Holy War: Anniversary 1.32a

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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.






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

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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 1.32a



  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

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  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.

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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 1.32a (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
Finally, we have been able to survive all 37 level after about 30+ version and about half a year. Was expecting Nodzormu at the end tho...

May be ranged unit could use some survivability upgrade, as they are too fragile at the moment. From mob's wave spell, lv 15 boss's wave spell, helicopter with medium armor and normal damage...Ranged unit, Human Crossbowman for example, seems like a waste of gold as they can't survive to deal their damage, which actually just as good as another melee unit. Something like 5% hp up without armor for every level of melee defense upgrade would do...

Nerubian could use a buff or rework, because:
- Their melee unit, Scarab and Spiked Guard have lower hp and damage compare to some other unit with the same gold cost.
- They rely a bit too much on magic damage, make them weak against immune to magic unit.
- Their unit lack special ability, make it seems kind of boring.
- Ancient Scarab often sit around and do nothing after channeling Magic Reflect.

Level 15 boss, Behemoth is kind of OP. So far, most player lost 3-5 lives to him. Random ability that can be countered by tactics aside, his raw power is a bit too high, capable of removing the back row with 2-3 hit of Crushing Wave, and annihilate the frontline with Pulverize and Stomp and the high attack damage. Defeating him in the 1st attempt is almost impossible (it's possible with Azeroth - Frost Slayer spam).
 

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Level 7
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Finally, we have been able to survive all 37 level after about 30+ version and about half a year. Was expecting Nodzormu at the end tho...

May be ranged unit could use some survivability upgrade, as they are too fragile at the moment. From mob's wave spell, lv 15 boss's wave spell, helicopter with medium armor and normal damage...Ranged unit, Human Crossbowman for example, seems like a waste of gold as they can't survive to deal their damage, which actually just as good as another melee unit. Something like 5% hp up without armor for every level of melee defense upgrade would do...

Nerubian could use a buff or rework, because:
- Their melee unit, Scarab and Spiked Guard have lower hp and damage compare to some other unit with the same gold cost.
- They rely a bit too much on magic damage, make them weak against immune to magic unit.
- Their unit lack special ability, make it seems kind of boring.
- Ancient Scarab often sit around and do nothing after channeling Magic Reflect.

Level 15 boss, Behemoth is kind of OP. So far, most player lost 3-5 lives to him. Random ability that can be countered by tactics aside, his raw power is a bit too high, capable of removing the back row with 2-3 hit of Crushing Wave, and annihilate the frontline with Pulverize and Stomp and the high attack damage. Defeating him in the 1st attempt is almost impossible (it's possible with Azeroth - Frost Slayer spam).

Thanks for great review!)

1) I'll not add armor upgrade for ranged units, because they range units and have range upgrade. Just because I can't imagine people with bow that can survive in melee combat, except Legolas, of course.

2) I'll fix all that you say about nerubians except

- Their unit lack special ability, make it seems kind of boring.

They have many unique abilities like dimension shift of spell reflection and I don't understand what you mean!)
What do you want to see(compared from other races)?

3) About Behemoth - I'll change difficulty, but not radically, because you can use rift ability or some race spell.
If you use 2-3 Rift - I think that problem will solved in first attempt.
Don't use only "Gold" ability in survival mode.

Thank you for being with us!)
 
Level 3
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May 5, 2007
Messages
20
is the greater magic resistance skill on frost berserks hidden? or is it missing the ability? azeroth defender(phoenix) builder.
 
Level 3
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Messages
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Yes, it is hidden.
If you want to know more about spell resistance:
Minor Magic Resist - 30%
Greater Magic Resist - 60%
Almost Magic Immune - 90%
Magic Immune

Thanks for the question!)

I see thanks. Wouldn't it be better to add a tooltip or some info about this in the quest log?

Also: like 20 maps later, daym we finally managed to beat survival mode. Nightelves so squishy :'(
 
Level 1
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May 10, 2008
Messages
2
Hi I really like this map - usually one of the first maps we play when we do a wc lan party.

Just a few things I noticed:

-In 'Classic Mode' I'm not sure how the duels are decided but when we played with four people the combatants didn't seem to change very often. At first it rotated between red vs blue and teal vs purple to red vs teal and blue vs purple (red never vsed purple and blue never vsed teal). This changed about halfway through when every single duel was just red vs blue and teal vs purple. This sort of screwed the game because teal was coming back after a poor start but couldn't stop red (me) because he never dueled me. I then just beat blue every time until I got enough points to win and teal couldn't catch up. Just wondering how the rotating works and whether there's a way to make it more dynamic so you don't just get the same duel over and over again.

