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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.

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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...
Level 16
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Just accepted 3 people on Garena (Drunken_Jackal, SonOfJay and a third person, most likely from this thread); I'm sorry for the delay guys, but I'm so lost in these days that the day after creating the group I already forgot about it.

I also keep updating the update post any time I do some changes to the map.
 
Level 16
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I made a Garena group a few days ago, with the basic cap of 50 people. The ID is: 150217. I think I'll include this in the next update. I don't play as I lack time due to exams, but I'll accept everyone; people in the group can organize games if they want to.
 
Level 4
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Apr 16, 2012
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83
Played a game and gold wasn't showing for me when i killed minions. sometimes it flashed up and then disappeared, other times didnt appear at all.
http://www.mediafire.com/?czeiyure8ze420p (replay)

Anyways 5/5 brilliant game from what i see from only 1 game unfortunetly. The terrain is masterful, and the gameplay takes the best of LoL and the worst away from dota and combines the two in an awesome combination. However i did encounter some lag and the bug i mentioned.

I'm playing from Clan ORC @Europe Server if any1 wants to play some games of this :). A lot of fun.
 
Level 16
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Thanks for the kind words :)

Well, looking at the replay, it's not only gold texts, but texttags in general. I'll examine texttags, because apparently, there're some things that I don't know exactly.

I also noticed that picking a hero hides the currently visible multiboard (because the statboard is being created for the given hero), I'll fix it as well.

Oh, BTW you have the lags because of the terrain, fog, and because the map is really, really trigger-heavy. I did a lot of optimizations to the code (most of the events are not registered until a certain hero is picked or an item is bought), but it still has a lot going on in the background, lots of periodic events, and such, that tend to exhaust your PC quite a lot. Mine is more than 2 years old, and it wasn't that good when I bought it either, and I still have a constant FPS of 64.

EDIT: okay, both bugs have been fixed. They're coming in the next update :)
 
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Level 16
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Weird. I don't recally doing any changes to its code. I'll fix it nevertheless; thanks for reporting it.

1366x768: fine, I can add that one.

EDIT: the values used by 1440x900 work perfectly for 1366x768. I just added it to the list, but it's nothing more than a duplicated version of 1440x900.
 
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Level 4
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Pounce is much too spammable, especially for early lane, should have a much higher cd.
Edit: Also life regeneration shouldnt work against turrets/buildings.
Edit Again: Also is pounce intended to be targetable only for enemies? cuz u can use it for escape etc.
 
Level 16
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Pounce has 14/13/12/11/10 seconds cooldown, which I think is perfectly fine for an energy based hero.

Well, Lacerate says "melee attacks", nothing else, but to be honest, I was thinking of making it only work versus organic targets only.

EDIT: but okay, let's mess with the values a little bit.
 
Level 3
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Jan 9, 2013
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o.0

I am speachless :vw_wtf: i enjoy this map .
For the first time i see an AoS whit Original Solutions and Gameplay .
I hope one day some gaming studio will offer you to make MOBA game like this ;) . I played Alfa version whit my friend we realy enjoyed it ..now beta version is up whit better terrain :D.
This map deserves to be directors cut once it came out of beta :goblin_yeah:.
P.S : I hope you will focus now on the mapsize and add more heroes , loading is not needed coz Gameplay and Terrain is all that matters !
:goblin_yeah:
Edit:
Sorry for Gram. mistakes :3 can't express my self . Never expected to see something like this :D !
 
Level 4
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Apr 16, 2012
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will there optimisations for less lag in future versions? For a lot of ppl its unplayable (many of my friends) as well, its a 10 year old game. Lot of ppl playing wc3 have an old computer thats unable to run it without umplayable lag.
 
Level 3
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will there optimisations for less lag in future versions? For a lot of ppl its unplayable (many of my friends) as well, its a 10 year old game. Lot of ppl playing wc3 have an old computer thats unable to run it without umplayable lag.
Ok i am not a team member .. but if i rimember right they said you need to run it whit max settings...If your friends PCs can support all maxed they shoud play all maxed (video settings dont affect on lag and latency ! ).
P.S : It whoud be cool if this map have Garena ,B.Net an iCCup hostbots..i am sure most of peaple will toss DOTA aside for this baby :D.
 
Level 4
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he does run all max, and I have a hostbot with minimal lag myself on bnet if u want to play with me in this map. I try host it as much as I can but it doesnt fill often.
 
