• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

IID Beta v0.88b


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v0.88b Beta

The continuity of time has been broken. For unknown reasons, the Infinite Dragonflight manipulated the events of history, and created an alternative reality. With Nozdormu, the Timeless still missing, and the Bronze Dragonflight locked in battle with the corruptors, Azeroth’s fate is once again in the hand of the mortal races. If the Burning Legion breaks through the desperate defense lines of the Last Alliance, not only the present is lost, but the past and the future might cease to exist as well. It’s up to you, brave champions to decide the outcome of the final battle. Choose your side and boldly hold the lines against the tide of darkness, or wreak havoc among your enemies…

[This map is protected. Usage of its code and all custom resources in other maps is not allowed!]

[size="-1"]Clicking on the house icons takes you back to the menu.[/size]
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Invasion in Duskwood is a 5v5 AoS map, that uses the same terrain structure that our famous DotA does. However, gameplay-wise it really differs; it has shorter cooldowns, acceptible mana-sustain - spells are much more important in general. It also has some other cool features; you should read about all of them below!

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The whole story is placed in time around the Second War. The story begins with the duel of a human mage and a demonic spellcaster (eredar or nathrezim). Before they could finish the fight, an Infinite Agent appears, and removes them from the timeline for an unknown reason. When the mage wakes up, he founds himself in an alternative timeline, in a battle taking place between the Last Alliance (a coalition of humans, dwarves and high elves) and the Invading Fel Force (demons, fel orcs and undeads). All he knows that his enemy, the demon he fought, "arrived" earlier than him, and took the leadership of the Invaders, and that the Infinite Dragonflight wants the fall of the defenders. The demons estabilished a stronghold in the northeast of Duskwood, and opened a dimensional gate to support their attack. On the other hand, the alliance repaired one of their old fortress, built to defend a violet citadel, which generate a power-shield, blocking the way to the Alliance territory.

The invading force of the Burning Legion consists brutal battle-beasts, malicious eredar spellcasters and cunning assasins, while the alliance enlisted most of the mortal races, various nature creatures and elementals even.

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High quality, realistic terrainInvasion in Duskwood comes with a very realistic and really high quality terrain.

Complex heroesMost heroes from the hero pool come with fair complexity and quite high skillcap. Playing them involves the understanding of different game mechanisms and the hero's playstyle.

Innovative combatDozens of custom hero stats, short cooldown spells with acceptible mana costs, custom hero resources and unique item effects try to make fights and itemization more interesting.

Advanced spell tooltipsSpells have very good-loking tooltips, with all the important stats that you might need to reach quickly highlighted. Cooldowns, mana costs, ratios, and all the relevant stats are well detailed, making sure you can always be aware of your hero's strength.

Unique health barsInvasion in Duskwood got rid of the default WarCraft 3 health bars, and implemented a new, much prettier and detailed one. It's capable of displaying the current health, level and remaining resource of the given hero, and even has a really good-looking, fraction-based background texture.

Clean shopThe shop's interface is really clean and easy to understand. There are 5 self-explanatory categories, 3 of them having 4 sub-categories, or as they're called, "Tiers". Buying & selling items updates the tooltips of those recipes that require the bought/sold reagent, making shopping easier than it's ever been.

Suggested items & helpful information for beginnersSuggested items, large amount of game mechanism explanations, helpful tooltips - Invasion in Duskwood has all of these, just to ensure that understanding and picking up the game is easy for the newcomers as well.

Interesting hero loresEvery hero has a background story that fits into the WarCraft lore and the map's story as well. On top of these, sometimes they even have connection between one another.

ModecrafterOur brand new feature, called "The ModeCrafter" allows you to customize the game mode you're playing. You're given the option to modify a vast amount of stats, including starting gold and level, to passive gold and experience generation, kill rewards, deny, hero selection mode, lanes and even jungle creeps.

Game optionsVarious UI options allow you to enable or disable features that you don't like. You can alter the camera's distance, damage texts, tower range indicators and lock the selection to your hero, if you feel you misclick too often.

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Screenshots

Credits


System

Heroes&Skills

Landscape
























Special

Scripts

Models

Icons

  • CRAZYRUSSIAN
  • I3lackDeath
  • JesusHipster
  • Marok0 & Tobyfat54
  • Bribe
  • Jesus4Lyf
  • Kenny
  • Vexorian
  • Rising_Dusk
  • Azlier
  • kingking
  • Nestharus
  • PurgeandFire
  • Tarrasque
  • CloudWolf
  • Frankster
  • JetFangInferno
  • WillTheAlmighty
  • Infrisos
  • Grendel
  • ratamahatta
  • Mc !
  • PyramidHe@d
  • Pyritie
  • Daelin
  • sPy
  • s4nji
  • Em!
  • Tranquil
  • Haistrah
  • Vestras
  • HappyTauren
  • Gottfrei
  • Kitabatake
  • Mephestrial
  • Apheraz Lucent
  • PeeKay
  • -Berz-
  • kola
  • Darkfang
  • The Panda
  • Alibek
  • 4eNNightmare
  • VaLkYroN
  • bloodyroadkill
  • Chucky
  • Infinitynexus
  • Mr.Goblin
  • Illidan_09
  • Kimberly
  • SkriK
  • Palaslayer
  • ALONE
  • bigapple90
  • inhuman89
  • Hemske
  • Static
  • GooS
  • Kwaliti



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Luorax
Project Leader, Coder, Hero & Item designer

Koronis
Lore writer, idea generator

Hellx (Hellx-Magnus)
Terrainer, 2D artist

Judash137
3D artist

Fjury
Lead 2D artist (inactive)

Champara_Bros
Lead 3D artist


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Official Website.
Map Development Thread.
Hero List.
Item List.
Mechanism Explanations.


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v0.86 Beta [12-31-2012]
  • Initial Release
v0.86a Beta [01-02-2013]
Crog Fizzlebolt
  • Vampiric Poisons: healing done reduced to 40/60/80% from 75/100/125%.

Nessara
  • Base Armor reduced to 15 from 18.

Quoyochakee
  • Dream Funnel: No longer stuns enemies it hits.
  • Phase Shift: Mana cost to heal factor reduced to 20/35/50% from 50/70/90%.
  • Base Health per level reduced to 73 from 81
  • Base Armor reduced to 13 from 11.

