• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Holy War: Anniversary 1.49a

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


Check out new maps:



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


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

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


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

Screenshots:


2ue61af.png



v7d2mc.jpg


11kl5vs.png


2nsu929.jpg






2qlfomv.png


14b7o0w.png








YouTube:






Stories:





Tutorials:















Guids (Survival):


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

Cobold Taskmaster (no upgrades)

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

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

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

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

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

Wave 34 (Crawlers)


Best Units for this wave

5 Ancient annihilators

6 Great infernals

11 Pocket annihilators

11 Infernals

2 Demon cannon

8 Archers

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



Features:

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

Changelog:


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

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


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


    Have Nice Game!

Holy War Anniversary 1.32a

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

Have Nice Game!


Holy War Anniversary 1.31.1a





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



      • Added new enemies for Scorched Village event.


[/COLOR]

Holy War Anniversary 1.23a



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




Holy War Anniversary and Remastered 1.21b


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

Holy War Anniversary and Remastered 1.21a

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

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

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


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

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

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

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

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

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

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

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

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

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

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



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

Holy War Anniversary

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

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

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

RUS and ENG versions


  1. Other minor bugs fixed.

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


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


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

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

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


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

1.93a
  1. Fixed duel gold bug.

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


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

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


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

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


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

1.78


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


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

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

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

1.72

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

1.70a

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

1.70

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

1.62f

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


1.62e

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

1.62d

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

1.62b

  1. Fixed Succubus and Neltarion bugs.

1.62a

  1. Some minor bug fixed.


1.62

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


1.61a

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

1.61

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

1.60e

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


1.60a

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

1.60

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

1.58a

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


1.58

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


1.56

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


1.55e

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

1.55d

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


1.55c

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

1.55b

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


1.55a

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




1.55

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

1.54b



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

1.54a

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

1.54

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

1.53b

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

1.53a

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

1.53

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

1.52e

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

1.52d

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

1.52c

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

1.50b

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

1.50a

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

1.50

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

1.49a

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

1.49

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

1.48

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


1.47a

  1. Fixed upgrade bug

1.47

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

1.45b

  1. Fixed Terrain errors.

1.45а

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

1.45

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

1.42

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

1.41


  1. Fixed behaviours
  2. Added Random Terrain


Credits:

Picture for map preview: The Destroyer of Worlds by krysdecker

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

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

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

Testing:
ZanzuZ
The Ghost Opera
Vulkan_tsk
Tony.R


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

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


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


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

Holy War: Anniversary 1.49a (Map)

Reviews
08:55, 13th Sep 2015 Shadow Fury: Tested the map and I agree with Ardenian therefore I'll approve the map with a rating of 3/5 based on his review.
Level 3
Joined
May 26, 2017
Messages
79
Bug.
When I play Nerubian solo, Sargeras always teleports himself to my base, where all my units are Invulnerable and kill him easily....
In multiplayer mode, Sargeras teleports to other player's lane....when I use Nerubian and am the first to level 36.

In summary, when I use Nerubian, Sargeras always leave the fighting area and goes to somewhere else. It might be caused by my spider that can teleport enemy away.
 
Level 8
Joined
Jul 14, 2015
Messages
168
Bug.
When I play Nerubian solo, Sargeras always teleports himself to my base, where all my units are Invulnerable and kill him easily....
In multiplayer mode, Sargeras teleports to other player's lane....when I use Nerubian and am the first to level 36.

In summary, when I use Nerubian, Sargeras always leave the fighting area and goes to somewhere else. It might be caused by my spider that can teleport enemy away.

Great Thanks!)

I think you are right, I'll solve problem at next version.

Have nice day!
 
Level 3
Joined
May 26, 2017
Messages
79
Suggestion:

When there are an odd number of players and when duel or events begin, create an extra player by copying a random player's units, to make the player number even.
 
Level 8
Joined
Jul 14, 2015
Messages
168
Suggestion:

When there are an odd number of players and when duel or events begin, create an extra player by copying a random player's units, to make the player number even.

Interesting, but I don't understand for what?
It has sense only at Classic mode.
The main question is who gets the point when the odd player loses?

Thanks a lot for your suggestion!)
 
Level 2
Joined
Jan 18, 2015
Messages
24
Been awhile since I've been able to play Wc3 (lost my old disc, had to buy a new, overpriced, digital copy). So, booted this game up and played a few rounds with some friends, I like a lot of the new additions, really rounded out the heroes for a lot of the races, still wonder where Mannoroth is for the Demons though. :p They are in need of a big, tanky hero.

Also, here are some bugs we've found:

Lost Souls (The locust swarm unit) seem to give their player their gold when they die. I can't confirm this, myself, I am not a fan of that race, but someone I was playing with it noted that whenever they died, he was getting gold from them.

The massive old god for the nerubian race will often still wander around aimlessly and not attack.

In the later waves, one of the creeps, the succubus I believe, can charm units. While that, in itself, isn't an issue, it tends to like to take away your hero units which.. is annoying. I've seen it take the Nerubian big god unit, the Lich King multiple times as well as Sin... the bone dragon whom has a name I cannot hope to spell. While it isn't a game breaker, it can be a pain and I am not sure if that was the intent.

It seems the Castle still kills itself. It doesn't normally, but when it stands up, it seems to get hit by its own attack, its hp will take a drop whenever it fires, and more importantly, when it dies, you will often not get its 900 gold because it killed itself. (Still not a fan of the nuke version).

