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Holy War: Anniversary 1.49e

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 1.49e
  • Fixed castle event multiple reward bug.
  • Added new unit to night Elfs (Vengerful Spirit), some NE units rebalanced(Illidan, Lone Druid).
  • Fixed bonus gold income upgrade to level 20 bug.
  • Other minor bug fixed.

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,
[SIZE=5]I Am Humble[/SIZE], 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 1.49e (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 1
Joined
Oct 20, 2016
Messages
4
Thanks for feedback!)
Can you clarify what bug/bugs you mean?
I know that spyker also Chinese player and know English very well. If you want to translate something, just find him.
Looking forward for your replying...
没想到您能这么快回复我,非常感谢。
首先我们选择的是第二个对抗模式。
目前已知有BUG的英雄,high elf's sylvanas windrunner、human's ruler of dalaran。如果玩家PK,胜利的一方有这两个英雄,那么失败的一方会加分,而胜利的不会。
另外nerubian's architect 也有此BUG。如果nerubian玩家造出architect同时升级技能,并且PK中获胜,则双方都会加分。
希望您能早日修复这些BUG,谢谢。
同时@spyker大神,希望您能帮我翻译一下。
The following is Google translation。
I did not expect so soon to reply to me, very grateful.
First of all, we choose the second confrontation mode.
Currently known BUG hero, high elf sylvanas windrunner, human's ruler of dalaran. If the player PK, the party has the victory of the two heroes, then the failure of the party will be extra points, and victory will not.
Another nerubian architect also have this BUG. If nerubian players create architects to upgrade their skills at the same time, and PK win, the two sides will be extra points.
I hope you can repair these BUG, thank you.
At the same time @spyker , I hope you can help me translate.
 
Last edited:
Level 8
Joined
Jul 14, 2015
Messages
169
没想到您能这么快回复我,非常感谢。
首先我们选择的是第二个对抗模式。
目前已知有BUG的英雄,high elf's sylvanas windrunner、human's ruler of dalaran。如果玩家PK,胜利的一方有这两个英雄,那么失败的一方会加分,而胜利的不会。
另外nerubian's architect 也有此BUG。如果nerubian玩家造出architect同时升级技能,并且PK中获胜,则双方都会加分。
希望您能早日修复这些BUG,谢谢。
同时@spyker大神,希望您能帮我翻译一下。
The following is Google translation。
I did not expect so soon to reply to me, very grateful.
First of all, we choose the second confrontation mode.
Currently known BUG hero, high elf sylvanas windrunner, human's ruler of dalaran. If the player PK, the party has the victory of the two heroes, then the failure of the party will be extra points, and victory will not.
Another nerubian architect also have this BUG. If nerubian players create architects to upgrade their skills at the same time, and PK win, the two sides will be extra points.
I hope you can repair these BUG, thank you.
At the same time @spyker , I hope you can help me translate.
Thanks a lot!)
I think I know what the problem is, but can you explain meaning of this "If the player PK"
 
Level 1
Joined
May 11, 2016
Messages
6
Hi,

It's been a while since a posted my latest bug report, so some things I've written are maybe outdated :
Old report :
-vampiric aura Hagarus tooltip
-Sindragosa can summon skeletons ?
-won 5 times after a duel ?

1.94b :
-furious duel lost : lives disappear
-scorched village lvl 16 ?
-I survived scorched village, still lost life
-Yogg Saron was extremely difficult for human / dwarf (no chaos damage)
-I did scorched village when I was against Behemoth, and it made me go to the next level
-Yogg Saron on geyser is a bit annoying
-ahm : what is it exactly ?

In summary, is it normal that you lose a life if you can't succeed in scorched village ? And if your ally dies he lose one, even if you survive ? Same with Furious Duel ?
There are fatal error with -sh that you're aware of, I attached two crash report if it helps you.
Otherwise, what could really benefit this map is a work on the tooltips. Many abilities aren't really understandable, and some are not mentioned. I'd like to know how a unit can be upgraded before buying it, pretty much how it's been done in Castle Fight.