Snodhar
  • Shadow Smoke: Using Stalk now cancels the aura.
  • Shadow Smoke: Using Inhale Shadow no longer removes the aura's effect.
  • Shadow Smoke: Damage reduction reduced to 6/9/12% from 10/14/18%

Zaraxxus
  • Impetus Charge: no longer stuns enemies it hits.

Core
  • Various typo & tooltip fixes.
  • The game board is automatically opened once the game ends.
  • Fixed the "Assists" icon on the game board.
  • Fixed the initial position of the missiles launched by the Fel Force spawning pool.
  • Fixed a bug that caused the jungle bosses not to have proper stats.
  • Heroes picked via randoming them now become unavailable, as they're supposed to.
  • An empty line has been inserted after every tooltip, fixing them for widescreen resolution users.
v0.86b Beta [01-07-2013]

Nessara
  • Stance Dance: No longer channeled; it's now an instant cast spell.
  • Stance Dance: Fixed a bug that caused the extra attack range from Void Hunter's Bolter to perish after using Stance Dance.

Sirion
  • Dawnbreak Throw: The bonus damage now caps at 350 versus minions.
  • Dawnbreak Throw: Fixed a bug where the damage reduction part was not applied to the shield's first course.

Snodhar
  • Stalk: Now moves Snodhar to the next pathable position.
  • Inhale Shadow: Added a 0.4 seconds delay to the damage and stun part of the spell.
  • Inhale Shadow: The effect is now properly attached to the dummy unit, showing all its particles.

Tock
  • Out of Time: The bonus damage now caps at 125 versus jungle creeps.

Items
  • Shield of Creep Blasting: New passive: "Dealing damage to jungle creeps heals the owner for 6% of the damage dealt."
  • Reaper's Choice: Increased minimum damage to 20 from 15.
  • Reaper's Choice: The damage now caps at 75 versus jungle creeps.
  • The Blooddrinker: Now grants 1% Lifesteal and 3% Attack Speed for each 4% Health missing.
  • The Blooddrinker: Base Lifesteal bonus reduced to 8% from 14%.

Creeps
  • Garrluk Dreadeye: Base damage reduced to 85 from 235.
  • Garrluk Dreadeye: Incinerate's damage reduced to 44 from 64.
  • Craw'Nirrix: Base damage reduced to 570 from 670.
  • Craw'Nirrix: Self-heals done around Craw'Nirrix will cause Craw'Nirrix to be healed for 50% of that amount as well.
  • Craw'Nirrix: Fixed a bug that caused Craw'Nirrix to have zero armor.
  • Wildkin, Death Revenant: Base Health reduced to 580 from 650.
  • Shadow Wolf, Forest Spider: Base Health reduced to 325 from 375.

v0.86c Beta [01-20-2013]

Anub'Theran
  • [Q] Pounce: Cooldown changed to 16/14/12/10/8 from 14/13/12/11/10.
  • [Q] Pounce: Energy cost increased to 60 from 50.
  • [W] Earthrage (Emerged): Now it only slows enemies hit if Lacerate is active when it's cast.
  • [E] Lacerate: The passive component no longer works versus buildings.
  • [R] Devouring Swarm: AD Ratio reduced to 0.008 from 0.025.

Doombot
  • [W] Demonic Lubricant: Cooldown increased to 6 seconds from 4 seconds.
  • [E] Nether Jolt: Total AD Ratio reduced to 1.0 from 1.2.

Glacion
  • [Q] Ice Lance: Mana Cost reduced to 40/45/50/55/60 from 40/50/60/70/80.
  • [E] Icy Pellet: Units hit by the shards are only slowed for 50% of the original slow factor.
  • [E] Icy Pellet: Shatter Range reduced to 250 from 300.
  • [R] Null Kelvin: Cast Range reduced to 800 from 1000.
  • [R] Null Kelvin: Delay increased to 0.8 seconds from 0.5 seconds.
  • [R] Null Kelvin: Area of Effect reduced to 350 from 400.

Gorr
  • [E] Lances of Agony: Base Damage reduced to 40/60/80/100/120 from 50/70/90/110/130.
  • [E] Lances of Agony: Increased the debuff's duration to 5 seconds from 3 seconds.

Jainar
  • [Q] Giant Strike: Now grants an additional 20/25/30/35/40% Armor Penetration for your next attack.
  • [E] Charge: Fixed a bug that caused it to have no cooldown.
  • [E] Charge: Cooldown changed to 12/11/10/9/8 from 16/15/14/13/12.

Shagutt
  • [E] Nethermancy: Ability Power bonus increased to 2/3/4/5/6 from 1/2/3/4/5.
  • [E] Nethermancy: Spell Penetration % bonus increased to 1/1.5/2/2.5/3% per stack from 0.5/1/1.5/2/2.5.
  • [E] Nethermancy: Fixed a bug that caused it grant far more Spell Penetration than it should.

Snodhar
  • [Q] Shadow Translation: Bonus AD Ratio reduced to 1.0 from 1.2.

Items
  • [D2] Arcane Booster: Health bonus reduced to 235 from 265.
  • [D4] Arcane-fortified Band: Health bonus reduced to 715 from 745.
  • [D3] Chestplate of Triumph: Health bonus reduced to 325 from 365.
  • [D3] Circlet of Wild Growth: Health bonus reduced to 400 from 430.
  • [D1] Flesh Capacitor: Health bonus reduced to 400 from 450.
  • [D4] Frostbite Necklace: Health bonus reduced to 535 from 565.
  • [M4] Gan'arg Battle Implant: Health bonus reduced to 440 from 500.
  • [M4] Gan'arg Battle Implant: Mana bonus reduced to 475 from 650.
  • [D2] Light's Focus: Health bonus reduced to 245 from 295.
  • [D4] Radiating Light: Health bonus reduced to 540 from 620.
  • [M3] Staff of Rage: Health bonus reduced to 480 from 520.
  • [D3] The Shell: Health bonus reduced to 470 from 490.
  • [D3] The Shell: Armor bonus increased to 50 from 47.
  • [M4] Winter's Chill: Health bonus reduced to 485 from 545.
  • [M4] Winter's Chill: Ability Power bonus increased to 95 from 90.