Not sure if it is intentional, but in the version of the game where you get random units in your builder, the 'unique' units can be built multiple times. I built multiple of the Satyr hero, for example.
 
Level 8
Joined
Jul 14, 2015
Messages
168
Been awhile since I've been able to play Wc3 (lost my old disc, had to buy a new, overpriced, digital copy). So, booted this game up and played a few rounds with some friends, I like a lot of the new additions, really rounded out the heroes for a lot of the races, still wonder where Mannoroth is for the Demons though. :p They are in need of a big, tanky hero.

Also, here are some bugs we've found:

Lost Souls (The locust swarm unit) seem to give their player their gold when they die. I can't confirm this, myself, I am not a fan of that race, but someone I was playing with it noted that whenever they died, he was getting gold from them.

The massive old god for the nerubian race will often still wander around aimlessly and not attack.

In the later waves, one of the creeps, the succubus I believe, can charm units. While that, in itself, isn't an issue, it tends to like to take away your hero units which.. is annoying. I've seen it take the Nerubian big god unit, the Lich King multiple times as well as Sin... the bone dragon whom has a name I cannot hope to spell. While it isn't a game breaker, it can be a pain and I am not sure if that was the intent.

It seems the Castle still kills itself. It doesn't normally, but when it stands up, it seems to get hit by its own attack, its hp will take a drop whenever it fires, and more importantly, when it dies, you will often not get its 900 gold because it killed itself. (Still not a fan of the nuke version).

Not sure if it is intentional, but in the version of the game where you get random units in your builder, the 'unique' units can be built multiple times. I built multiple of the Satyr hero, for example.


Great Thanks!)

You are very attentive!)
I think that new version comes at this Sunday, instead of Friday.
Have nice game)

About Alliances mode:
Not sure if it is intentional, but in the version of the game where you get random units in your builder, the 'unique' units can be built multiple times. I built multiple of the Satyr hero, for example.
It was planned rather for entertainment than competition (because of the great random) and I think that endless heroes very fun), but useless...
When I played at this mode all players wanted to multiple Kil'Jaeden, but at duels all players with 2-3 Kil'Jaedens was defeated by massive army of Astral Huntress and other Magic resistant unit.
 
Level 2
Joined
Jan 18, 2015
Messages
24
@iXeddin Ah, neat. I'll give it a try when it comes out tomorrow.

Multiple Kil'Jaedens? Eh, too expensive. I think multiple Illidans/High Elf Blood Knight Hero who is amazing/Tyrande/Etc would be far more useful. Especially the Lich King since you can increase his armor and hp making him an amazing tank.
 
Level 3
Joined
May 26, 2017
Messages
79
2 bugs:

1.when players are voting for -endround, if a player who doesn't vote leaves the game, then this round cannot end by vote;
2.when the environment tornado hits a meat wagon (temple) of the undead, it lasts forever
 
Level 3
Joined
May 26, 2017
Messages
79
Thanks for such fast review, but what does it means?
Looking forward for your reply...

Sorry for the delayed reply. I was gone for the holiday. This is what I meant, and I think this is a rare bug:
The tornado sends the meat wagon (which summons skeleton) flying and never stops. The round does not automatically end with a loss of life, even though no one is taking any damage for a few minutes. We had to type -endround.
 
Level 8
Joined
Jul 14, 2015
Messages
168
Sorry for the delayed reply. I was gone for the holiday. This is what I meant, and I think this is a rare bug:
The tornado sends the meat wagon (which summons skeleton) flying and never stops. The round does not automatically end with a loss of life, even though no one is taking any damage for a few minutes. We had to type -endround.
The skeletons spawned via undead wagons aren't moving anywhere, if the enemy isn't close to them. For example on the Yogg Sarron they just stand on the pawn point.

Thanks a lot!)
I want to fix it at this Friday.
Have nice day!)
... and successful games for Micca in this Year! (YouTube)
 
Level 2
Joined
Oct 18, 2015
Messages
21
long time to see your map once again, still a great map at all, happy new year bro :cool:

just old issue at alliance mode, it seem that unique units which can be instantly built, can be built as many as the money allow :)), such as:
Gryphon
Sindragosa
Dwarf King
Ancient Mother
Sylvanas Windrunner
Last Guardian Of Tirifal

Hope you fix it soon, i love the balance :D
 
Last edited:
Level 1
Joined
Mar 29, 2017
Messages
5
So anyone had the idea to create a discord for this map? With tactics, guides, updates and other stuff? :)
 
Level 3
Joined
May 5, 2007
Messages
21
Hello, seems like the orb upgrades on architect(nerub) does absolutely nothing?

opened up the map in WE/solo and seems like it only adds visual effects? a fully upgraded one cant kill anything in the first wave.
 
Last edited:
Level 8
Joined
Jul 14, 2015
Messages
168
The leaderboard doesn't seem to display properly after WC3 1.29 patch.
Thanks for suggestion!
Unfortunately I do not know at the moment how to fix it.
Also, I suggest maybe level 25 castle boss should have chaos damage....
One of the castle forms(without nuke or tanks) has the additional chaos damage. Tanks also has chaos attack.

Have nice day!)