-We had a game where the lvl 30 dragon boss was randomly teleporting to other players' arenas halfway through the round (causing the round to be lost for the original player). Although we did save-load earlier so that might have screwed it up.

-Some races seem quite underpowered such as High Elf and Demon (at the start at least), while Orc and Defenders of Azeroth feel incredibly strong. But perhaps this is due to play style.

-I actually kind of like the level 15 boss being so hard. You have to be quite tactical in how you spend your resources to beat him.

-Perhaps in future updates you could give a little love to teams with less units to choose from such as Nerubian. Teams like human have a lot of different heroes and units to choose from while some other races don't have as much variety. Would be cool seeing more units in some of the smaller teams.

Overall though it's a really good game and I appreciate the continual updates.
 
Level 2
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Apr 2, 2016
Messages
8
:infl_thumbs_up:This game is great, very simple concept but somehow still very fun to play. Even solo is pretty fun as well. Albeit hard, but still enjoyable.
Now, the game is not perfect, but still very worth the download. (Also, the author is seemingly very active!)

To the author, here are a few things I noticed:

-Humans are very strong. I actually finished the game (Kill Sargeras) solo with them. Paladins spamming heal is way too good.

-High elf seems weak. The basic units are not worthy of any praise (except the Jaegers) and the blood elf Heroes are a tad bit on the weaker side too. A buff to the units might help them immensely.

-Gyrocopters (The wave creeps) are very strong. Some races are just not equipped to deal with them sometimes, and add the fact that they are flying they can really screw you over. Speaking of this, do flying creeps automatically go for the backline everytime?

-The Area damage of Mages/Wizards are near useless. Take for example Medivh's First skill, the meteor thing. If I am not mistaken that attack deals 500 damage in a small AoE. Medivh being the most expensive Human unit, this means you only get him in the later waves. 500 damage is not relevant if creeps have roughly 10,000 health. Cleave units do much more damage per second and don't even use mana. I would suggest to replace most of these with debuffs with damage so that they can actually scale.

-This might be just me nitpicking but don't you think the 3 dragon aspects in the Azeroth defenders are a tad bit weak for their cost? A damage buff and them actually becoming flying units when they turn into a dragon would be nice. Also, does Ysera's poison AoE attack actually deal damage even to your units? That's...... Unnecessary I would say. Anyhow, their addition to the Azeroth defenders fit very well. Well done!:thumbs_up:

- The Orc Standard bearer appears to be a downgrade from the Human standard bearer. Kinda disappointing.

-You ever thought of adding benefits that didn't only affect the battle? Like maybe if you make Malygos you gain an extra mana every 3/5 levels. Or Sylvanas can be your mercenary and she will still stay on your battlefield. Little stuff like this might be good to flesh out the playstyle of guilds more. I don't know though its just a small thought.

Anyway, these are my observations from the time I have sinked into this map. Even with all the flaws, this map is a solid recreation/update of the first one. Job well done iXeddin!
 
Level 7
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Jul 14, 2015
Messages
163
Glad to hear so many suggestions!)

I'll consider all of them in the new version, but I don't understand few things:

- The Orc Standard bearer appears to be a downgrade from the Human standard bearer. Kinda disappointing.

Orc Standard bearer gives you army 15% AS and 15% MS, Human Standard bearer - 30% of attack power.

- Sylvanas can be your mercenary and she will still stay on your battlefield.

Just don't understand what she will doing without enemies at battlefield?

Looking forward for your reply!)
 
Level 2
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Apr 2, 2016
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Orc Standard bearer gives you army 15% AS and 15% MS, Human Standard bearer - 30% of attack power.

I just checked, and the tooltip of the Orc Standard Bearer's Endurance Aura says :
"Increases nearby unit's movement speed by 10% and attack rate by 5%".
Maybe the effect does give 15% each, but the tooltip is wrong?

Just don't understand what she will doing without enemies at battlefield?

Hahahaha this was just a weird example I made so I am sorry if it confused you sir. What I meant is that normally if you set any unit as your mercenary (Ex: Set as an Ally for Player 6), the unit will appear on that player's field and not on yours. My suggestion was that Sylvanas will have this ability to be a mercenary (Ex: Be on Player 6's field) and still be on yours as well. This was understandably a weird suggestion, I just said it as an example for the point I made earlier.