Core
  • Game timer and team kills added to the game board header.
  • Picking a hero no longer hides the current multiboard for all other players.
  • Hero selection texttags are now removed properly, making other texttags behave properly.
  • The game board now shows a question mark as the ultimate icon for players who're still picking.
  • Minions and jungle creeps now have different levels based on their strength.
  • The small lake in the Last Alliance jungle is no longer pathable.
v0.87 Beta [07-10-2013]

Anub'Theran
  • Tooltips updated based on the new scheme.
  • [Q] Spike Trap: Duration increased to 5 minutes from 3 minutes.
  • [Q] Spike Trap: Debuff duration increased to 15 seconds from 8 seconds.
  • [Q] Spike Trap: Damage increased to 105/195/285 from 85/175/265.
  • [Q] Spike Trap: Debuffed units no longer trigger Spike Traps (to avoid stacking spike traps at one location)
  • [E] Geyser: Fixed a bug where its second level had 30 seconds of cooldown, instead of 14.
  • [R] Earthen Spikes: Energy cost reduced to 30 from 40.

Crog Fizzlebolt
  • Tooltips updated based on the new scheme.

Doombot
  • Tooltips updated based on the new scheme.
  • [R] Override: No longer generates 5 heat on cast.

Draku'Jin
  • Tooltips updated based on the new scheme.
  • [Q] Voodoo Burst: Cooldown increased to 10 seconds from 6 seconds.
  • [Q] Voodoo Burst: AP ratio increased to 0.5 from 0.4.
  • [R] Mass Effect: Attack/movement speed bonus increased to 20/30/40% from 10/20/30.
  • [R] Mass Effect: Armor/Resistance reduction increased to 20/30/40 from 10/20/30.

Erion
  • Tooltips updated based on the new scheme.
  • [Q] Hammer of Divine Wrath: Base damage reduced to 70/110/150/190/230 from 80/130/180/230/280.
  • [E] Vengeance: Shield duration reduced to 5 seconds from 6 seconds.

Glacion
  • Tooltips updated based on the new scheme.
  • [W] Frigid Blast: The damage is no longer increased if the target is slowed by his spells.
  • [W] Frigid Blast: The damage is now increased by 25% for each stack of Frostbite that the target has.
  • [R] Null Kelvin: Stun duration reduced to 0.75 seconds from 2 seconds.
  • [R] Null Kelvin: The stun now lasts twice its original duration on units slowed by one of Glacion's spells.
  • [R] Null Kelvin: Now applies 2 stacks of Frostbite to all enemies hit.

Kassar
  • Tooltips updated based on the new scheme.

Jainar
  • Tooltips updated based on the new scheme.
  • [W] Raging Whirl: The physical damage reduction is now flat 50%.
  • [W] Raging Whirl: Jainar no longer keeps half of the reduction if he finishes the whirl.
  • [W] Raging Whirl: Buff duration reduced to 6 seconds from 8 seconds.
  • [R] Ruthless Swipe: Mana cost reduced to 100 from 125/150/175

Kassar
  • Tooltips updated based on the new scheme.
  • Bonehoard: Heroes grant 500% more charges (10/20/30).
  • [Q] Bone Splinters: Damage taken factor set to flat 10% of his maximum health instead of 20/17/14/11/8%.
  • [R] Bone Transmutation: Health cost reduced to 15% of his current health from 20%.
  • [R] Bone Transmutation: Haste factor increased to 20/30/40% from 20/25/30%.

Kerwyn
  • Tooltips updated based on the new scheme.
  • Time Warp: Now triggers at 20 / 25 / 30% health instead of 25 / 30 / 35%.

Nazzari
  • Tooltips updated based on the new scheme.

Nessara
  • Tooltips updated based on the new scheme.
  • [Q] Burning Net: Periodic Damage reduced to 18/26/34/42/50 (0.2 Bonus AD) from 20/30/40/50/60 (0.3 Bonus AD)
  • [Q] Burning Net: Now deals 45/75/115/145/175 (0.5 Bonus AD) physical damage on contact.
  • [Q] Burning Net: Fixed a bug where it did not apply the stun on reactive, as it was supposed.
  • [W] Demonic Precision: The movement speed bonus in Ranged Stance is now triple of the passive bonus.
  • [E] Explosive Shot: Knockback distance reduced to 600 units from 800 units.

Norjhan
  • Tooltips updated based on the new scheme.

Quoyochakee
  • Tooltips updated based on the new scheme.

Raz'jalr
  • Tooltips updated based on the new scheme.
  • Presence of the Old Gods: Critical hits that kill the target can no longer trigger the passive.
  • Presence of the Old Gods: Critical hits with an active [Q] buff can no longer trigger the passive.
  • [E] Impale: Missile speed increased by ~20%.
  • [E] Impale: Particle size increased by ~30%.
  • [R] Tentacle Frenzy: Consecutive hits no longer have damage reduction.
  • [R] Tentacle Frenzy: Bonus AD ratio increased to 0.3 from 0.2

Scneer
  • Tooltips updated based on the new scheme.
  • Base mana increased to 320 from 300.
  • Mana per level increased to 68 from 65.
  • Mana regen per level increased to 0.8 from 0.7
  • [Q] Netherflame: Cooldown decreased to 4 seconds from 5 seconds.
  • [W] Disruption Node: Damage increased to 70/115/160/205/250 (0.65 AP) from 70/105/140/175/210 (0.55 AP)
  • [R] Into the Nether: Periodic damage reduced to 15/25/35 from 20/30/40

Sirion
  • Tooltips updated based on the new scheme.
  • [W] Imbue Armor: Cooldown increased at earlier levels to 22/20/18/16/14 seconds from 14 seconds at all levels.
  • [E] Shield Bash: Cast range increased to 300 from 225.
  • [E] Shield Bash: Cooldown decreased at later levels to 6/5.5/5/4.5/4 seconds from 6 seconds at all levels.