P.S. We have a new map here, hope you like it)
 
Level 17
Joined
Nov 12, 2016
Messages
780
hi, this comment is posted regarding only one thing, that locust swarms in this game in tournament mode are overwhelmingly broken, i'm kindly requesting dear iXeddin
to nerf the dark souls damage from chaos damage to normal. i've been a loyal fan of this map for a long time and i'm afraid its not playable without banning 1:guardians of azeroth (but even that has a counter to take control of a unit and go backstab it)
2:demons (because of killjaden but its not unstoppable)

and 3 OFC the special snowflakes of this map the nerubian locusts, now the thing with the locusts is that even if you nerf them to have normal damage the problem is because we don;t have control over our unit's they swarm our unit's and kill them without our range unit's backfireing because they are too damn busy reswitching targets to actually fire.

here is my discord tag (StormKnight#0853) hit me up there if you want me to join a match and personally prove you about the broken state of this condition.

my friend has hosted this map and told me that the 1.06a version was the one he hosted and its the same version i see named right here, unless i'm wrong and nerf's did come into effect i'm going to end up losing the afk player who left the map for 1:30 hur and winning only then with troll dark slayers one of the best ranged unit's in game and massing about 15 mammoth's just to tank the locust damage and having about 25+ headhunets upgraded and god knows how many dark slayers.
 
Level 3
Joined
May 26, 2017
Messages
79
hi, this comment is posted regarding only one thing, that locust swarms in this game in tournament mode are overwhelmingly broken, i'm kindly requesting dear iXeddin
to nerf the dark souls damage from chaos damage to normal. i've been a loyal fan of this map for a long time and i'm afraid its not playable without banning 1:guardians of azeroth (but even that has a counter to take control of a unit and go backstab it)
2:demons (because of killjaden but its not unstoppable)

and 3 OFC the special snowflakes of this map the nerubian locusts, now the thing with the locusts is that even if you nerf them to have normal damage the problem is because we don;t have control over our unit's they swarm our unit's and kill them without our range unit's backfireing because they are too damn busy reswitching targets to actually fire.

here is my discord tag (StormKnight#0853) hit me up there if you want me to join a match and personally prove you about the broken state of this condition.

my friend has hosted this map and told me that the 1.06a version was the one he hosted and its the same version i see named right here, unless i'm wrong and nerf's did come into effect i'm going to end up losing the afk player who left the map for 1:30 hur and winning only then with troll dark slayers one of the best ranged unit's in game and massing about 15 mammoth's just to tank the locust damage and having about 25+ headhunets upgraded and god knows how many dark slayers.

I play this map a lot. Your comments make me think you are very new to this map.
1.the locust ("dark souls") can be easily killed by any race.... they are not broken
2. Kiljaden is complete garbage.....
3. etc.

By the way, we can play together sometime. I sometimes host on ENT.
 
Level 17
Joined
Nov 12, 2016
Messages
780
I play this map a lot. Your comments make me think you are very new to this map.
1.the locust ("dark souls") can be easily killed by any race.... they are not broken
2. Kiljaden is complete garbage.....
3. etc.

By the way, we can play together sometime. I sometimes host on ENT.

if you would care to explain me how to counter the dark souls i'd be very happy
(because honestly you just said they are fine and not OP without telling any reasons)

and sure bro well i'm kind of angry on the inside for you to just surge of my comment and say "nope not op" but hey if there is a way that i'm too blind to see by all means tell it to me or hit my discord tag with a friend request and talk with me there so we can get in a match and play togather.
 
Last edited:
Level 3
Joined
May 26, 2017
Messages
79
(because honestly you just said they are fine and not OP without telling any reasons)

.

Sorry about not explaining anything...I have always thought that it would be more fun if a player discovers everything by himself....but if you insist, I can share some of my experience in playing this map.

if you would care to explain me how to counter the dark souls i'd be very happy


First of all, to counter dark soul, you need a bit attack speed upgrade. In case you haven't noticed, some ranged units just keep turning around without attacking, when facing dark souls. That's probably because they don't have enough atk speed and dark souls move too fast and those ranged units just keep turning around to face the Dark souls.

And for the units that counter Dark souls, there are too many.
For example,
1.Naga's: (perfect counter)
Dragon Turtle: 2 of them is enough to kill any number of dark souls. Even if enemy don't have dark souls, dragon turtle is already op in pve.
murloc hunter (not sure if this is the right name): again, they are op in pve too.

2.essentially just most units that can attack air, with just a bit attack speed upgrade....

The 3 top op race (and maybe units):

1. Human: most of their units are op. Can solo kill sargeras; in heavydrugabuse (-hdb) mode, can solo kill lvl 20 boss !!.

2. Nerubian: op units: scarab; the range spider with chaos damage (forgot name); can solo kill sargeras;

3. naga: op units: the ranged murlok (forgot name); healers; the big naga melee units; can reach sargeras(but not solo kill) with just 6 starting life very easily.

The most op unit in pvp, surprisingly, is Elf's glaive thrower....due to its high range and magic immunity. also good against lvl 15 boss in pve.

A general tip:
1.max all the upgrades. During mid to late game, you need to have already spent more gold on upgrades (atk, armor, etc) than building towers, depending on the race.

2. upgrade income on round one. Depending on the race, you may also upgrade food and income on round two. Even if it costs your lives. At the beginning of the game, use your lives as some kind of resources to gain late game advantage. Max income as ap.
 
Last edited:
Level 17
Joined
Nov 12, 2016
Messages
780
i don;t have anything else to say other then i need a game with you.

dark souls are broken in "tournament" also if you would mind giving me your discord tag if you have one. thanks.
 