Keep up the good work, your map is a great one :)
 

Attachments

  • 2016-09-18 22.49.45 Crash.txt
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  • 2016-09-18 22.35.46 Crash.txt
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  • 2016-09-18 22.49.45 Crash.txt
    12.9 KB · Views: 95
Level 8
Joined
Jul 14, 2015
Messages
169
Hi,

It's been a while since a posted my latest bug report, so some things I've written are maybe outdated :
Old report :
-vampiric aura Hagarus tooltip
-Sindragosa can summon skeletons ?
-won 5 times after a duel ?

1.94b :
-furious duel lost : lives disappear
-scorched village lvl 16 ?
-I survived scorched village, still lost life
-Yogg Saron was extremely difficult for human / dwarf (no chaos damage)
-I did scorched village when I was against Behemoth, and it made me go to the next level
-Yogg Saron on geyser is a bit annoying
-ahm : what is it exactly ?

In summary, is it normal that you lose a life if you can't succeed in scorched village ? And if your ally dies he lose one, even if you survive ? Same with Furious Duel ?
There are fatal error with -sh that you're aware of, I attached two crash report if it helps you.
Otherwise, what could really benefit this map is a work on the tooltips. Many abilities aren't really understandable, and some are not mentioned. I'd like to know how a unit can be upgraded before buying it, pretty much how it's been done in Castle Fight.

Keep up the good work, your map is a great one :)

Hi!
Thanks for good questions!)
About
Old report :
-vampiric aura Hagarus tooltip
-Sindragosa can summon skeletons ?
-won 5 times after a duel ?
- Hargarus have tooltip about aura
- Sindragosa Call of Desperation tool-tip (Roar of Sindragosa will bring fear and despair into the hearts of nearby enemies stunning them for 4 second and will awaken undead warriors.)
-I think it fixed.

1.94b :
-furious duel lost : lives disappear
-scorched village lvl 16 ?
-I survived scorched village, still lost life
-Yogg Saron was extremely difficult for human / dwarf (no chaos damage)
-I did scorched village when I was against Behemoth, and it made me go to the next level
-Yogg Saron on geyser is a bit annoying
-ahm : what is it exactly ?

In summary, is it normal that you lose a life if you can't succeed in scorched village ? And if your ally dies he lose one, even if you survive ? Same with Furious Duel ?
There are fatal error with -sh that you're aware of, I attached two crash report if it helps you.
Otherwise, what could really benefit this map is a work on the tooltips. Many abilities aren't really understandable, and some are not mentioned. I'd like to know how a unit can be upgraded before buying it, pretty much how it's been done in Castle Fight.
- Try to fix that small bug
- What?(scorched village lvl 16 ?)
- If possible attach replay with this bug.
- Humans have Executioners with chaos (upgraded Jailer), Dwarfs have Elite Royal guards (upgraded Royal guard from berserker)
- If you clear Village or Castle gates you pass current level.
- I'll fix it.
- ahm (All Hail Murozond) - Secret(Top secret)) boss mode, type only if you think that you already have strong army. After you defeat boss guard you will teleported to Nozdormy location. When all players fight against Murozond they have only one opportunity to slay him.

1) You lose a life if you can't succeed in scorched village as well as Gate defense and if your ally dies he lose one, even if you survive, because it counts like usual wave.
2) "Furious Duel ?" - if you mean Command Battle (2x2,3x3) you don't lose a life after defeat.
3) "Otherwise, what could really benefit this map is a work on the tooltips. Many abilities aren't really understandable, and some are not mentioned." If you say what abilities needs editing I'll fix it.
4) "I'd like to know how a unit can be upgraded before buying it, pretty much how it's been done in Castle Fight." you want to know count of upgrades?

Looking forward for your replying...
 
Level 1
Joined
May 11, 2016
Messages
6
Hargarus has a tooltip that says all unit deals 20% additionnal dmg (in french for me), however, the buff on nearby units is the default one from the vampiric aura.
Ok for Sindragosa, didn't read it carefully, but there's a typo in Wave of cold "Frothen" instead of "Frozen"

Don't know what I meant by "scorched village 16 ?", sorry ^^
I don't have the replay, sorry.