Snodhar
  • Tooltips updated based on the new scheme.
  • [Q] Shadow Translation: Cast range reduced to 600 from 750.
  • [Q] Shadow Translation: No longer applies a silence.
  • [Q] Shadow Translation: Fixed a bug where it would not always put Snodhar behind the target.
  • [W] Inhale Shadow: Delay removed.
  • [E] Stalk: Cast range reduced to 600 from 800.

Tidalus
  • Tooltips updated based on the new scheme.
  • [Q] Current Strike: The flight speed no longer depends on his movement speed.
  • [Q] Current Strike: Damage reduced to 45/70/95/120/145 (0.325 AP) from 50/80/110/140/170 (0.275 AP)
  • [Q] Current Strike: Cooldown increased to 12/11/10/9/8 from 8 seconds.
  • [R] Ebb and Flow: Bonus Health reduced to 20/27.5/35% from 20/30/40%.
  • [R] Ebb and Flow: The damage redirected is now flat 30%, instead of 10/20/30%.

Tock
  • Tooltips updated based on the new scheme.

Xirris
  • Tooltips updated based on the new scheme.
  • [E] Mana Leak: Cooldown increased to 20 from 18/17/16/15/14
  • [E] Mana Leak: Duration reduced to 8 seconds from 10 seconds.

Zaraxxus
  • Tooltips updated based on the new scheme.

Items
  • [M1] Balsa Flute (New Item): Grants 2.5 Mana over 5 sec, costs 180 gold.
  • [M1] Magic Branch: Builds out of Balsa Flute, for the same total cost.
  • [M3] Bloodsteel Armor: Damage boost reduced to 20% from 30%.
  • [M4] Key of Infinity: AP Bonus reduced to 160 from 175.
  • [M4] Key of Infinity: Combine cost reduced to 535 from 1035.
  • [M4] Hexweave Crooked Staff: Damage conversion ratio reduced to 15% from 20%.
  • [M4] Gan'arg Battle Implant: Magic Damage amplification reduced to 8% from 12%.
  • [D1] Golden Lynx Amulet (New Item): Grants 8 Health over 5 sec, costs 220 gold.
  • [D1] Truesilver Ring: Builds out of Golden Lynx Amulet, for the same total cost.
  • [D4] Radiating Light: Cooldown increased to 210 from 95 (was 45 due to a bug).
  • [M] Boots of the Coward: Active cooldown increased to 210 from 75, range reduced to 10000 units from being global.

Gems
  • Reworked gem stats.
  • Only one Ametyst can be picked.
  • The list of new gems can be found here.

Core
  • Fixed a bug where certain AoE spells that affect allies (such as Norjhan's The Raven Incarnates) did not work properly before another AoE spell was cast.
  • Clicking on a hero on the hero selection board now displays the hero's icon on the left side for your allies.
  • Increased the gold bounty of siege minions to 64 from 40.
  • Increased the gold bounty of ranged minions to 41 from 31.
  • The game now starts after 3 minutes, instead of 2.
  • True Sight range reduced to 1000 from 1200
  • Inner towers and Citadels (Violet & Hellfire) now regenerate health over time (~30/sec).
  • Health, Resource (usually mana) and Movement Speed no longer displayed on the StatBoard; they generate a lot of unnecessary string leaks, but have no real purpose. Regen values are still on the board, though.
  • Fixed a bug where you could not buy items with a full inventory, even though you had one or more of its components.
  • Fixed a bug where selling an item with more than 1 charges would only give money back for 1 charge.
  • The way assists are handled has been greatly improved (lots of useless handles removed, no timer callbacks at all, etc).
  • Healing/shielding allies now grants assistance in all the kills they made within the next 10 seconds.
  • Lots of grammar & typo fixes. Credits to Mech_Warrior for reporting them!

v0.88 Beta [08-03-2013]

Anub'Theran
  • [Q] Pounce: No longer targets units, only ground.
  • [Q] Pounce: Now it knocks up the first enemy hero Anub'Theran hits.
  • [Q] Pounce: Flight speed slightly increased.

Glacion
  • [E] Icy Pellet: Shatter range increased to 400 from 250.
  • [E] Icy Pellet: Cast range reduced to 650 from 700.

Gorr
  • [W] Crimson Blast: Missile speed increased by ~20%.

Shagutt
  • Kit reworked to better match our standards.
  • Credits to JesusHipster for the models.
  • A brief info can be found about the new spells below, taken from the selection board.
  • [Passive] Dark Arts: Every time Shagutt takes magic damage, he converts a portion of that damage into mana. Furthermore his spell penetration is increased for the next eight seconds.
  • [Q] Nightmare Surge: Shagutt draws energy from the life around him over five seconds, while his movement speed is reduced and cannot attack or cast other spells. He can then release the energy withdrawn to shot a dark projectile towards that deals damage to the enemies hit and reduces their resistance.
  • [W] Glimpse of Madness: Fills all enemy units in a cone front of Shagutt with dark corruption, dealing magic damage to them. Penetrating through all the resistance of a target will increase the damage they take from the spell, and slow their movement speed for a brief period.
  • [E] Nethermancy: Attacking or casting an ability grants Shagutt Devoured Soul Shards, that passively grant Shagutt bonus ability power. Activating this ability will consume them, forming a shield that absorbs damage and incereases Shagutt's spell penetration for a few seconds.
  • [R] Sear Soul: Blasts the targeted enemy hero, dealing direct damage to them and creating a link between Shagutt and the target, that heals Shagutt for a portion of all the damage he does to the victim. When the link expires or breaks the target to takes further damage.

Zaraxxus
  • [E] Chaotic Strike: Cast range reduced to 650 from 700.
  • [E] Chaotic Strike: AP Ratio reduced to 0.5 from 0.6.

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

Items
  • [W3] Shadowblade: Armor Penetration bonus increased to 20 from 15.
  • [W3] Shadowblade: Buff duration increased to 6 seconds from 4 seconds.
  • [W3] Shadowblade: Now also grants 30 movement speed while the buff is active.

Minions
  • Siege minions' missile speed no longer differ (1200 for all siege minions).


ModeCrafter
  • The player in the first taken player slot is the crafter.
  • The crafter has 60 seconds to configure various game options.
  • Other players can see the board and the current options, but cannot interact with it.

Options
  • New option: Turn on/off fog.