Level 2
Joined
Jun 19, 2018
Messages
7
Love this map. Inspired my to create a proof of concept in Unity just to prove too myself that I can do that.

It actually plays somewhat decently(even though I only developed one race, without upgrades whatsoever and only got around to making 5 units, but hey! it works!)

Back to this map. I'm a huge fan, but sometime different from what I see above. Having played this map with friends allot I've noticed that there is no real need to upgrade income in PvE. You can generate plenty of income based purely off of the bounty of enemies. I'd even go so far to say that in PvE trying to max out income is bad considering the investment return quickly rises to be so high that you can never get close to generating the gold that you invested, the first three levels or so are perfectly fine, but quickly the amount of waves required to break even exceeds expected limits. It's far simpler and FAR more economic to progress through the waves and then purposefully lose on the splitter wave, as that wave van easily give you 2k gold every-time you clear it.

Now as to some feedback on the map itself. Playing in the boss-mode (where each player uses one of the bosses to play) I noticed that once a player reaches a multiple of 10 in wave the Armour and attack buffs on ALL units increase, not just the Armour and attack buffs of THAT player. If a player is left in a downwards spiral failing to win the wave and then another passes this threshold it can further cement the losing position of the player behind. Effectively creating a positive feedbackloop for the winning player. Something I don't think he needs.
 
Level 17
Joined
Nov 12, 2016
Messages
780
"TDSrock,Having played this map with friends allot I've noticed that there is no real need to upgrade income in PvE.

income investment is not as good to risk on in PVE then PVP however the fact that it's still there its still an extra option for some race's is still a backbone to any player that needs some extra juice in early game from the gold spell and the upgraded income will help this act.
so the fact that it's useless well it's not.
unless something different is made exclusive for PVE to invest in instead of the gold mine upgrade, but what is that something new is going to be what people like you can help IXddin with because figuring out what to replace instead that will actually make sense is an entirely new concept that needs a good idea and well thought background.

or just stick with the gold income which is really just fine for some early juice for some race's.
 
Level 1
Joined
Sep 17, 2018
Messages
6
Hi!

Finally decided I would make an account here so I could share a few thoughts about the game, but first and foremost, Holy War is a fantastic map that I've been playing with my buds for quite a while now, and I definitely consider it one of the best custom games on W3. So thanks for all the work you've put into it, and glad to see you're still updating the game every now and then!

Anyway, after playing this game for a while now, I have noticed some game interactions that I feel deserve some mention because they generally create a less satisfying game experience for myself, and the people who I play with. Going to list these interactions below and explain why I feel they make the game feel a little bit less fun then it usually is:

1. Event Interactions with an Odd Number of players.
-When a big duel happens between all the players, with an odd number of total players, one player is understandably left out of the battle and sent into a normal wave instead so the fight in the middle is evenly matched. Due to this interaction however, a couple seemingly negative things occur.
Problem#1 The player that gets sent to do the normal wave gets income/progression after completing his/her wave, resulting in a substantial gold advantage and progression advantage in the pvp modes that can really affect who wins early game.
Problem#2 For some strange reason, when an odd number of players are present, one of the losing players in the event battle will receive enemy treasures, despite being part of the losing team. The player chosen is seemingly random, but I doubt this is an intentional mechanic

A suggested solution for Problem#1 might be giving players income on event rounds as this would offset a portion of that random advantage the player not part of the event gets.


2. Randomly generated map obstacles, and the tornado/volcano/infernal shenanigans
-So neither of these are conceptually bad, I like how in theory they make every game slightly different and unique. However I do feel that the way they work at the moment can create some really toxic game states/moments.
#1 Obstacles: sometimes, upon the maps being generated in zones with obstacles, some players can instantly lose the game due to specific obstacles being randomly generated around their entire spawn, making the early game near insurmountable for multiple rounds. One such example was a game in which four mine zones spawned around one of the players spawn zones, which immediately resulted in a loss for him
#2 Tornado/Volcano/Infernal: The reason I dislike these things is not really because they change up the game at random, but rather that they spawn in set locations after a set amount of time. Now I understand this allows the player to play around them, but usually this results in certain players just not clicking the ready button, delaying the game, which is unnecessarily inconvenient for everyone else imo. I also don't like the game play involved, I don't want to have to constantly look at my zone before clicking ready, I want to focus on making units and setting behaviors during the moments of respite in between rounds

A suggested solution here might just be something simple like giving players the ability to disable the random map generation thingies. I'd also actually prefer it if the tornado/volcano/infernal stuff wasn't displayed to the player, and it was completely random, as then I believe you achieve the same goal as the original concept but get rid of the silly game play interactions they cause, thou this one is just my opinion, and definitely not something that i am super pushy about.

There are some other things in the game I can talk about, but I feel these two are the most important ones to talk about, and I don't want to write too much and make it a particularly daunting tl;dr scenario. however if you do want me to, i am happy to suggest other things I am slightly concerned about in the game

Thanks for Reading ^^ -HauntedPleb


P.S. This might be a really big case of rng, but another issue that I feel sometimes happens in games is Duel rounds seemingly always being between specific players during the mid to late game. Not super sure on this one, and it might be an intended interaction that I just haven't wrapped my head around yet >.<.