Replayed it twice, so some more thoughts :
-Scorched village is difficult the first time, never managed to beat it on the first try. However, after that, it becomes almost too easy
-the dark assassin dark arrow tooltip has some russian in it
-the draenei from the portal cannon can't damage obsidian golem. I think it's because it must be immune to magic, but it isn't really explained in the game. The same goes with all player units : they are more or less magic resistant, but it doesn't really appear once they're built. Maybe you could try to find a way for it to be more clear for the player ? What is the mathematics behind magic resistance ? I imagine it affects spell, but it appears it also affects magic attacks.
-I find he heavy cavalry from the orc is a bit expensive (270g). They lose cleave for bash, but the veteran also has bash for a much cheaper price, and for the most part of the game, I find cleave more interesting.
-Typo : Orgrim is named Ogrim
-Is Sargeras scaled depending on the number of players ? We were three, with 22k, 24k and 12k (he lagged too much and couldn't build anymore) and it was too difficult for us


1) & 2) Thanks for the explaining !
3) It's not a matter of fixing, but of improving the overall aspect of tooltips. Add some colour, details etc... It's mainly cosmetic, but if a moderator decides to make another go at your map for the rating, it could really help. You can get some inspiration from famous map such as Castle Fight, Legion TD and many more. Try to have a standard layout for everything. For the units, it's good, it just needs the upgrade count. Maybe an explanation for the abilities too (like Castle Fight).

And one last thing, many legendary units don't have the same name in the upgrading (Sun king for Kaelthas Sunstrider for example, if even if it's needed for the dragonhawks.

Thank you for your reply ! :)
 
Level 8
Joined
Jul 14, 2015
Messages
169
Hargarus has a tooltip that says all unit deals 20% additionnal dmg (in french for me), however, the buff on nearby units is the default one from the vampiric aura.
Ok for Sindragosa, didn't read it carefully, but there's a typo in Wave of cold "Frothen" instead of "Frozen"

Don't know what I meant by "scorched village 16 ?", sorry ^^
I don't have the replay, sorry.

Replayed it twice, so some more thoughts :
-Scorched village is difficult the first time, never managed to beat it on the first try. However, after that, it becomes almost too easy
-the dark assassin dark arrow tooltip has some russian in it
-the draenei from the portal cannon can't damage obsidian golem. I think it's because it must be immune to magic, but it isn't really explained in the game. The same goes with all player units : they are more or less magic resistant, but it doesn't really appear once they're built. Maybe you could try to find a way for it to be more clear for the player ? What is the mathematics behind magic resistance ? I imagine it affects spell, but it appears it also affects magic attacks.
-I find he heavy cavalry from the orc is a bit expensive (270g). They lose cleave for bash, but the veteran also has bash for a much cheaper price, and for the most part of the game, I find cleave more interesting.
-Typo : Orgrim is named Ogrim
-Is Sargeras scaled depending on the number of players ? We were three, with 22k, 24k and 12k (he lagged too much and couldn't build anymore) and it was too difficult for us


1) & 2) Thanks for the explaining !
3) It's not a matter of fixing, but of improving the overall aspect of tooltips. Add some colour, details etc... It's mainly cosmetic, but if a moderator decides to make another go at your map for the rating, it could really help. You can get some inspiration from famous map such as Castle Fight, Legion TD and many more. Try to have a standard layout for everything. For the units, it's good, it just needs the upgrade count. Maybe an explanation for the abilities too (like Castle Fight).

And one last thing, many legendary units don't have the same name in the upgrading (Sun king for Kaelthas Sunstrider for example, if even if it's needed for the dragonhawks.

Thank you for your reply ! :)

Thanks a lot!)

1) Tips about Magic resistance you can read in help quests "Magic Resistance"
2) Sargeras have random power as other bosses, may be you just fight against most powerful one.
3) Only golems (all golems, not only Obsidian) have magic immune that defends them from magic attacks.

I'll fix all bugs and description mistakes and upload new version tomorrow, but I think that new tool-tips appeared in next version.


Have nice day!)
 
Last edited:
Level 3
Joined
May 2, 2007
Messages
43
You've been busy I see, so many new versions since I last checked on this map. Lots of new and interesting features/additions.
Overlord mode seems promising, for variety if nothing else. :)

Just curious, have you given my suggestion from last year any more thought?
3. Any way to add a function to disable or prioritize what spells units uses? For example water elemental for the azeroth team rarely, if ever uses its summon ability since it will waste all mana on the heal, so you can form a strategy using that ability, etc.