PlayerLeave
  • Their hero is now ordered to walk back to the spawning pool.
  • Allies now gain control over the leaver's hero.
  • You can buy items for that hero from their shop on their money.

Shop
  • Charged items are now limited to 5 charges/stack.
  • Fixed a bug where selling items would always give 0 gold back.
  • Fixed a bug where selling items while dead that were bought while dead would provide zero gold.
  • Fixed a bug where buying multiple instances of a consumable while dead that your hero did not have before would grant only 1 charge.

Towers
  • Towers, minions and jungle creeps start their upgrades once the game starts, not after map init (so they won't get their first upgrade almost immediately once the first minion wave reaches the lane).
  • Towers now gain 10 armor and 15 attack damage every 4 minutes, 10 times, as opposed to 18 armor and 15 attack damage 6 times.
  • Towers' attack cooldown increased to 1.5 seconds from 1.1 seconds.
  • Reduced the health of Chaos Tower I, II, III and Life Tower I, II, III to 2000 from 2350.
  • Reduced the health of Inner Chaos Towers and Inner Life Towers to 2500 from 2675.
  • Tower range indicator model updated. Credits to JesusHipster.

Core
  • Fixed a bug that'd make it so that the last person to deal damage to you would always get the kill (a.k.a. it did not time out and even if you died 10 seconds later to a tower, they'd still get the kill).
  • Slow's effect color changed to light blue from yellow.
  • Various optimizations and tweaks here and there, that may (should) improve the performance.
  • The ModeCrafter has been implemented.
  • Double clicking on a hero you control opens their shop (reason).
  • Allies' current gold is now displayed on the gameboard (reason).

v0.88a Beta [08-10-2013]

Anub'Theran
  • [Passive] Burrow/Emerge: Fixed a bug where dying while casting Burrow behaved inappropriately.

Jungle Creeps
  • Chaos Cult Leader: Health reduced to 4250 from 5250.
  • Chaos Cult Leader: Attack cooldown increased to 1.2 from 0.8.
  • Chaos Cult Leader: Incinerate damage reduced to 35 from 44.
  • Craw'Nirrix: Attack damage reduced to 470 from 570.

Items
  • [W3] Shan'yala: Attack damage bonus reduced to 25.
  • [W3] Shan'yala: Recipe cost reduced to 250 from 750.
  • [W3] Shan'yala: New passive: "The owner is healed for 10% of all damage dealt to neutral creeps."
  • [W3] Shan'yala: Now also grants 4 attack damage and 3% bonus attack speed on cast, if the active kills the target. These bonuses stack up to 10 times.
  • [D2] Shield of Creep Blasting: Tooltip updated to match the changes made in 0.86b.

Core
  • New command: "-timer XX MSG": displays <MSG> after <XX> seconds to you and your allies.
  • New test mode command: "-dummy XX YY": spawns a level <YY> Zaraxxus for Player(<XX>) at the upper side of the river. The player slot has to be unoccupied (using this makes it occupied).
  • Fixed some fog of war issues in the jungle. Credits to Malvodion for reporting them!

v0.88b Beta [08-15-2013]

Gorr
  • [W] Crimson Blast: Damage of the smaller orbs reduced to 4% of the target's maximum health from 6%.

Kerwyn
  • [Passive] Time Warp: No longer amplifies the damage of Tick, Tock..., only his normal spells.
  • [Passive] Time Warp: Damage bonus for his normal spells reduced to 20% from 30%.

Raz'Jalr
  • [R] Tentacle Frenzy: Fixed a typo that caused the tentacles to strike from an absurd range.
  • [R] Tentacle Frenzy: Base damage increased to 60 / 90 / 120 from 40 / 55 / 70.

Items
  • [M] Life's Threads: Recipe changed to Herald's Slippers + Balsa Flute + Golden Lynx Medal + 420 gold (1200 total)
  • [M] Life's Threads: Now grants 8 health regeneration, 2.5 mana regeneration, and regenerates 0.3 of your maximum health and mana every second.

Core
  • Fixed a thread chrash in the selection window generate method that caused the camera to not function properly.
  • New test mode command: "-refresh: Restores your health and mana."
  • Effect dummy units and projectile dummies now use unit recycling.
  • Sound volume for custom sounds lowered to 100 from 127.
  • Jungle creeps now take up their default facing when they start sleeping.
  • Damage redirection effects (such as Tidalus' "Ebb and Flow") are now applied to chaos damage as well.
  • Damage & Heal redirection effects now take place before the incoming heal/damage modification effects are applied on the target.
  • Fixed a bug where Taunt's buff would stick around for longer than it the effect itself lasts.
  • Fixed various bugs regarding creep camp handling (for example that you could pull them out of their range).
  • Fixed a typo that caused your physical damage to be modified by magic damage output modification effects instead.



home.png
h.discla.png


The map is in beta stage, which means it may contain bugs and various balance problems. They all will be fixed once we find them, or the players report them. If you find any bugs or want to tell us your feedback, you can do it here, on IID's website, or you can send me an e-mail to [email protected]. Note that those who can't moderate themselves will be ignored.

If you happen to find a bug, please save the replay and attach it to your post/mail as well!


[Map description by Luorax and Hellx]

Keywords:
duskwood, invasion, aos, dota, lol, league of legends, heroes of newerth, hon, kamehameha, aeon of strife
Contents

IID Beta v0.88b (Map)

Reviews
Vengeancekael Date: 2012/Dec/31 18:03:36 [Please do not send me a message, use Staff Contact] Comment:The terrain - Absolutely flawless. Maybe you remember that I didn't find the terrain satisfying in an earlier version, but then you really...

