on round 1, you have the capacity to disallow upgrades until certain army values have been reached (as is the case with the other upgrades).

EDIT: Was playing with 1.53b, if relevant.
 
Level 8
Joined
Jul 14, 2015
Messages
168
New bug report:

I was playing classic, and spent all my money the first round on upgrading income (1 food upgrade and two income ones). I had no money for units left. This resulted in me getting 0 income and the map kicking me after round 2.

If you wish to force building units on round 1, you have the capacity to disallow upgrades until certain army values have been reached (as is the case with the other upgrades).

EDIT: Was playing with 1.53b, if relevant.

Thanks for bug report!)

I delete kick in Classic mode and made hint at game start, that help other with this problem.
 
Level 8
Joined
Jul 14, 2015
Messages
168
im not sure why, when i choose all random, and when i got naga, i only have murloc worker
:V could you check that out?

also another bug
when playing skeleton, after nerzhul upgraded to lich king, you can have another nerzhul
that means you can have nerzhul+lich king, much gg XD

Thank you!)

Fixed in current version.
 
Level 11
Joined
Jun 2, 2004
Messages
849
Was playing 1.55a and duels kinda broke all over the place. The first few duels broke in different ways, and once we were down to 4 people it consistently disallowed me (red) and orange from dueling at all. There were some messages about our opponents not having armies, even though we did.
 

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Level 8
Joined
Jul 14, 2015
Messages
168
Was playing 1.55a and duels kinda broke all over the place. The first few duels broke in different ways, and once we were down to 4 people it consistently disallowed me (red) and orange from dueling at all. There were some messages about our opponents not having armies, even though we did.

Thank you!)

Fixed and suggested at MakeMeHost.
 
Level 2
Joined
Jan 18, 2015
Messages
24
Not much of a bug report this time, I do like the changes to some of the races such as the new units for the Night Elves and the change to the Naga Hero. He really needed that buff as they suffered from a distinct lack of any sort of counter to Divine armor and as someone who plays with people who love the Undead, and so use the tank Arthas to great effectiveness, it was getting a tad bit annoying.

im not sure why, when i choose all random, and when i got naga, i only have murloc worker
:V could you check that out?

also another bug
when playing skeleton, after nerzhul upgraded to lich king, you can have another nerzhul
that means you can have nerzhul+lich king, much gg XD

It works for the Reaper upgrade as well. If you upgrade the... mummy looking fellow into the Grim Reaper, you can build another mummy looking fellow. I think it is an issue with the 'you can only have one', but when you upgrade them, it frees up the restriction.

I never found it that much of an unbalance, if anything, I find the best way to use undead to be large amounts of the brute tanks, arthas/ner'zhul and tons of destruction liches. Even then, I have beaten them with other races before.

They are very useful to have, but not, I think, enough to unbalance anything.
 
Level 42
Joined
Oct 20, 2010
Messages
2,935
I suffered for not having divine armour unit while the enemy has lol T.T
When i though i win, and then there is two super unit with divine armour where my unit cant kill

Just wondering will it be overpowered if you can add a behaviour call target divine armor or something? Well... Not sure if that make things unbalance
 
Level 1
Joined
Dec 9, 2015
Messages
1
i play with my friend until lvl 31. And i think transition from lvl 25 to 26 too far lvl 26 too imba. i must repeat this lvl for 5 times use orc full upgrade armor and attack speed
 
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