P.S.S I just want say again, that the games amazing, and even with these existing *potential* problems, I still love it a bunch, so thanks a ton for making it. And if these problems are hard to fix/not really feasible then I would 100% understand that. I am sure it took a while to make this, so Troubleshooting and fixing specific interactions is probably relatively hard even for a veteran map designer such as yourself.
 
Last edited:
Level 8
Joined
Jul 14, 2015
Messages
168
Hi! Thanks a lot for your review!)

About this one
1. Event Interactions with an Odd Number of players.
-When a big duel happens between all the players, with an odd number of total players, one player is understandably left out of the battle and sent into a normal wave instead so the fight in the middle is evenly matched. Due to this interaction however, a couple seemingly negative things occur.
Problem#1 The player that gets sent to do the normal wave gets income/progression after completing his/her wave, resulting in a substantial gold advantage and progression advantage in the pvp modes that can really affect who wins early game.
Problem#2 For some strange reason, when an odd number of players are present, one of the losing players in the event battle will receive enemy treasures, despite being part of the losing team. The player chosen is seemingly random, but I doubt this is an intentional mechanic

A suggested solution for Problem#1 might be giving players income on event rounds as this would offset a portion of that random advantage the player not part of the event gets.

Problem#1 - every time this is a new player from the list of remaining players. Besides, this player can lose one life, while other players simply get gold from battle.
Problem#2 - I'll check it.

#1 Obstacles: sometimes, upon the maps being generated in zones with obstacles, some players can instantly lose the game due to specific obstacles being randomly generated around their entire spawn, making the early game near insurmountable for multiple rounds. One such example was a game in which four mine zones spawned around one of the players spawn zones, which immediately resulted in a loss for him

#1 Obstacles: Even in such situations there is an opportunities at the beginning of the game (you can set all army to charge after 7 sec. and place one or two units close to base top.

#2 Tornado/Volcano/Infernal: The reason I dislike these things is not really because they change up the game at random, but rather that they spawn in set locations after a set amount of time. Now I understand this allows the player to play around them, but usually this results in certain players just not clicking the ready button, delaying the game, which is unnecessarily inconvenient for everyone else imo. I also don't like the game play involved, I don't want to have to constantly look at my zone before clicking ready, I want to focus on making units and setting behaviors during the moments of respite in between rounds.

If you wish, I can add command to disable Random Events like Tornado/Volcano/Infernal.

I will be glad to hear your other suggestions!
Have nice day!
 
Level 1
Joined
Sep 17, 2018
Messages
6
Thanks for the prompt response!!

*Problem#1* If you're saying that a new player is chosen each event round to be left out (prior to a previous event round), that has not been my practical experience as I have seen the same player get chosen 2 or even 3 times in a row regularly. Also in specifically classic mode where lives hold no weight, this can be an issue from personal experience, but its nothing major.


*Problem#2* Thanks ^^


*#1 Obstacles* It only occurred to me now that I am re-reading what I wrote here that the reason this is an issue in the first place for me and my buds is more readily evident. When "Voting" for a Terrain, what often ends up happening is a random terrain is chosen that was not picked by anyone. For example usually I pick human layout, one of the boi's always picks the troll layout, and lets say dwarf & defenders terrains are the other chosen terrains (usually play in a group of 4), but we end up getting a random terrain like demon terrain. If I regularly play terrains like Demon Terrain with damaging obstacles in it, it should be on me to be prepared for the worst, but given I usually try to avoid it in the first place and it happens anyway I get a little bummed out ;c. So sorry to do a 360 on this one but my gripe probably stems from this interaction >.<.


*Random Events* Dude/Dudette, if you can add a command to disable these, it would make my day 100%.


On a random note, One of my buds had an okay suggestion about Mana and the Income spell. Usually when playing The only spell we ever use is the income spell as it has high long-term impact on the game state compared to every other spell. Obviously the rare lightning bolt is used to stop players from winning crucial duel rounds, but otherwise stuff like Forecast is never utilized as it hinders a players ability to get to the more important income spells. So he suggested maybe doubling the rate at which players gain mana, but increasing the cost of the better spells like the gud-all generic income spell and some of the stronger race spells to maybe offer more incentive to utilize spells like forecast.


Thanks for reading ^^

P.S. I have avoided talking about unit balance, as this is a somewhat hard thing to fix in the scope of a game based around units, but if your open to it I can offer my thoughts? I am sure you have a great grasp on this regardless.
 
Level 8
Joined
Jul 14, 2015
Messages
168
*#1 Obstacles* It only occurred to me now that I am re-reading what I wrote here that the reason this is an issue in the first place for me and my buds is more readily evident. When "Voting" for a Terrain, what often ends up happening is a random terrain is chosen that was not picked by anyone. For example usually I pick human layout, one of the boi's always picks the troll layout, and lets say dwarf & defenders terrains are the other chosen terrains (usually play in a group of 4), but we end up getting a random terrain like demon terrain. If I regularly play terrains like Demon Terrain with damaging obstacles in it, it should be on me to be prepared for the worst, but given I usually try to avoid it in the first place and it happens anyway I get a little bummed out ;c. So sorry to do a 360 on this one but my gripe probably stems from this interaction >.<.

Yes, that's right! I'll remade this trigger. It will pick random terrain from choosen ones.