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Vengeancekael
Date: 2012/Dec/31 18:03:36
[Please do not send me a message, use Staff Contact]

Comment:
The terrain - Absolutely flawless. Maybe you remember that I didn't find the terrain satisfying in an earlier version, but then you really improved upon that area and you've really done a great job.
The transition between the 2 themes is well done, it's almost as if you had used a brush. The environment is detailed, a lot of beautiful areas such as waterfalls, etc.
The map's layout is the generic AoS one, but the jungle is somewhat unique.
The gameplay - You can easily say it's heavily inspired by League of Legends: Ability Power, portal to town, jungle buffs, etc.
Now that is not something bad, since inspiration's purpose is not always a bad thing, it can be a direct copy and completely unoriginal or you can base your ideas on a main concept, such as LoL's.
You, however, have improved on this subject, by creating quite interesting heroes, who have their own unique traits.
I'm not gonna mention the lore/storyline, because I'm really gonna be realistic here and say that most people don't care about an AoS' storyline. :p AoS fans just want to find new strategies and playstyles and kill their enemies viciously.
Other - The UI is probably the most remarkable and unique feature of your project: The hero selection is clean, informative and easy to use.
The custom panel above a hero's head indicating his hp/mana/level is also new and can be useful, by making the bars bigger and also indicating the hero's level directly.
There's multiple multiboards, one of them being for basic game stats, the other your character's personal stats.
While they're both informative, the game stats one with the kills, deaths stats is a bit confusing, because of the icons used and no titles.
I would also suggest you put the game time in the multiboard's title, so that you may indicate not only seconds, but also minutes elapsed.
The custom resources have been used effectively in this as well, the models and icons all go together, each hero has his own color gradient for his spell icons.
Although it's always a bit confusing when you use a passive icon for an active spell. (Hellforge Automaton's characteristic skill)
The quest log contains all of the info needed, but I suggest you colorize keywords in the text and keep everything short and to the point.
You've also added another useful feature, the tower range indicator. You usually know what the tower's range is after playing an AoS multiple times, but it's still really helpful to see a circle indicating the range.
The shop system is something that's been done already, with the different skills used to go to other pages (Oasis and Desert 2), but yours is also really clean and you've also added a suggested items tab, which can be a lifesaver for a lot of starters.

Overall - Your project is quite polished and it is something you and your team have been working on for a while. While it is really beautiful to look at, along with fun and interesting heroes to play with, the project does not seem to be beaming anything drastically new to the AoS genre.
The most remarkable features would be the UI and the terrain. The gameplay does not bring anything original, it is still the complex hero styles which you have to master.
It just seems you were not daring to go in a different direction with this project, it is way too close to the original concept.
This does not mean that the project is bad, it is indeed quite a lot of fun to play thanks to its amazing heroes and stunning environment, however, it doesn't really leave an original impression.

Other small suggestions:
  • It's "victorious", not "victorius" (ending)
  • Expand the game stats multiboard at the end
  • Nature's Attendant's Grounding's tooltip needs a fix: The learning tooltip has a cut off sentence in its description at the bototm, while the learned tooltip has all of the text
Highly Recommended
[tr]​

reportV2_animated.jpg
Rules
 
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Next version WIP changelog

Doombot
  • [R] Fel Flamethrower: No longer triggers/may be blocked by spell shields.

Glacion
  • [R] Frigid Blast: Fixed a typo that caused the circle sfx to appear around the target's (x,x) coordinates, instead of (x,y).

Nessara
  • [R] Stance Dance: No longer considered to be a channeled spell.

Jungle Creeps
  • Death Revenant: Gold Bounty reduced to 50 from 60.
  • Wildkin: Gold Bounty reduced to 50 from 60.

Core
  • Sound volume changes from the previous patch reverted.
  • Game start time reduced to 90 seconds from 180 seconds in single player games.
  • Spawn effect for death revenants, and triples in the Fel Force jungle changed.
  • Even more fog of war fixes, thanks to Malvodion.
  • Fixed a wrongly placed parenthesis in the AuraStruct code that caused the Walkthrough library to not work.
  • Fixed a bug where clicking on multiple recipes simultaneously caused you to only be able to buy again the last one you clicked.
  • Fixed a major bug where jungle creeps would not gain their base stats after revival.
 
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Hi. Good map. I have small question. I search answer 3 weeks. How i can make custom health bar over hero. Please i need to know.

Those bars are made of 3 custom models: the background & level, the health and the resource (usually mana). The bars have 101 custom animations, which is periodically updated based on the hero's current health and remaining resource.

And before anyone would ask: no, I'm not giving away its code, models or textures. We've put enough work into them to say that they're ours. I've told everyone who asked how the system works (we didn't even had this luxury), that should be enough :)
 
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Looks very promising i will go and try the game now :) But by far from the customization and even the hero select from the screens i think it will be very good :)
 
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Looks very promising i will go and try the game now :) But by far from the customization and even the hero select from the screens i think it will be very good :)

Well, a hell good way to start a year. I will try to promote this map on the Garena, and with my friends.

Well done.

congratulations for the new beta release :)

Thanks for the kind words, and have fun playing the map :)
 
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Alright i will really need to play this in garena with people now :)

Since its way more like League of legends then Dota its perfect and all the new ideas and items really fit me :)
By that i mean :
AD/AP scaling - i love it , not failing as mage because your skills are good as when you max them and then ultra fail late game .
Tried 2 junglers it was fun :)
No deny mobs - great .
Still need to check more heroes , but from the once i saw there was no someting magicly owning you true the map or out of nowhere :)

I love the spider buff :D
I also Love the uber support gold item witch is like .... uber awesome :D

I think you should make the tower showing range by default off , but thats wayyyy optional . And also watching every single mob 20 lvl is not really interesting .

I'm looking forward to test it with people tomorow :)
 
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It all started with those :)

http://img824.imageshack.us/img824/4707/wc3scrnshot071611235435.jpg

The models IID uses cannot be downloaded from anywhere, they're custome ones made specifically for IID. You can get various cool ones though, like these:

http://www.thehelper.net/threads/loadingbars-tallybars-w-e-bars.142619/
http://www.hiveworkshop.com/forums/models-530/progresscastingbar-227064/?prev=search=bar&d=list&r=20
http://www.hiveworkshop.com/forums/models-530/progressbar-v2-223392/?prev=search=bar&d=list&r=20

And also watching every single mob 20 lvl is not really interesting .

I think that's irrelevant. Their level is set 20 when they're spawned, because I thought 1 would look ugly :) It doesn't mean anything.
 