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The problem is mostly the terrain, and not the triggers. I've got an old PC of mine that I use when my PC is in the flat and I'm at home (not now, in exam. period), and it was kinda laggy on that without triggers. I usually try to optimize everything as much as possible, so there's not that much left that could be optimized.

But imagine how laggy it'd be if it was written in (crappy) GUI :p

I think texture settings do affect the FPS; my friend used to have FPS issues with high texture settings in TTW, but it was sorta fine with low ones.
 
Level 3
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The problem is mostly the terrain, and not the triggers. I've got an old PC of mine that I use when my PC is in the flat and I'm at home (not now, in exam. period), and it was kinda laggy on that without triggers. I usually try to optimize everything as much as possible, so there's not that much left that could be optimized.

But imagine how laggy it'd be if it was written in (crappy) GUI :p

I think texture settings do affect the FPS; my friend used to have FPS issues with high texture settings in TTW, but it was sorta fine with low ones.
I can surely tell that texture settings don't affect latency in Warcraft 3.
I experimented (my network sux 7 kb/ps) bout max and min texture settings worked the same ..so now i am using all maxed knowing that warcraft 3 engine lag can only be caused by bad network.
Fix the connection and enjoy :ogre_datass:.
 
Level 4
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I'm of the opinion that lasting effects such as the tornado Q of wind serpent should not give the hero aggro if he moves out and back into the range of the tower.
 
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The problem with that would be that you could be like "ok, ima apply my DoT to you, run out of the tower's range, then come back and rape your tower while're your back, being scared of me engaging you".

You have to take it into consideration that using something that deals periodic damage on the enemy can "zone you out of the tower's range". Imagine the same happening to you: there's a wild tornado chasing and raping you, you can't do anything, and the enemy is slowly taking down your tower while you have no chance of responding whatsoever. I think it'd be kinda frustrating, even more than having to stay away for a small duration.
 
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The problem with that would be that you could be like "ok, ima apply my DoT to you, run out of the tower's range, then come back and rape your tower while're your back, being scared of me engaging you".

The thing is this scenario happens with all offensive spells, ur saying that only DoT spells cause an enemy to stay back afraid when assaulting a tower? Tornado is a bad example, cuz it requires the enemy to run back, but just basic DoT spells should not cause aggro i think, other offensive spells shouldn't get advantage in this situation for no reason, just cuz its DoT doesn't mean its any different. (In regards to tornado u are right)

Edit: just found typo in wicked sick spree it says 'whicked sick'
 
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Level 2
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May 21, 2009
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so i Look Thru your new changelog and i can only see with sadness fixses on only skils pasivs and stuf ? so i wonder can u start to filing up the hero pull and then go thru them ? and u once told me taht u never gona put denay triger for creep's :( but please adleast say u gona think about it becose is very anoing if u allredy have the habit .. and i dont think that it's gona be a problem for the player's becose your map is high player skil lv allredy and if they dont have the braincapacity for it from the start this is the last think they are going to focus :)
 
Level 16
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My main goal now is to balance out the map and fix all the bugs. Heroes can wait. In fact, they MUST wait, because I don't have an icon creator at the moment, and I won't rely on premade ones.

Deny is out of question :) It's a silly thing that was only implemented because in Blizzard RTS' you could attack your own units. To me, it doesn't seem healthy at all, and it's seriously, killing your own mates?
 
Level 2
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tha's one way to put it but is good thing if yor mate gona die from some kind of periodic dmg and u can save his sory ass from give the enemy more gold and xp is a comon sence if u ask me . .. and it't not only my habit it's allmoust evry good aos player ones . . . and i so sory to hear that we wont see more heroes soon im gona cry :( no not realy but u make me sad :X i lose starthing to put some ideas for heros to email u just second's ago :( enyway it's still the best map i see in a long time and im gona play it to the last !!! good job and keep the good work ^_^
 
Level 16
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I think if people work hard on killing someone, they deserve the kill. And just because other maps have that "feature", it doesn't mean IID should have it as well :) You have to find other ways to defeat your lane opponent now.

It's already hard enough to balance out the map with 24 heroes and 114 items, adding more heroes would only make it even harder; and as I said, I don't have an icon creator, which is also a crucial reason why it has to wait.
I have a relatively good ranged AD carry, duelist hero concept, I might implement it in the near future.
 
Level 5
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Dec 20, 2007
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211
I don't know if this is bug in your map. I already tested and it show this error in your map only.