Difficult to implement, balance or out of the scope of what you intend for the map?
Although, seems like it'd be a huge pain in the ass and quite time consuming to add.

Also, -heavydrugabuse doesn't seem to up the difficulty that much anylonger, in fact with the insane income, and with many of the new units/abilities being able to handle the hell mode bosses easier than previous, I have an easier time with that over normal mode. Although, I've only had time to play a couple of games so my experience might not be accurate.
 
Last edited:
Level 8
Joined
Jul 14, 2015
Messages
169
You've been busy I see, so many new versions since I last checked on this map. Lots of new and interesting features/additions.
Overlord mode seems promising, for variety if nothing else. :)

Just curious, have you given my suggestion from last year any more thought?


Difficult to implement, balance or out of the scope of what you intend for the map?
Although, seems like it'd be a huge pain in the ass and quite time consuming to add.

Also, -heavydrugabuse doesn't seem to up the difficulty that much anylonger, in fact with the insane income, and with many of the new units/abilities being able to handle the hell mode bosses easier than previous, I have an easier time with that over normal mode. Although, I've only had time to play a couple of games so my experience might not be accurate.

Nice to see your in this tread again!)

About suggestion I decided that it complicated for WE, but not so complicated for standalone game)
Also, i change income system and for now you can get more gold if you pass levels without improving mine and loosing lives.
(reward gold = (count of kills * (level number/100))*((1.5- Income level/ Max income Level)*(2- Current lives/ Max Lives))

Have nice day!)
 
Level 4
Joined
Feb 6, 2013
Messages
84
Actually when I am playing the map of version 1.94e with 6 people (full
I found that after 30 waves of survival in easy difficulties with all random mode, the game crashed.
It's happening in both times I play.
Can you see if there's a bug or something?

Btw we enjoyed this map very much :)
 
Level 8
Joined
Jul 14, 2015
Messages
169
Actually when I am playing the map of version 1.94e with 6 people (full
I found that after 30 waves of survival in easy difficulties with all random mode, the game crashed.
It's happening in both times I play.
Can you see if there's a bug or something?

Btw we enjoyed this map very much :)

Thanks for report!)

You acquire this bug only in 1.94e? What's about "Medium" difficulty?

Looking forward for your reply...
 
Level 4
Joined
Feb 6, 2013
Messages
84
I think the reason Warcraft crashed (actually it's fatal error) is just being laggy. This time is the same, which my friend typed -sh X and suddenly crashed during the level.
The game host is using i7 CPU so I don't think it is the host's problem.
However I have never saw Warcraft crashed in previous versions, but only two people were playing previously...
Thus, I guess the reason Warcraft 'crashed' is just because of lag, which more projectiles and faster attack rate lead to this predicament.
 
Level 8
Joined
Jul 14, 2015
Messages
169
I think the reason Warcraft crashed (actually it's fatal error) is just being laggy. This time is the same, which my friend typed -sh X and suddenly crashed during the level.
The game host is using i7 CPU so I don't think it is the host's problem.
However I have never saw Warcraft crashed in previous versions, but only two people were playing previously...
Thus, I guess the reason Warcraft 'crashed' is just because of lag, which more projectiles and faster attack rate lead to this predicament.

Thanks a lot!

I'll think about endless units that can crush i7)
When I'll find problem it will be solved.

Stay updated)
 
Level 2
Joined
Jan 18, 2015
Messages
24
Hello again! Have been away and came back and enjoyed a few games, some bugs I noticed and some oddities:

Bugs:
Had a four player game, two of us, myself included, were on Sarg, however, instead of fighting us, he teleported to Teal's lane (portal and all), slaughtered him and we could then no longer finish the game as the round would never end.

When using Malfurion at Sarg, Sarg kept ignoring the ent in favor of running blindly into the wall with the... lizard that Rexxar summons which got trapped in the multiplayer duel arena (Perhaps make it have timed life or be unsummoned when Rexxar summons another?). As the tree ent really wasn't strong enough to beat Sarg... it was... incredibly painful. Especially so when you possess Mal with the intent to kill him only to find out that, if you possess him, while he has summoned the ent, you can't move him... he is locked in the channel (I assume this was done so the AI wouldn't break the channel and unsummon the ent whenever Mal felt like moving.) We were stuck waiting for the ent to run out of time and we couldn't lightning bolt Mal since, on Sarg, you become allies with everyone and so no longer able to be targetted by lightning.

