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!
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]
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!
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.
High quality, realistic terrain
Invasion in Duskwood comes with a very realistic and really high quality terrain.
Complex heroes
Most 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 combat
Dozens 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 tooltips
Spells 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 bars
Invasion 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 shop
The 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 beginners
Suggested 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 lores
Every 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.
Modecrafter
Our 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 options
Various 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.
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.
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.
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
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...
Anyway, I didn't mean any spite in my first post on this thread, but I'll stop altogether to prevent any...animosity. As someone who has tried three games of the same type (I won't call them MOBAs anytime soon), I was just disappointed to see one mechanic missing. Everything else is masterfully executed. Good job to you, Luorax, and your team!
Actually, there'll be that feature coming, you know, that I tend to call the "ModeCrafter". It is supposed to allow the host to customize the game. Hmm. What if I added the option to allow/disallow denying? It'd be disabled by default, but you could manually turn it on, if that's the way you want to play your game. I think that'd be satisfying for everyone. I'm all against the deny mechanism, but since many people have mentioned it, I could possibly make it an optional feature.
Actually, there'll be that feature coming, you know, that I tend to call the "ModeCrafter". It is supposed to allow the host to customize the game. Hmm. What if I added the option to allow/disallow denying? It'd be disabled by default, but you could manually turn it on, if that's the way you want to play your game. I think that'd be satisfying for everyone. I'm all against the deny mechanism, but since many people have mentioned it, I could possibly make it an optional feature.
I'd enjoy that very much, yes. You may even try to add / remove the build-in TP for each hero as well (or add a cooldown to it, maybe), just for the challenge. But that's just nit-picking.
Yes, please add the feature to allow / disallow denying.
The list of options I have in mind, at the moment. So don't worry, I thought of Home Portal as well And Arcane Current too; even though it can easily be cancelled, and you can do some very funny things with it (especially through fog of war), I'll give the players the option to disable it.
The list of options I have in mind, at the moment. So don't worry, I thought of Home Portal as well And Arcane Current too; even though it can easily be cancelled, and you can do some very funny things with it (especially through fog of war), I'll give the players the option to disable it.
I can't seem to play it. It goes back to the game screen when i press the start game button. What's wrong with it? VM or PM me pls i really want to play it.
I just tried it. Very nice map.
The terrain is beautiful, the mechanics are pretty good, nothing too hard to learn. Everything seems to be pretty well balanced.
But I played with the Nether Reaver, his second ability's(disruption node) title is missing "|r". There might be other heroes with that problem.
I just tried it. Very nice map.
The terrain is beautiful, the mechanics are pretty good, nothing too hard to learn. Everything seems to be pretty well balanced.
But I played with the Nether Reaver, his second ability's(disruption node) title is missing "|r". There might be other heroes with that problem.
Well, it wasn't the "|r" - I deleted one too many characters from the learn text, so I deleted the initial "|" before the color string. Fixed, thanks for reporting it. It was the only one, just went through the names quicky.
I'm still working on the numbers for Shagutt, though, but what's holding me back is the lack of 2 models. The 250 / 400 / 550 (1.0 AP) damage on his ultimate didn't work out that well, so I had to lover it to 200 / 350 / 500 (0.8 AP). It still heals you for 15 / 22.5 / 30% of all damage dealt to the target by Shagutt (and damages them for the healed total), so with a Hexweaver Staff and Soul Eater you can do some funny stuff. And because of the way it works, effects that modify healing taken modify this amount as well.
His nuking potential is still kinda high, combined with all the penetration effects built into his skillset, he can take down enemies rather easily, but that's what his role is. Watch him use his ult and lower his threat by 200%. With his E shield and R healing he's also a great duelist, especially versus magic damage dealers, as his passive will punish them for dealing magic damage to him.
I've been testing most heroes, specially the junglers, and they are pretty fun to play (though there is not much I can do in single player). But after testing the map so many times, I noticed there is a small inconsistency in the terrain layout:
there is a rock in the bottom side of the river, that doesn't exist in the top side. This enables/disables plays and moves you can't pull in one side and viseversa.
Is this intentional? I imagine it has something to do with the "orc den" in bottom corner, to balance/compensate the potential use of that area for ganks/escapes?
You mean where the water reaches the bottom lane, right? Well, simply because it'd look weird at the top, in the middle of the water. It's a rather small difference (but still one), a ranged hero can easily bypass it.
There'll always be some inconsistency, thanks to Craw'Nirrix's area (the epic jungle creep). But to be honest, I don't mind it - it promotes strategic moves, like "okay, so there's that area, why not send someone bottom, that can abuse it, like Tidalus?", and if you're wise, you can just counter it by picking Raz'Jalr (W lets you see over obstacles), or even better, Kerwyn (can jump up to 3 times in 5 seconds).
I'm still waiting for 2 models for the Shagutt rework. I thought while waiting I'd do something useful, so I started working on the ModeCrafter. I was faster than I thought I'd be, so actually I managed to finish it, and I've already transfered all the modified code to the map. So it's up and rocking. Credit goes to JesusHipster, as he helped me out with the input box model.
You can check it out in action below:
1) Default settings
2) League of Legends styled ARAM
3) 1v1 DotA-ish game
I've also implemented a tip system to display tips every 2 minutes, but the patch is not really likely to include this feature. I'll try to come up with a few ones, and there'll be mode-specific ones too, so enabling things like Home Portal, Arcane Current or Deny will add extra tips to the pool.
This is one hell of a map, but please add a -repick option in test mode cause I really want to try all the heroes and I'm sick of restarting the map all over again !