Good luck on updating this wonderful map, hopefully more improvements to come!
 
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Level 7
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I just checked, and the tooltip of the Orc Standard Bearer's Endurance Aura says :
"Increases nearby unit's movement speed by 10% and attack rate by 5%".
Maybe the effect does give 15% each, but the tooltip is wrong?

Sorry for wrong description. I'll fix it!)

It's interesting idea about Sylvanas, I'll think about it.

Thank you for responding to me so quickly!)
 
Level 2
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Apr 2, 2016
Messages
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No, Thank YOU for responding to me so quickly! :grin:

Last question, do you have any approximate date of the next update release?

I will be playing the map with some friends soon, if we see any bugs and whatnot I will report here immediately.

You have a good day sir!
 
Level 7
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No, Thank YOU for responding to me so quickly! :grin:

Last question, do you have any approximate date of the next update release?

I will be playing the map with some friends soon, if we see any bugs and whatnot I will report here immediately.

You have a good day sir!

Thanks for the question!)

New version will be released this Friday(08.07.2016.)

Have a nice day!)
 
Level 24
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Jul 10, 2006
Messages
3,315
Very nice to see the work you've done here :)

Some things I never got around to including in the original:
  • More spellbringer options
    • Defensive aura summon - creates an invisible dummy unit with some aura e.g. endurance/devotion/command that lasts until the end of the round
    • Offensive aura summon - create a dummy unit with aura in the target area, can be used in other players' regions and in duels
  • Special event: survival
    • Randomly occurs instead of a wave, every 10-20 or so rounds
    • Every player's army takes a turn in a special arena where it must defend against very strong units/bosses. The time survived is recorded.
    • The player that lasts the longest gets bonus gold or a life or something.
  • Special event: brawl
    • All players' armies spawn in the same arena (equally spaced in a circle from the center) and fight FFA
    • The last surviving player gets bonus gold or a life or something.
  • Team mode
    • 2v2 (with 4 players) or 3v3
    • During creep rounds, all allied armies spawn in the same (bigger) arena and fight against the combined creeps.
    • During duel rounds, all armies spawn in the same arena and fight in teams.
    • For team mode setup, give each player a selector horse and arrange into 2-3 circles of power and confirm when ready.
 
Level 7
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It's great honor to know all things about your map!)

I'm for long time couldn't understand why we need some areas.

Map has only two features from this list:
  • Special event: brawl
    • All players' armies spawn in the same arena (equally spaced in a circle from the center) and fight FFA
    • The last surviving player gets bonus gold or a life or something.
One of ending choices after Sargeras.

and

  • More spellbringer options
    • Defensive aura summon - creates an invisible dummy unit with some aura e.g. endurance/devotion/command that lasts until the end of the round
    • Offensive aura summon - create a dummy unit with aura in the target area, can be used in other players' regions and in duel
This is Race spell for Trolls.

I'll try to make all features in future!)

Thanks for guiding!
 
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Created a account just to say, first boss larva summon is really strong almost always meaning a wipe, and leaviathan water elemental summon is really devastating too, troll boss and castle boss is too weak.
And maybe on hellmode yogg-saron could have sara the vrykul on his head helping him. some waves before yogg saron is stronger than him actually, the dragons with 12k life really wreacks my army most of the time.
Demons could be buffed by nerfing kil'jaeden cost with some stats too, before him demons is really shitty with alot of expensive units.
Defenders of azeroth is really strong but ysera without doubt is not worth.
Some skeletons could cust no food, or start with more food than other races, it would benefit alot spamming then before they could get more expensive units like sindragosa or arthas. the get massacrated from air units, they have no way to take down gyro without sindragosa.
Orcs are perfect the way they are now for me, really fun to play.
the humans knight cerimony is really op the way it is now. but without it humans are just bad
Trolls is the best race to use for mercenary right now, and really fun to play, they can really win by cheating the enemies sending they units.
Murlocs and nerubians should get one more hero unit
high elfs could see some love.
the way the game is now, its not really good to improve alot of income, at start its really worth, but at late the cust is too high for the low receive maybe a buff for who goes riskier?
Anyway i love the game right now,a little frustrating sometimes with bad luck, but its always a good game. skeleton race is really useless after the broodmother, if arthas could atleast attack air it would not be that bad.
 