It suddenly show blue screen of death with "ati32vga.dll" problems.

I use Window xp sp3 with ATI HD 6870
 
Level 1
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Apr 29, 2011
Messages
6
Wow! 5/5
The game is really awesome and unique especially the heroes and abilities. It reminds me a lot of League of Legends (and I believe some concepts are taken from there).
It's great but I noticed some minor bugs:
-You can somehow go through the right side of the bridge in the lower left jungle. You can directly go to the water area(pond, like, whatever you call it) from the land, and end up on the bridge upon reaching it.
-When leveling a skill up, Gorr's third skill doesn't immediately show up. I am not sure if this also happens to the other heroes.

Above that, the game is ABSOLUTELY awesome! Would love to see this with AI :)
 
Level 16
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Thanks for the kind words, and for reporting these things!

1) I'll check the pathing map. It was the last thing that was made and we're kinda in a hurry, so it might have happened that a certain spot remained pathable.

2) What do you exactly mean with this? That Lances of Agony is not immediately on the list of abilities that you can learn? If so, it's not a bug; after activating it, when you have 3 shots, it's disabled and a dummy ability is enabled, that you can target a spot with and launch one of the missiles. Once you've cast it 3 times, or the ability expires, the hero ability is enabled again, and you can level the spell up.
Unfortunately, this was the only solution; Eng. Upgrade was out of question, because the hero and dummy abilities have different targetting mechanisms, and somehow it was screwed up when I tried to make the spell using EU.

I'm having an exam tomorrow, and maybe I won't even get home sooner than the day after tomorrow, so it'll have to wait a little.
 
Level 13
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Jun 10, 2010
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I've checked the pond's pathing map and it's unpathable (some parts by blockers others by the depth of water). It seems the shouldn't-be-but-still-walkable parts of the pond are the ones blocked by only the water, which implies that the blocking capability of deep water is somehow disabled.
 
Level 15
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Feb 15, 2006
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851
Very nice map, the polishing of it exceeds the limits of professionalism. The mechanic is very original now that "mana" has more purposes than filling energy to the hero to cast spells. I imagine you've got ideas from ToB?? mainly the main bar on heroes?? :)

My apologies for this noob question, but... I'll dare to do it:

IS there any plan to develop an AI?? it would be awesome. Anyways good job, is clear the love put in this project.
 
Level 16
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Very nice map, the polishing of it exceeds the limits of professionalism. The mechanic is very original now that "mana" has more purposes than filling energy to the hero to cast spells. I imagine you've got ideas from ToB?? mainly the main bar on heroes?? :)

My apologies for this noob question, but... I'll dare to do it:

IS there any plan to develop an AI?? it would be awesome. Anyways good job, is clear the love put in this project.

Thank you very much! Though I'll add more and more features, work on the "Information" section and such, so it'll become even better as time progresses :)

Yes, I was thinking of adding an AI one day, but it really has low priority at the moment. As I've already said a million times, I want to work on the bugs, balance, and the modecrafter, possibly with the second game mode first, then maybe I'll add an AI too. Maybe, as I've never written anything like that before. Of course it'd be cool as practice :) However, due to school I'm really short on time, thanks to the exam. period.

And this leads us to a slightly off-topic thing: I got your PM(s), and I'm honestly sorry for not replying immediately, but I've been busy studying in the past days, and I just didn't want to send a ~2 words message back.

About the status plates: well, by the time I read about ToB, they were already done. It more likely came from LoL, and the fact that I always hated the lack of mana bars in WC3 (I had a small tool to display them, but it's kinda buggy). So I made them, and had my awesome & talented, by that time also new friend, I3lackDeath draw the background textures. I only got positive feedback about them and a lot of people also wanted to know how they work, so I think it's safe that say that they are a quite great success.

These are the original bars, BTW :) But after I got to know I3lackDeath and he accepted my request, I remade them using only models & vJASS.

About the blue screen issues: it's not a "bug", it's your compture trying to tell you that something isn't working properly. I admit that the map really is kinda resource-heavy due to the enormous amount of custom script used, so it might be that WC3 tries to push your PC beyond its limits.

I have a constant 65 FPS when playing the map (didn't test it with 10 people, in a team fight though, but since the code is really optimised, it shouldn't lag hard, if it lagged at all).
 
Level 2
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Sep 4, 2011
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Hi there!

Based on the description you gave, I think that will be a driver problem. Try updating / reinstalling your VGA driver.
 
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