On a random note, One of my buds had an okay suggestion about Mana and the Income spell. Usually when playing The only spell we ever use is the income spell as it has high long-term impact on the game state compared to every other spell. Obviously the rare lightning bolt is used to stop players from winning crucial duel rounds, but otherwise stuff like Forecast is never utilized as it hinders a players ability to get to the more important income spells. So he suggested maybe doubling the rate at which players gain mana, but increasing the cost of the better spells like the gud-all generic income spell and some of the stronger race spells to maybe offer more incentive to utilize spells like forecast.

Usually I use "Rift" at Behemoth boss and some duels.
During "Forecast" ability you can kill some creeps with "Lightning" skill. Killed creeps disappear for all players at this wave. Useful for Team Play)

Waiting for your suggestions about units.

Have a good game!)
 
Level 1
Joined
Sep 17, 2018
Messages
6
Hi again!

So before I start talking about unit balance, just wanna quickly say that this topic is obviously super subjective in a game that's all about units so I am 100% open to criticism on my thoughts here.

Anyways I am gonna split into two sections: Problem Races and Problem Units.

Problems Races: I call these races out as I feel they are either unfun to play or Often enough create unfun game states

1.Demon (i am pretty sure about this one)
2.Human (i am less sure about this one >.<)

Demon
So the reason I think demon is a problem race is because I simply think they are bad compared to everything else. I like their units, some have some incredibly cool and useful abilities and some of their end game units are pretty great, but as a race their units cost so much, which really hurts their early game, and as the game progresses, I don't feel they have a particularly powerful way to compete against most other race builds. I get that they are one of the hard races, but I have played a quite few games with them now, and I have yet to really figure out how to make them into a winning team.

Proposed solution: My first instinct would be to lower the cost of some of their early units, so they have an easier time in the early game. At least this way, it'll be a lot more viable to experiment with the races units.

Super happy for you to disagree, just my thoughts based on my admittedly limited game time with this race.


Human
So the reason I think human is a problem race is because I find them to have so many strong units that push one strategy super capably to the point of me feeling they are overpowered, which is capable tanks at the front with strong healing for sustain. I often feel that their ability to pull this off is so strong that I am forced to cheese it with mass flying builds or other specific strategies. Now unlike demon, I don't feel as strongly about this because I do understand why this race is how it is. Players having to build other units to counteract other builds should be Good in this type of game. But I just hate the feeling that when i am playing against human that I must concede melee combat with ranged/support strategy (the more traditional method of playing the game i guess).

Proposed solution: I think that my problem with human stems from a mix of problem units that make them capable of doing this, but I feel just nerfing their ability to heal ludicrous amounts might be the trick?



Problem Units: I call out these units as they aren't fun to play against due to multiple reasons i will hopefully specify

1. Locusts/Dark Souls
2. Bat Riders
3. Portal Cannon & Dragon Aspects
4. Castle/Sea Giant
5. Nefarian
6. Frost Ragers (Defenders of azeroth)

Locust/Dark Souls
Super janky unit, with small hit boxes, constantly spazzing around which affects targeting, especially when attacking melee's. Very obnoxious against bosses due to this interaction. The fact that its Damage/Armour scales with upgrades means its an annoying unit for the entire game and overall just feels frustrating and unfun to play against.

Proposed Solution: Perhaps remove its scaling, or make it only do piercing damage so it falls off in capability at some point


Bat Riders
This unit spam is just so obnoxious to play against, Flying/Ranged/Splash with no unit cap just means it automatically wins against a lot of compositions in duels. Decidedly unfun in those game modes. It does fall off against yogg/sargeras in survival but can just beat everything else perfectly fine

Proposed Solution: A unit cap here seems perfectly adequate.


Portal Cannon & Dragon aspects
So the units themselves aren't too bad, but the portal cannons units doing magic damage leads to an often pretty silly interaction with fortified armored targets where they will be unable to target them but will constantly spawn and overheal a tank that does low damage but can't die due to an obnoxious amount of healing units. This usually happens with the dragon aspects, especially ysera given the divine armour+already has healing of her own. Makes rounds take hours. Outside of this ysera kinda does this by herself often enough, making rounds take an age. People never like to -endround if they have something to gain in these scenarios.

Proposed Solution: Make the portal cannon spawns do normal damage so they are targeted by mobs maybe?


Castle/Sea Giant
These bosses themselves are quite fine. The reason they earn a mention is due to abilities they use that are extremely powerful such as Nuke or Water Elemental's. These abilities annihilate waves by themselves, and just feel like auto losses which can feel really frustrating sometimes.

Proposed Solution: Perhaps give the nuke degen a 5-10 second duration rather then always. Water elemental cost more mana or have a higher cooldown, so it doesn't happen twice a combat mayhap?



Nefarian
He seems pretty weak compared to other bosses, never seem to lose to this boss.

Proposed Solution: Increase his damage, Aoe, or maybe give him some fancy abilities? Making his degen stronger might be a little toxic as that might hard counter certain comps, but u can also try this.


Frost Ragers
These units are so unbelievably good in the early game from my experience, it just feels wrong >.<.

Proposed solution: Perhaps reduce their attack speed buff?



Thats all I really want to mention here. I am not sure How i really feel about Human, but in my head its worth some sought of mention but its probs fine (2 of my buds think its pretty healthy so don't want to spit on them by posting this).