Had a few of the normal 'X player wins the duel but Y player gets the win', but the unique one, was when I lost the duel, yet, somehow, both me and my opponent were counted as winners.

We, in some of our games, had bosses that just disappeared in the middle of the fight for no real reason and counted it as a loss against you.

Some minor things like Paladins sometimes not charging against Sarg, but I figure that is more native game AI and nothing you can personally control.

Says the Hydra for the Murlocs has Heavy Armor... when it has medium armor (not that it is a complaint, as a ranged unit, medium armor seems to greatly increase its toughness since it resist most forms of damage save for normal which it compensates with by having the damage return.)

Suggestions:

Murlocs, when you are trying to spam building (so you can convert them into lizardmen buildings at beginning), having the revolution hotkey as F... is dangerous given B is just.. right there. I accidentally hit it myself which was... very sad because I hadn't gotten any Naga units or heroes. I would suggest removing that hotkey, to be honest, no reason to have it as a hotkey set since... when you click it, it tends to be a big decision, or, at least, have some sort of conformation in the game. At the very least, a hotkey that isn't one finger slip away from B.

The last upgrade in the Night Elf archer tree (one of the two) being a Demon Hunter is odd. Going from range to melee.. kinda throws your build off. I think the Domon Hunters are great (any plans for a Maiev?) but perhaps making Bladedancers (I believe they are called) turning into them for a very hefty price would likely fit better and give you a reason to build bladedancers outside of unlocking Illidan (who is amazing when put on a three second charge). Also... I like that you removed reincarnation from the Sisters of Elune, but... the Avatar isn't... really that useful. If they summoned some of the minor spirits, it would, but... they tend to die last, so I have yet to see the Avatar do anything but die and hold the turn up (Perhaps giving them starfall in its place would be better? Or maybe a buffer healing spell?)

Feels easy. Early levels are challenging, but late game, you get so much gold from waves that.... just ends up with you maxing out and spamming then sitting back for the last few waves. I don't know if it is just because I am a veteran of the first released version and so have played a lot, but.... it feels like the difficulty curve drops sharply late game (also miss many of the late game bosses such as the Pirate, although Yog is a very neat addition.) Wouldn't mind going back to some of the older version difficult levels. The increased gold from the waves also kinda renders building up your income as kinda moot.


Compliments:
Love the new wealth of units and heroes since I last played. Was a lot of fun playing each race and seeing what was knew for each. High Elves were especially surprising. Always felt they were barebones, but now they have a wealth of new units and heroes.

A lot of the races seem far more balanced now. Can't really think of any race that is just heads and shoulders stronger then the rest, I prefer some over others (Night Elves being my favorite), but overall, I think its had leaps and bounds of improvement.
 
Level 8
Joined
Jul 14, 2015
Messages
169
Hello again! Have been away and came back and enjoyed a few games, some bugs I noticed and some oddities:

Bugs:
Had a four player game, two of us, myself included, were on Sarg, however, instead of fighting us, he teleported to Teal's lane (portal and all), slaughtered him and we could then no longer finish the game as the round would never end.

When using Malfurion at Sarg, Sarg kept ignoring the ent in favor of running blindly into the wall with the... lizard that Rexxar summons which got trapped in the multiplayer duel arena (Perhaps make it have timed life or be unsummoned when Rexxar summons another?). As the tree ent really wasn't strong enough to beat Sarg... it was... incredibly painful. Especially so when you possess Mal with the intent to kill him only to find out that, if you possess him, while he has summoned the ent, you can't move him... he is locked in the channel (I assume this was done so the AI wouldn't break the channel and unsummon the ent whenever Mal felt like moving.) We were stuck waiting for the ent to run out of time and we couldn't lightning bolt Mal since, on Sarg, you become allies with everyone and so no longer able to be targetted by lightning.

Had a few of the normal 'X player wins the duel but Y player gets the win', but the unique one, was when I lost the duel, yet, somehow, both me and my opponent were counted as winners.

We, in some of our games, had bosses that just disappeared in the middle of the fight for no real reason and counted it as a loss against you.