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Nah it will not replace dota , all dota bots are probably moving to Dota 2 :)
But will defenitly replace dota for all League players :D
 
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Refreshing to see an AoS with manly terrain. :D

Credits to Hellx, our terrainer :) What's funny is that first I was quite hesitant whether I should accept his help or not (the pictures he showed me were based on cityscape environment, that I really hate), but god, I'd regret it soooo damn hard if I had done it...

Nah it will not replace dota , all dota bots are probably moving to Dota 2 :)
But will defenitly replace dota for all League players :D

It needs a lot of balancing, and propably bug-fixing too; but hey, it's just a beta :) Unfortunately, due to the lack of time because of school, we just couldn't play it any more - hopefully we'll get enough feedback and information to start. Next summer hopefully I'll be able to play it again, most likely with new heroes and features (yea, we're still full of ideas)

EDIt: man, I now recall what I completely forgot to do: fix the spot where the spawning pool missiles come from. Units that enter them are attacked and damage properly, of course, it's more like a visual bug. Damn... It'll be fixed in the next version :)
 
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Well, what can I say, this is very impressive work.
Sure, there are some minor typos, but that's nothing to worry about.
I congratulate you and your team for finishing this project.
Kudos!

*finishing the beta, you wanna say :) We'll keep fixing bugs, working on the balance and adding new, even more unique heroes in the future :)

Thanks. You know we couldn't have done this without you. I promised your name would be on the "Special Credits" list :p
 
*finishing the beta, you wanna say :) We'll keep fixing bugs, working on the balance and adding new, even more unique heroes in the future :)

Thanks. You know we couldn't have done this without you. I promised your name would be on the "Special Credits" list :p
I haven't done anything worthwhile.
Your team, and especially your terrainer, did a wonderful job.
This is really nice to look at, and makes my computer lagg (which is a good sign). :p
 
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Luorax, i'm kind enough to remove my post here and make it yours :D

Cuz' you're awesome :) Thanks.

EDIT:

I've already used it up; it's going to contain the WIP changelog of upcoming patches. Note that I might keep certain upcoming features in secret :) But bugfixes and balance changes can be followed, or even discussed based on that log.
 
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Okay, so a minion that takes 1 hit to be killed should be level 1, whereas a minion that takes 2 hits should be level 2? :) I don't know, it seems so irrelevant to me. But fine, if people want it, I can give creeps and minions different levels to indicate their strength.
 
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Okay, so a minion that takes 1 hit to be killed should be level 1, whereas a minion that takes 2 hits should be level 2? :) I don't know, it seems so irrelevant to me. But fine, if people want it, I can give creeps and minions different levels to indicate their strength.


Thats the spirit :goblin_good_job::goblin_good_job:
maybe for every 250 hp = 1 lvl ? or so :) Well that level adjustment will make you find out routes in the jungle from where to where is easier to kill and level before going to the other camp :)

Also Crog Fizzlebolt E says [Q] :)
Also suggestion about combined items , maybe make the trigers way bigger , but if you make them to buy missing items will make the game faster , if you have the gold for the first item and click on the one you want to make to get the first item and skip the rest of the actions .
Something like Checking if you have that type of item , if yes next if no buy , and that way with all items .
 
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Also Crog Fizzlebolt E says [Q] :)

Oups :) Fixed.

Also suggestion about combined items , maybe make the trigers way bigger , but if you make them to buy missing items will make the game faster , if you have the gold for the first item and click on the one you want to make to get the first item and skip the rest of the actions .
Something like Checking if you have that type of item , if yes next if no buy , and that way with all items .

The problem with this would be that you always decide yourself which components you want to get first, based on your hero and the matchup.
It already does enough because it selects items that you already possess, etc, but it's not supposed to make decisions that you should make.
 
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Well it does not matter that much for the items :) You will just got to learn them all :) Was looking for way to making it faster .

Also Crog passive felt a bit too much , i was having hard time with the other junglers doing 3-4 camps with him i was just owning with the double lifesteal , i think the passive is a bit too much for a start , but try it yourself i started with the jungler item and spamed E and my health was always between 90-100% .
 
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Does it heal that much? Hmm. I'll do some calculations.

EDIT: so, at level 1, it does 4*20 damage to a single creep, making it 240 in total in one camp (but it's even higher because it ticks like 5-6 times in total). The passive heals for 75% of this damage, restoring 180 health. Hmm, that's kinda high.
 
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If it was garena and my pc could have handle the Terrain :D , well i learned to play LoL before on 8 fps , now 14 ;D so i gues i can try if we make some group to play :p
 
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Well i think you need to say the ID not the name :) And you need to accept everyone by hand , so there are no autojoining bots or something :)
 
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I'm not really familiar with Garena groups, sorry :) I've only joined one so far.

The ID is: 150217

I can accept everyone manually; the PDF files I learn from are on my PC, I couldn't manage to print them in time, so I have to sit here most of the time anyways. I just can't afford to play.
 
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Well, it's cool that you got it released, but I have to say it's buggy as hell.

We encountered several annoying bugs and 1 gamebreaking bug: 1 player didn't revive.

I hade this shadow shade and an opponent had it too.

As you can see in the picture, my ultimate lastet forever when I first casted it. The SFX stayed until I casted another ability, the effect stayed tho. It only stopped when I casted the ultimate again.

WC3ScrnShot_010113_214248_01.jpg


Secondly, the bloodmage (enemy) got into my range and therefore recieved the buff, this was working 3-4 times, after that, the buff stayed forever (my cd is rdy, he still has the buff):

WC3ScrnShot_010113_215942_03.jpg


I could ony use Stalker 1 time, after that it required "-Invisibility".

WC3ScrnShot_010113_215045_02.jpg


In the end kari's revivetimer got stuck:

WC3ScrnShot_010113_220143_04.jpg

WC3ScrnShot_010113_220148_05.jpg



Also my screen resolution (1920x1050) wasn't selectable in the dialog.
Creepbuffs should be applied to all allies fighting them.

I could critique many more aspects, but I won't until the bugs are gone.
Imo the pvp action is too fast, there are too many instant- move/disable spells and pushing with melee is very hard.
 
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Does any of you have a replay of that game? It's always easier to find bugs if you can see what's happening.