---------------------------------------------------------------------------------------------------------------------------

Otherwise besides this Something that also seems to happen often, particularly in boss rounds, duel rounds, and event rounds, is some units, mostly range units such as medivh, or dark prisoners will sometimes randomly not attack anything and stand still, occasionally running away from attacks when hit. This reminds of magic attack units vs siege armour but dark prisoners do chaos damage and multiple other range that do non-magic damage also do this often. Not really sure what causes this bug, but feel like i should mention it.
Totally understand not having any idea how to fix this with no particular way to troubleshoot, but from experience it always seems to happen against specifically Sargeras with large armies?


Otherwise thanks for reading ^^
-HauntedPleb

(this message seems a little bit messy so sorry about that >.<)
 
Level 8
Joined
Jul 14, 2015
Messages
168
Hi again!

So before I start talking about unit balance, just wanna quickly say that this topic is obviously super subjective in a game that's all about units so I am 100% open to criticism on my thoughts here.

Anyways I am gonna split into two sections: Problem Races and Problem Units.

Problems Races: I call these races out as I feel they are either unfun to play or Often enough create unfun game states

1.Demon (i am pretty sure about this one)
2.Human (i am less sure about this one >.<)

Demon
So the reason I think demon is a problem race is because I simply think they are bad compared to everything else. I like their units, some have some incredibly cool and useful abilities and some of their end game units are pretty great, but as a race their units cost so much, which really hurts their early game, and as the game progresses, I don't feel they have a particularly powerful way to compete against most other race builds. I get that they are one of the hard races, but I have played a quite few games with them now, and I have yet to really figure out how to make them into a winning team.

Proposed solution: My first instinct would be to lower the cost of some of their early units, so they have an easier time in the early game. At least this way, it'll be a lot more viable to experiment with the races units.

Super happy for you to disagree, just my thoughts based on my admittedly limited game time with this race.


Human
So the reason I think human is a problem race is because I find them to have so many strong units that push one strategy super capably to the point of me feeling they are overpowered, which is capable tanks at the front with strong healing for sustain. I often feel that their ability to pull this off is so strong that I am forced to cheese it with mass flying builds or other specific strategies. Now unlike demon, I don't feel as strongly about this because I do understand why this race is how it is. Players having to build other units to counteract other builds should be Good in this type of game. But I just hate the feeling that when i am playing against human that I must concede melee combat with ranged/support strategy (the more traditional method of playing the game i guess).

Proposed solution: I think that my problem with human stems from a mix of problem units that make them capable of doing this, but I feel just nerfing their ability to heal ludicrous amounts might be the trick?

1. About Demons: Several people have already asked me to show them how to play as demons. For demons in survival mode only 2 tactics in the early stages, but if it is really so difficult, then I will try to make them more understandable in next version.

2. About Humans: Strictly speaking, Humans are the most logical and understandable in the use.

As I say before, I am ready to prove that you can win any race using any race. If you want we can resolve all doubts during the game.

Problem Units: I call out these units as they aren't fun to play against due to multiple reasons i will hopefully specify

1. Locusts/Dark Souls
2. Bat Riders
3. Portal Cannon & Dragon Aspects
4. Castle/Sea Giant
5. Nefarian
6. Frost Ragers (Defenders of azeroth)

Locust/Dark Souls
Super janky unit, with small hit boxes, constantly spazzing around which affects targeting, especially when attacking melee's. Very obnoxious against bosses due to this interaction. The fact that its Damage/Armour scales with upgrades means its an annoying unit for the entire game and overall just feels frustrating and unfun to play against.

Proposed Solution: Perhaps remove its scaling, or make it only do piercing damage so it falls off in capability at some point


Bat Riders
This unit spam is just so obnoxious to play against, Flying/Ranged/Splash with no unit cap just means it automatically wins against a lot of compositions in duels. Decidedly unfun in those game modes. It does fall off against yogg/sargeras in survival but can just beat everything else perfectly fine

Proposed Solution: A unit cap here seems perfectly adequate.


Portal Cannon & Dragon aspects
So the units themselves aren't too bad, but the portal cannons units doing magic damage leads to an often pretty silly interaction with fortified armored targets where they will be unable to target them but will constantly spawn and overheal a tank that does low damage but can't die due to an obnoxious amount of healing units. This usually happens with the dragon aspects, especially ysera given the divine armour+already has healing of her own. Makes rounds take hours. Outside of this ysera kinda does this by herself often enough, making rounds take an age. People never like to -endround if they have something to gain in these scenarios.

Proposed Solution: Make the portal cannon spawns do normal damage so they are targeted by mobs maybe?


Castle/Sea Giant
These bosses themselves are quite fine. The reason they earn a mention is due to abilities they use that are extremely powerful such as Nuke or Water Elemental's. These abilities annihilate waves by themselves, and just feel like auto losses which can feel really frustrating sometimes.

Proposed Solution: Perhaps give the nuke degen a 5-10 second duration rather then always. Water elemental cost more mana or have a higher cooldown, so it doesn't happen twice a combat mayhap?



Nefarian
He seems pretty weak compared to other bosses, never seem to lose to this boss.

Proposed Solution: Increase his damage, Aoe, or maybe give him some fancy abilities? Making his degen stronger might be a little toxic as that might hard counter certain comps, but u can also try this.


Frost Ragers
These units are so unbelievably good in the early game from my experience, it just feels wrong >.<.

Proposed solution: Perhaps reduce their attack speed buff?



Thats all I really want to mention here. I am not sure How i really feel about Human, but in my head its worth some sought of mention but its probs fine (2 of my buds think its pretty healthy so don't want to spit on them by posting this).