Some minor things like Paladins sometimes not charging against Sarg, but I figure that is more native game AI and nothing you can personally control.

Says the Hydra for the Murlocs has Heavy Armor... when it has medium armor (not that it is a complaint, as a ranged unit, medium armor seems to greatly increase its toughness since it resist most forms of damage save for normal which it compensates with by having the damage return.)

Suggestions:

Murlocs, when you are trying to spam building (so you can convert them into lizardmen buildings at beginning), having the revolution hotkey as F... is dangerous given B is just.. right there. I accidentally hit it myself which was... very sad because I hadn't gotten any Naga units or heroes. I would suggest removing that hotkey, to be honest, no reason to have it as a hotkey set since... when you click it, it tends to be a big decision, or, at least, have some sort of conformation in the game. At the very least, a hotkey that isn't one finger slip away from B.

The last upgrade in the Night Elf archer tree (one of the two) being a Demon Hunter is odd. Going from range to melee.. kinda throws your build off. I think the Domon Hunters are great (any plans for a Maiev?) but perhaps making Bladedancers (I believe they are called) turning into them for a very hefty price would likely fit better and give you a reason to build bladedancers outside of unlocking Illidan (who is amazing when put on a three second charge). Also... I like that you removed reincarnation from the Sisters of Elune, but... the Avatar isn't... really that useful. If they summoned some of the minor spirits, it would, but... they tend to die last, so I have yet to see the Avatar do anything but die and hold the turn up (Perhaps giving them starfall in its place would be better? Or maybe a buffer healing spell?)

Feels easy. Early levels are challenging, but late game, you get so much gold from waves that.... just ends up with you maxing out and spamming then sitting back for the last few waves. I don't know if it is just because I am a veteran of the first released version and so have played a lot, but.... it feels like the difficulty curve drops sharply late game (also miss many of the late game bosses such as the Pirate, although Yog is a very neat addition.) Wouldn't mind going back to some of the older version difficult levels. The increased gold from the waves also kinda renders building up your income as kinda moot.


Compliments:
Love the new wealth of units and heroes since I last played. Was a lot of fun playing each race and seeing what was knew for each. High Elves were especially surprising. Always felt they were barebones, but now they have a wealth of new units and heroes.

A lot of the races seem far more balanced now. Can't really think of any race that is just heads and shoulders stronger then the rest, I prefer some over others (Night Elves being my favorite), but overall, I think its had leaps and bounds of improvement.

Awesome as usual!
Thanks for a great review)
I'll think about all suggestions.
But I had some questions about Sargeras teleportations(may be you have replay?).
1) Teal be at Deathwing boss when this happened?

1) What races being in this game?

Also will be great if you have replay for this situations.
Had a few of the normal 'X player wins the duel but Y player gets the win', but the unique one, was when I lost the duel, yet, somehow, both me and my opponent were counted as winners.

We, in some of our games, had bosses that just disappeared in the middle of the fight for no real reason and counted it as a loss against you.

Looking forward for your reply)
 
Level 2
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Jan 18, 2015
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Awesome as usual!
Thanks for a great review)
I'll think about all suggestions.
But I had some questions about Sargeras teleportations(may be you have replay?).
1) Teal be at Deathwing boss when this happened?

1) What races being in this game?

Also will be great if you have replay for this situations.

Teal was on a normal wave. He was almost to Yog.

We had a full game, from what I can remember:
Red - Nerubians, the wave when Sarg left was when he would have joined me in fighting him.
Blue - Demons (Left)
Teal - Demons
Purple - Humans (Died)
Yellow - Night Elves (Me)
Orange - Orcs (Left, he had very little lives left)

EDIT: Orange had left on the wave before, when I was on Sarg in that level where Sarg ignored Mal and we were there for four minutes (Hence four player game at Sarg from before, other two were new and.. didn't last long.)


Looking forward for your reply)

I did not keep the replay, but I'll be sure to keep them next time.
 
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Level 8
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Jul 14, 2015
Messages
169
Teal was on a normal wave. He was almost to Yog.

We had a full game, from what I can remember:
Red - Nerubians, the wave when Sarg left was when he would have joined me in fighting him.
Blue - Demons (Left)
Teal - Demons
Purple - Humans (Died)
Yellow - Night Elves (Me)
Orange - Orcs (Left, he had very little lives left)

EDIT: Orange had left on the wave before, when I was on Sarg in that level where Sarg ignored Mal and we were there for four minutes (Hence four player game at Sarg from before, other two were new and.. didn't last long.)