Yea, I admit that I could only test things alone, or with only one friend of mine. Things might get out of control if there are a couple of people on the map. I fixed a lot of bugs in the past, and I've also already heard of like half of the ones you mentioned, but I never managed to reproduce them. Apparently, I also forgot to change Kerwyn's multiboard icon, which is kinda... awkward.

I can't help repeating myself: this is just a beta. I knew there are bugs here and there but I'm hoping that with the help of other people I can fix them all.

Thanks for reporting these bugs, and I hope that you can provide me with a replay file.

P.s: how did you manage to pick two Snodhars in one game? You are not supposed to be able to, due to efficiency reasons some spells are written abusing their cooldown or the fact that they can't be cast twice. I can't really recall Snodhar's code, but it might explain why those weird things happened.

P.s #2: choose the biggest resolution with the same aspect ratio. My monitor doesn't support that high resolution therefore I couldn't get the proper values for anything above 1600x1200.
 
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The Enemy picked it and I randomed it.

That awesome, because the the random pick includes protection, which apparently isn't working properly either. (I've been off working on the code for so long and had such a busy semester that I completely forgot how certain things are written >.<)

Okay, I'll investigate the replay and the code tomorrow. Thanks for the replay!

I'd recommend doing another game, but making sure none of you have the same hero.

Oh, and one more thing: Ability Power only affects those abilities that have Ability Power ratio; for example, it doesn't do anything on Snodhar. He's typically an AD assasin/frontliner, depending on how you build him.
 
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Well, I'll change Ability Power's description to the following in the "Information" menu:

Ability Power: Increases the damage of your spells that have Ability Power ratio and the damage you deal to towers.

Simply saying "Increases the damage of your spells" can be misleading, I agree. But you should understand, that for someone who knows perfectly how things work, everything seems so obvious.

EDIT:

Okay, so the opposite happened: you randomed a hero, and he picked the same one. I see, and true, there's no protection against that in the code. Silly me. Fixing it right now.

EDIT2:

So I've been testing Stalk and Shadow Smoke for like 20 minutes by now, I didn't manage to break any of them. Although using Inhale Shadow (W) makes the ultimate aura effect disappear, I've fixed that. Using Stalk (E) also didn't cancel the ulti, I've also fixed that.

As I said, I'd recommend doing another game, but making sure you get only one from each hero. If any of those bugs regarding Snodhar's spells occour again, you know where to find me with a replay.

I'll keep trying to break it again though or figure out what went wrong, and I'll also study the revive code.
 
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Okay, well I couldn't reproduce the Snodhar bugs, though I noticed that using Inhale Shadow removes the Shadow Smoke effect permanently, and that Stalk does not stop it. These are fixed. I assume those bugs only appeared because of the fact that there was two of them (because such thing never ever happened to us, nor did it happen yesterday when I used it like 50 times in a row), if not, please send me another replay.

I've also done changes to the revive code, hopefully that'll fix the issue.

The reason why I released it this early though is because some other, crucial bugs had to be fixed, like being able to pick the same hero twice, the jungle bosses not having proper stats, or the disappearing last lines from the tooltips.
 
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i can't get enough from this map allredy try each hero ! :p if i start to describe in details what i like about your map it's gona take me a weak :D im not much of a map-maker but i shure play them a lote , so i can pull qut some suggestions i guess ^_^ !! 1- the furst thing i notice тhат is mising is denied triger for the creep's, for pro players of this sort of game's this is really a black hole !! 2- is all abaut a first impression for beginers , when we play the map for furst time i notice that u put a lote of work on describing the heroes skill but not in the kind of way that u can learn what they do and what ther are before u pick the hero like : bufs , pvp or aoe magic or physical u find that afther u pick it , so it leaves kind of a feeling that u are cheated :( !! so this are the things i have my mind around :p i holpe u have meny more custom hero models skils from where these come from and motivation to creat a lote more combined properly working meaningful skill bild heroes like thouse ^_^ a lote more :p i holpe . the map is awesome 10/10
 
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nope

so i have some bug's to report :( 1-nerubiqn ultimate dose not work , 2- on the place where is the warlock (the boss crep) spawns other strong enove mobs and is ugly situation if u did not kill them one by one before they made the ultimate gang bang creep spawn party killer team xaxaxa so . . . holpe u look on that soon
 
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i can't get enough from this map allredy try each hero ! :p if i start to describe in details what i like about your map it's gona take me a weak :D im not much of a map-maker but i shure play them a lote , so i can pull qut some suggestions i guess ^_^ !! 1- the furst thing i notice ?h?? is mising is denied triger for the creep's, for pro players of this sort of game's this is really a black hole !! 2- is all abaut a first impression for beginers , when we play the map for furst time i notice that u put a lote of work on describing the heroes skill but not in the kind of way that u can learn what they do and what ther are before u pick the hero like : bufs , pvp or aoe magic or physical u find that afther u pick it , so it leaves kind of a feeling that u are cheated :( !! so this are the things i have my mind around :p i holpe u have meny more custom hero models skils from where these come from and motivation to creat a lote more combined properly working meaningful skill bild heroes like thouse ^_^ a lote more :p i holpe . the map is awesome 10/10

Well, first of all I'm glad to hear that you like it :)

To answer your points:

1) Deny. I'm telling everyone right now that it's something that's NEVER going to be implemented. Last hitting enemy minions requires quite a lot of attention already, I don't want the whole laning phase to be all about killing the minions.

2) Basic things like Area of Effect, Damage over Time, and such things are not explained. Those are things people should be familiar with from WarCraft 3 itself. I only explained things that are new, like custom stats, and etcetera.

my pc bluescreens when i try to play this map,any1 else got this problem?

Hmm, no one has ever reported anything like that, it's been working perfectly for all the people I've sent it so far. It's kinda trigger-heavy though, so if there's something wrong with your PC (fans full of dust, for example), it can potentially push it beyond its limits, causing it to crash.

Also:
1) Anub'Theran's ultimate only targets enemy heroes.
2) I don't kinda get what you're trying to say with that. I did quite a lot of tests, and it the jungle boss code worked perfectly; Garrluk Spawns after 3 minutes, his acolytes are working. If you kill them, you can kill the acolytes. After 19 minutes, or after they respawn if they happen to be dead, the short cinematic is played and Craw'Nirrix spawns.
 
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