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Level 1
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Jul 9, 2016
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You may have forgot to upload map. Changelog says version 1.75 , yet download link is for 1.73
 
Level 1
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Jan 13, 2014
Messages
2
Using command
-sh X
where X is your number causes fatal error.

I actually wanted to told other player to use that command, so i've mentioned it in text, but still, it was executed for some reason. E.g. -sh 1 for red causes fatal error (for all players).
 
Level 1
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Dec 29, 2015
Messages
2
Well, first of all hi, I must say I really like this map but i got some tips for "balance"? changes, first of all i honestly think yogg is too op. compared to sargeras he's waay stronger a idea for balance possibility: mindcontrol should either cost mana and yogg should have a limited mana pool or it should have some cooldown. also i had some strange bugs like: suddenly multiple survival rounds getting skiped and me and my friend getting the gold for it (when it happend it skipped about 12-13 rounds and we both got 4k+ gold, yet the game didn't really realise it.) i could build endless nerubian multishoot units (i forgot the name, but normally u can have only 8 of them), the swarm gave ME gold when it died to any kind of AOE (like castle boss, or some specific spells when in duel) the "nozdormu" event is bugged, aka round 41. we wanted to do it for fun, nozdormu spawned but our units didn't tp to him so we automatically lost.. and honestly it feels like demons deserve a little buff compared to any other race i played they feel like the weakest one. (humans and new undeads are easiest to play) Sorry for any mistakes i made while typing this. hope the feedback helps atleast a little bit.
 
Level 7
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Messages
163
Using command
-sh X
where X is your number causes fatal error.

I actually wanted to told other player to use that command, so i've mentioned it in text, but still, it was executed for some reason. E.g. -sh 1 for red causes fatal error (for all players).
Thanks for report, but in what version?
From 1.78 this bug fixed.

Well, first of all hi, I must say I really like this map but i got some tips for "balance"? changes, first of all i honestly think yogg is too op. compared to sargeras he's waay stronger a idea for balance possibility: mindcontrol should either cost mana and yogg should have a limited mana pool or it should have some cooldown. also i had some strange bugs like: suddenly multiple survival rounds getting skiped and me and my friend getting the gold for it (when it happend it skipped about 12-13 rounds and we both got 4k+ gold, yet the game didn't really realise it.) i could build endless nerubian multishoot units (i forgot the name, but normally u can have only 8 of them), the swarm gave ME gold when it died to any kind of AOE (like castle boss, or some specific spells when in duel) the "nozdormu" event is bugged, aka round 41. we wanted to do it for fun, nozdormu spawned but our units didn't tp to him so we automatically lost.. and honestly it feels like demons deserve a little buff compared to any other race i played they feel like the weakest one. (humans and new undeads are easiest to play) Sorry for any mistakes i made while typing this. hope the feedback helps atleast a little bit.

Thanks for participation!)
Fixed all bugs in 1.81.
About Nozdormu - You will tp after death of Time Bird.
Have nice day!
 
Level 7
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Jul 14, 2015
Messages
163
Tested all about that, but find nothing.
Made minor change of number rounds for this game. Map reuploaded.
Please if you find some bug, just save your reply and post here.
Have good game!)
 
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Level 1
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May 11, 2016
Messages
6
Hi,

It's been a while and I haven't tested your map since my last report, however, I'd gladly translate your map in french, if I can find the time.

Somebody said that the larva summon from the first boss were too strong. It may be due to their avoid rate. How high is it ?
 
Level 1
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I found a bug in multi-player, sometimes winner get like 10X gold from gold mine instead of only one.
Please see replay, this appears multiple times
 

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Level 24
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Had a few games on lan with 3 others, here's a few of the bugs we encountered and suggestions to improve the game:

1. When using the Defenders of Azeroth race, the map would start having lag spikes every few seconds (started about 30 minutes into the game and got progressively worse), check the ability triggers to see if you don't have something that's particularly intensive. Maybe those beams are triggered?
2. In Classic mode, the score column title would sometimes read "0/12" and show everyone as having the same score.
3. Similarly, life display in Survival mode had the same bug where the correct number of lives wouldn't display.
4. At the end of survival mode, when picking Annihilation, the spawning ensures that Player 1 will always lose. This is because red will always spawn first at the center of the region, and then the other players will attempt to spawn there as well but due to collision their units will spawn around red's army. I suggest you add some spawn points in a circle around the center of the region for a nice fair battle royale :)
5. Flanking is broken in team battles. Units that are set to flank will run to the other side of the map instead of the normal relative position to the side. Also, flanking units will just keep running while they get attacked and killed. I suggest add a trigger: if a flanking unit gets attacked or takes damage, order it to attack move to the flank position instead.
6. In survival mode, after a duel, the winner would sometimes be declared incorrectly (the losing player is declared as the winner and receives the gold)
7. Similar/related to above in survival mode duels, I had a strange incident where after losing a duel I got the duel winner reward 3 times (with the game message), while the duel winner also got his reward.
8. Sargeras is really weak. Do you have a system for balancing the units and bosses, or do you just put in numbers according to what feels right?
9. In team battles, when you use possession on a unit that unit will no longer be allied to your allied team (because it's now under your control and you are always enemies with other players)

Had a lot of fun playing it, really glad that you took the map over :)
 
Level 7
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Jul 14, 2015
Messages
163
Thanks a lot for assistance!)

Almost all bugs fixed, but I need some information about:
6. In survival mode, after a duel, the winner would sometimes be declared incorrectly (the losing player is declared as the winner and receives the gold)
7. Similar/related to above in survival mode duels, I had a strange incident where after losing a duel I got the duel winner reward 3 times (with the game message), while the duel winner also got his reward.

Which races participated in that duels?(I would be glad to see replay)

8. Sargeras is really weak. Do you have a system for balancing the units and bosses, or do you just put in numbers according to what feels right?

Thank you that reminded me about Sargeras. When I changed Pirate boss(level 35) at Yogg Saron I improved all races, but forgot about Sargeras)

Waiting for your next project!)
 
Level 24
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Jul 10, 2006
Messages
3,315
Which races participated in that duels?(I would be glad to see replay)

I don't remember, will have to see if I can find the replay.

Waiting for your next project!)

I'm busy trying to get into proper game development, specifically using Unity. So no more warcraft maps... but maybe in a few months I'll get started on Region 2 :)
 
Level 1
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Sep 17, 2016
Messages
3
Hey iXeeddin
Ive played through v1.93a and found somethings u might consider, as i do, fixable.


Scorched Vilage (1-3 Players):

- Annauncements (as seen before duells)
- Reduce difficulty lvl 12 and 24 (they are impossible to kill and that means u lose a life for no reason at all)
- Increase difficulty of all above 35 fight. (alltho i like the fact that its free feed but they are down far to fast)
- Lower playerspot needs to be turned by 180*. (So the creeps wont fight your backlane, while all tanks rush forward)

Nerubian :

- Architekt will kill all of your units in lvl 35. Because the boss adopts his spell and uses it against all your units.
- Locus need to be limited. If u start to build more than 6-8 the whole game starts to lagg, especially late game.

Naga:

- Hydra... ive managed to get hydra by lvl 25. I was realy happy untill i noticed that all tanks suffer from its poison. It took me 2 lifes to decide to sell my beatiful Hydra. I passed it easyly... By 30 i had my Hydra again and it all went like in lvl25.
Make poision only poisonous for enemys.

Kind Regards
 
Level 7
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Jul 14, 2015
Messages
163
Hey iXeeddin
Ive played through v1.93a and found somethings u might consider, as i do, fixable.


Scorched Vilage (1-3 Players):

- Annauncements (as seen before duells)
- Reduce difficulty lvl 12 and 24 (they are impossible to kill and that means u lose a life for no reason at all)
- Increase difficulty of all above 35 fight. (alltho i like the fact that its free feed but they are down far to fast)
- Lower playerspot needs to be turned by 180*. (So the creeps wont fight your backlane, while all tanks rush forward)

Nerubian :

- Architekt will kill all of your units in lvl 35. Because the boss adopts his spell and uses it against all your units.
- Locus need to be limited. If u start to build more than 6-8 the whole game starts to lagg, especially late game.

Naga:

- Hydra... ive managed to get hydra by lvl 25. I was realy happy untill i noticed that all tanks suffer from its poison. It took me 2 lifes to decide to sell my beatiful Hydra. I passed it easyly... By 30 i had my Hydra again and it all went like in lvl25.
Make poision only poisonous for enemys.

Kind Regards

Thanks for suggestions!)

Fixed in 1.94.

Have nice day!)
 
Level 2
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Oct 7, 2016
Messages
11
So i was playing it yesterday and i cenountered some bugs.