I did not keep the replay, but I'll be sure to keep them next time.

Thank you for the answers!)

I'll release fixed version at this Friday(23.12.16).

Have nice day!
 
Level 9
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Dec 31, 2016
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314
Hello,

there is a bug in survival mod (I did not play another mods, so I do not know if it happens too in them), that if a player is on boss level (I do not know if it happens on normal levels too, but I think not) and before the player kill the boss, he/she went to bonus levels (duels, village, castle, ...), the player will skip the boss and will continue to level after the boss level.

I do not have the replay, but if you want I will try to catch it next time.

And lastly sorry for my bad grammar. :)
 
Level 3
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May 2, 2007
Messages
43
Happy New Year!

About suggestion I decided that it complicated for WE, but not so complicated for standalone game)
Been years since I even opened the map editor, but I guess the "easiest" way would probably be something like with the Architect unit, teach it by purchasing the skills, but that time/focus spent would maybe be better off on completely new units, contents and fixes. Time is mana or something. ^^
 
Level 8
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Messages
169
Happy New Year!


Been years since I even opened the map editor, but I guess the "easiest" way would probably be something like with the Architect unit, teach it by purchasing the skills, but that time/focus spent would maybe be better off on completely new units, contents and fixes. Time is mana or something. ^^

Happy New Year!)

Thank you for that suggestion, but I think that I'll start new project after Remastered version(Music, Icons and models for 1.27b).

May be you want to participate in new project, as a programmer, designer or a beta tester? Or your friends would like to participate?

Hello,

there is a bug in survival mod (I did not play another mods, so I do not know if it happens too in them), that if a player is on boss level (I do not know if it happens on normal levels too, but I think not) and before the player kill the boss, he/she went to bonus levels (duels, village, castle, ...), the player will skip the boss and will continue to level after the boss level.

I do not have the replay, but if you want I will try to catch it next time.

And lastly sorry for my bad grammar. :)

Thank you for report!)

But it's not a bug, if you defeated your boss at "Castle Under Siege" or survived "Scorched Village" you will pass through your current level.

Have nice game!)
 
Level 9
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314
I see, I did not know that. :D

But I find another strange thing, when someone is defeated and will not leave, the game will take the player as he/she is still playing. So when comes to duel round, the computer assign the defeated player to another player, who is still playing, so the units of assigned player will move to arena, but the defeated player has no units, so units of the assigned player will eventually be killed by that killing system and the defeated player wins.
 
Level 8
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I see, I did not know that. :D

But I find another strange thing, when someone is defeated and will not leave, the game will take the player as he/she is still playing. So when comes to duel round, the computer assign the defeated player to another player, who is still playing, so the units of assigned player will move to arena, but the defeated player has no units, so units of the assigned player will eventually be killed by that killing system and the defeated player wins.

Thank you!)
I'll fix it.
 
Level 2
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-In tournament mode - alliance mode , some units such as gryphon, dwark king, .... can be built over their limits. The players still play have to fight with the others having left before, so waste time for it.

P/s : Sorry for my english but I usually host this map in Garena ^^
 
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Level 8
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Jul 14, 2015
Messages
169
-In tournament mode - alliance mode , some units such as gryphon, dwark king, .... can be built over their limits. The players still play have to fight with the others having left before, so waste time for it.

P/s : Sorry for my english but I usually host this map in Garena ^^

Thanks for report!)

I know about it, but don't think about fixing, because for me it very unbalancing mode.
If you really want - I'll fix it at next Friday.
Have nice day!)

P.S.: What's your native language?
 
Level 2
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My native language is vietnamese . i so worry to talk that to anyone :))
Alliance mode is very interesting. Please make it balance
Wolfmother upgraded from jaeger, her skill ( white wolf ) talks it create two wolf shadows but it only creates one. 190g for one wolf and 90g for one bear. NO no no no ^^
 
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Level 8
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Jul 14, 2015
Messages
169
My native language is vietnamese . i so worry to talk that to anyone :))
Alliance mode is very interesting. Please make it balance
Wolfmother upgraded from jaeger, her skill ( white wolf ) talks it create two wolf shadows but it only creates one. 190g for one wolf and 90g for one bear. NO no no no ^^

Great description!)