---------------------------------------------------------------------------------------------------------------------------

Otherwise besides this Something that also seems to happen often, particularly in boss rounds, duel rounds, and event rounds, is some units, mostly range units such as medivh, or dark prisoners will sometimes randomly not attack anything and stand still, occasionally running away from attacks when hit. This reminds of magic attack units vs siege armour but dark prisoners do chaos damage and multiple other range that do non-magic damage also do this often. Not really sure what causes this bug, but feel like i should mention it.
Totally understand not having any idea how to fix this with no particular way to troubleshoot, but from experience it always seems to happen against specifically Sargeras with large armies?


Otherwise thanks for reading ^^
-HauntedPleb

(this message seems a little bit messy so sorry about that >.<)

1. Locusts/Dark Souls
That's annoying) Almost everyone say this to me. Just build more archers. I have many tests in real battles and WE and can say that all archers(from all races) can defeat this unit.

2. Bat Riders - I will recheck the balance of this warrior, but in duels I did not encounter any problems with him.
Also - Neltarion easily kills army of bat riders(proved by several games).

3. Portal Cannon & Dragon aspects - eternal problem of Survival mode. I'll think about it.

4. Castle/Sea Giant and Nefarian - I'll think about it.

5. Frost Fury and Berserk
- Once again I will think)

And yes, I'll try to fix behaviors of Medivh and others.

Thanks a lot, nice to read!)
 
Level 1
Joined
Sep 17, 2018
Messages
6
Thanks so much for the quick reply once again!

Honestly, I am quite fine with being wrong in these instances, just means there are parts of the game I still haven't fully explored/fleshed out, and thats a good thing for replay ability \o/.

I guess my thoughts on dark souls just comes from the fact that maybe it just looks ridiculous? The targeting always seems out of whack with them >.< (gives me the impression I need to invest more money into countering them then I would if it wasn't out of whack. But this is probably pretty intentional?)

Cool to hear that demons do actually work in some capacity, I'll keep looking into making it work. no need to prove anything to me, I'll take your word for it!

The only reason I don't like Bat Riders is because beating them sometimes means the equivalent of butchering my army? (recreating the army as a bunch of range units, which usually means I have to lose to other players that are not Bat Riders, which creates the unfun game state, if that makes sense.)


Just to clarify, personally i think water elemental's are kinda ok (my buds don't think this, and i understand where they are coming from), but the castle nuke just seems mega unhealthy. Unless i am a army of healers + tanks, Or SUPER capable tanks, i instantly lose, and that composition isn't available for a fair number of races in a serious capacity.
 
Level 8
Joined
Jul 14, 2015
Messages
168
Thanks so much for the quick reply once again!

Honestly, I am quite fine with being wrong in these instances, just means there are parts of the game I still haven't fully explored/fleshed out, and thats a good thing for replay ability \o/.

I guess my thoughts on dark souls just comes from the fact that maybe it just looks ridiculous? The targeting always seems out of whack with them >.< (gives me the impression I need to invest more money into countering them then I would if it wasn't out of whack. But this is probably pretty intentional?)

Cool to hear that demons do actually work in some capacity, I'll keep looking into making it work. no need to prove anything to me, I'll take your word for it!

The only reason I don't like Bat Riders is because beating them sometimes means the equivalent of butchering my army? (recreating the army as a bunch of range units, which usually means I have to lose to other players that are not Bat Riders, which creates the unfun game state, if that makes sense.)


Just to clarify, personally i think water elemental's are kinda ok (my buds don't think this, and i understand where they are coming from), but the castle nuke just seems mega unhealthy. Unless i am a army of healers + tanks, Or SUPER capable tanks, i instantly lose, and that composition isn't available for a fair number of races in a serious capacity.

I will take into account all that was said, but I do not promise that I will have time to check everything by Friday(so...check out change log after update).
Thanks again for great review!)
 
Level 1
Joined
Sep 17, 2018
Messages
6
The fact u so readily respond to my thoughts is more then enough for me!

You are the guy making and updating a game I enjoy, so work at your leisure, happy to see where it goes in the future!
 
Level 2
Joined
Jun 19, 2018
Messages
7
Magic resistance/immunity is also a great way to deal with the castle currently, but yea the castle forces a certain style of fight. Yog does much of the same where any unit below 150 gold cost decide to start attcking allies aswell as forcing the player to have chaos damage or get bent.

I've used the mamoth riders once to kill yog, took about 10 or 15 of em to do it though xD
 
Level 8
Joined
Jul 14, 2015
Messages
168
Magic resistance/immunity is also a great way to deal with the castle currently, but yea the castle forces a certain style of fight. Yog does much of the same where any unit below 150 gold cost decide to start attcking allies aswell as forcing the player to have chaos damage or get bent.

I've used the mamoth riders once to kill yog, took about 10 or 15 of em to do it though xD

Magic resistance - key feature if you want to kill nuclear castle.
Castle have 3 modes against different game styles:
1. Nuke - againt peoples who love great number of first tier units.
2. Tanks - against heavy tanks lovers(mammoth riders, wasted!).
3. Additional small chaos rockets - against Hero lovers.
If you build unbalanced army without siege units, the only thing you can do with it - wait for prefered castle setup)

killing yogg with mammoth riders takes ages, but it does work out yeah XD
Why is everyone so fond of them?
What about Dark Slayers with chaos attack?)
 
Top