When i was choosing survival/18lives/draft

There was no races availible to select from. Clock went to 0 and nothing happened.

Another thing is that i was playing it twice yesterday and warcraft crashed twice during those games for me and my buddies. First game races was demon/night elf/human and second high elves and azeroth. There is someting i can do about that crashes ?
 
Level 2
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Another thing is AI of some units. I've noticed that few lengendary/unique troops are standing and doing nothing. Most noticable is human race. Mediv and Antonidas is most bugged. Mediv is standing until he loses half hp and transform into raven. Moreover that "Valley fights". If one player kills his half of creatures and units are standing too far from other player. First player who killed units loses and gets reward only if second player kill remaing creatures.
 
Level 7
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Messages
163
So i was playing it yesterday and i cenountered some bugs.

When i was choosing survival/18lives/draft

There was no races availible to select from. Clock went to 0 and nothing happened.

Another thing is that i was playing it twice yesterday and warcraft crashed twice during those games for me and my buddies. First game races was demon/night elf/human and second high elves and azeroth. There is someting i can do about that crashes ?
Thanks for feedback!)
I'll fix draft mode.
About Fatal Errors, I think that it can be "-sh" command, I fixed it but sometimes it cause fatal. Try to fix it.
Also I'll try to fix Heroes behaviors.
Stay Updated!)

10x win in duel bug still occurs in 1.93a. Skeletons are still an unbeatable ground race.
Thanks for report!)
I've got this bug from Architect Orbs and fixed it.
What races bugged in your game?May be you have replay?
Looking forward for your replying...
 
Level 2
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Oct 7, 2016
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I was playin with 3 friends and i have to say that late game fps drops was huge. Each late wave was like 2-5 minutes 1-5 fps. Also my fried got and bug that waves wasnt spawning for him. He was stuck on 35 wave. (this was caused by that huge teamfights vs creeps, waves are messed up after that) I attached replay.
 

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Level 7
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I was playin with 3 friends and i have to say that late game fps drops was huge. Each late wave was like 2-5 minutes 1-5 fps. Also my fried got and bug that waves wasnt spawning for him. He was stuck on 35 wave. (this was caused by that huge teamfights vs creeps, waves are messed up after that) I attached replay.
Huge thanks for replay!)
 
Level 2
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Oct 7, 2016
Messages
11
Ow i forgot to write it earlier. One time when i was fighting Neltahrion he jumped into my base and invurnable units killed him XD. He had teleport skill and last unit to kill for him was close to my base. Thats why probably he had range to teleport to my base.
 
Level 2
Joined
Oct 7, 2016
Messages
11
I was playing humans to check fixes. It looks good now but still on some waves i saw that medivh was standing still for a while doing nothing. And one more bug that occured twice to my friend. After defeating village he was suppose to fight with yogg but instead of that only his units spawned, without enemies. Units were running around for a while and then he lost a life. But when i won with yogg (i was 2 waves behind). His and mine army spawned to fight sargeras.
 
Level 7
Joined
Jul 14, 2015
Messages
163
I was playing humans to check fixes. It looks good now but still on some waves i saw that medivh was standing still for a while doing nothing. And one more bug that occured twice to my friend. After defeating village he was suppose to fight with yogg but instead of that only his units spawned, without enemies. Units were running around for a while and then he lost a life. But when i won with yogg (i was 2 waves behind). His and mine army spawned to fight sargeras.
Thanks for quick reply!
Fix it at this Friday!
Have nice day!
 
Level 1
Joined
Oct 20, 2016
Messages
4
作者,你好。我是一名中国的玩家。我和我的朋友都非常喜欢你的地图,但是在PVP对抗中还有很多BUG,希望能修复。我的英语不好,以下是谷歌翻译的这段话。
The author, hello. I am a Chinese player. I and my friends are very fond of your map, but there are a lot of confrontation in the PVP BUG, hoping to repair. My English is not good, the following is the Google translation of this passage.
 
Level 7
Joined
Jul 14, 2015
Messages
163
作者,你好。我是一名中国的玩家。我和我的朋友都非常喜欢你的地图,但是在PVP对抗中还有很多BUG,希望能修复。我的英语不好,以下是谷歌翻译的这段话。
The author, hello. I am a Chinese player. I and my friends are very fond of your map, but there are a lot of confrontation in the PVP BUG, hoping to repair. My English is not good, the following is the Google translation of this passage.
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...
 
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