But she has Chaos damage and her wolf has critical strike.
I'll test her in World Editor, but I think that she worth every coin spent on upgrade.
Next Friday, I'll upload new version.

If you have any suggestions, just write it!)
 
Level 2
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Oct 18, 2015
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Murloc cant upgrade in alliance mode because it cant reach revolution.
I think azerot defender builder is strong whole the game
Now that's all. Have a good day bro :)
 
Level 9
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Dec 31, 2016
Messages
314
Hi again,

I find bug with Jaina, she is killing her own units with some her spell. When she stands nearby units they will start dying.

Suggestion: As far as I know, troll does not have any chaos attack type, so he is very weak against Yogg Saron or Sargeras.
 
Level 8
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169
Hi again,

I find bug with Jaina, she is killing her own units with some her spell. When she stands nearby units they will start dying.

Suggestion: As far as I know, troll does not have any chaos attack type, so he is very weak against Yogg Saron or Sargeras.

Thanks for report!)

Dark Slayer has chaos damage(upgraded slayer).

Have nice day!
 
Level 2
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Oct 18, 2015
Messages
21
Re-roll in aliiance mode have troulble, one time reroll can have all unique units, or as same as before. I cant build any units for the requirements.
Can you release a hot fix for that ? Re-roll like ver 1.99k , line 1 row 1 is re-roll appearing a line 1 row 1 new units, others is same this way. The same can be acceptable, but just a few.
Have a nice year ^^
 
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Level 8
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Jul 14, 2015
Messages
169
Re-roll in aliiance mode have troulble, one time reroll can have all unique units, or as same as before. I cant build any units for the requirements.
Can you release a hot fix for that ? Re-roll like ver 1.99k , line 1 row 1 is re-roll appearing a line 1 row 1 new units, others is same this way. The same can be acceptable, but just a few.
Have a nice year ^^

Just re-download!)
 
Level 5
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Nov 10, 2014
Messages
128
Hello! Can i help you retranslate map into Russian language? I and friends love to play this game, but we play only English version, because Russian version contains many mistakes, like "Убица", "Коолевский страж" etc.
 
Level 8
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Jul 14, 2015
Messages
169
Hello! Can i help you retranslate map into Russian language? I and friends love to play this game, but we play only English version, because Russian version contains many mistakes, like "Убица", "Коолевский страж" etc.

Yes, you can)

I think it will be easier to fix mistakes in the current Russian version.

Looking forward to your reply...
 
Level 9
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Dec 31, 2016
Messages
314
I played overlord mode (tried only behemoth) in singleplayer and found some minor effects.

The description of the kobold boss is broken, because there is no text and costs are floating above the border of the text table.

Notwithstanding I can control bosses in the battle, they will automatically go forward to the enemy.

The boss, that is in the battle costs some food, so when it goes into the battle it will adds some food consumtion.

Also there is a bug, that sometimes, on the level 25, the castle insta-kill the boss with one hit.
 
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Level 8
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Jul 14, 2015
Messages
169
I played overlord mode (tried only behemoth) in singleplayer and found some minor effects.

The description of the kobold boss is broken, because there is no text and costs are floating above the border of the text table.

Notwithstanding I can control bosses in the battle, they will automatically go forward to the enemy.

The boss, that is in the battle costs some food, so when it goes into the battle it will adds some food consumtion.

Also there is a bug, that sometimes, on the level 25, the castle insta-kill the boss with one hit.

Thanks a lot for this bug report!)

1) I know about kobold description, it brakes every time when I convert map with MapOptinizer.
2) That just because of other units - they will go forward and if your boss will not do the same, you can't properly control your formation.(Change for Kobold(because of his low hp))
3) Sorry about that problem. Now fixed)
4) Stronghold have 3 spell modes, one of them - anti-Boss(Hero Units in Classic game) missiles that cause huge damage to one target.

Have fun!)
 
Level 2
Joined
Oct 18, 2015
Messages
21
Apologizing for bother you again
In alliance mode, build structure still auto changes to a list consisting all unique units.
That is my favorite mode, so sad ...
 
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