I was thinking of a -repick command, but the thing is, the selection board is destroyed when you click the okay button (it's a lot of destructables and texttags), I wouldn't really like to re-build it at any given time in the game. It's one of those "ehm" things that I may or may not implement in the future.
I'm glad you like it, the next version is / should be coming out in the following days
As usually lately, this brings a lot of code changes, so bugs might have popped out. I tested it quite a lot, but I can't find all of them on my own. So please, if you experience something, save the replay and send it to me.
Or atleast a dummy like DotA's wich is just a Centaur Warchief that spawn next to the first middle tower and runs towards the middle of the map.
Edit: Also, while I was checking the changes between version 87 and 88:
In version 87, as anub'theran: if you die while borrowing you'll revive unborrowed but with his borrowed abilities; and if you cast one of those abilities, you'll auto-borrow, and your mana won't regen (not even in fountain), getting you stuck in borrow form forever (or until you die. and the only way to die is to dive their tower.).
I imagine this probably still happens in 88.
Also, in the changelog you forgot to type Shagutt's E's name and you got his ult's wrong.(I like his new abilities/graphics by the way, but I wasn't able to test his ult. If only we had a testing dummy... *hinthint*)
Edit: Also, while I was checking the changes between version 87 and 88:
In version 87, as anub'theran: if you die while borrowing you'll revive unborrowed but with his borrowed abilities; and if you cast one of those abilities, you'll auto-borrow, and your mana won't regen (not even in fountain), getting you stuck in borrow form forever (or until you die. and the only way to die is to dive their tower.).
I imagine this probably still happens in 88.
Hmm, at first I did not get it - I died more than 10 times while burrowing to see it myself, but it worked properly. Then I figured that maybe you were referring to casting Burrow, and yea, I was right, and it's true, it's "bugged" (hah). I found the problem and it's fixed now, so thanks for reporting it! I can tell you what was causing it if you're interested, but I thought it'd be too long to post here, and most people would not be interested anyways.
Also, in the changelog you forgot to type Shagutt's E's name and you got his ult's wrong.(I like his new abilities/graphics by the way, but I wasn't able to test his ult.
The problem with the AI is that I've never done anything similar before. Most of the spells are based on Channel, or Whirlwind/Defend/Divine Shield for instant casting, so I cannot make the AI cast them automatically, I'd have to make an AI for every hero, which is crapdozens of work.
I actually have a private command for spawning dummy heroes, I might implement something similar to that spawn in the middle and run dummy hero solution in the future.
Ther problem with the AI is that I've never done anything similar before. Most of the spells are based on Channel, or Whirlwind/Defend/Divine Shield for instant casting, so I cannot make the AI cast them automatically, I'd have to make an AI for every hero, which is crapdozens of work.
Well, because of the custom resources and spells that are not similar to any built-in WC3 spells, I think I'd have to trigger most of the spell's for the AI anyways. This way I can easily change any of the spell's attributes (like with Anub'Theran - I did not have to create a whole new ability, I just had to change one field), plus, there are no stupid glitches, like with the few ones I did not base on Channel (there are ~2 spells that use Fire Breath as the base ability, and you cannot click with them on the trees/other unpathable areas. This is not the case with the rest).
Hmm, at first I did not get it - I died more than 10 times while burrowing to see it myself, but it worked properly. Then I figured that maybe you were referring to casting Burrow, and yea, I was right, and it's true, it's "bugged" (hah). I found the problem and it's fixed now, so thanks for reporting it! I can tell you what was causing it if you're interested, but I thought it'd be too long to post here, and most people would not be interested anyways.
I'm glad it helped. I found this bug due to a fail of mine while practicing jungle with anub: I blasted the wrong creep with the shield, leading to me taking too much damage. I panicked and tried to use borrow to escape, to no avail. That's when the bug occurred.
Well, I'd like to know but I've never done "complex" things with the editor so I'd probably wouldn't understand it. But I imagine it's because "half" of the triggers didn't work since you were dead, corrupting the hero?
The problem with the AI is that I've never done anything similar before. Most of the spells are based on Channel, or Whirlwind/Defend/Divine Shield for instant casting, so I cannot make the AI cast them automatically, I'd have to make an AI for every hero, which is crapdozens of work.
I actually have a private command for spawning dummy heroes, I might implement something similar to that spawn in the middle and run dummy hero solution in the future.
There is no need to make an AI for it. Just add a command for -test that spawns a hero (i'd say the tankiest one, but if you can make it so that you can spawn whatever hero you want, do that.) at the middle of the map and that also lets you set their level. (Example, -dummy XX where XX would be the dummy's level. -nameofhero XX would work too if you go for the second option. )
A generic dummy would let us try any "hero only" abilities.
Edit: And again, since I don't know how hard this is or if it's even possible, -dummy XX 1 2 3 4 5, where 1 2 3 4 would be it's four abilities and 5 it's passive, so that you can also level up their abilities at will.
But that's probably be a lot of work for "little" benefit. Just a simple trigger that spawns a hero at the center is enough.
Edit 2: I just noticed: since you can play in both sides in singleplayer, and since there is also "allied hero only" abilities, there should be two commands to spawn a friendly/green side dummy and an enemy/red side dummy.
I recommend using JNGP Multiplayer Emulation to play solo to spot Multiplayer Only bugs
Also to get Multiple Solo fun
And spam some massacre upon the field with your emulations
I actually wrote a response yesterday, but shortly before finishing it I had to go out, then when I came back, Firefox decided that I don't type as often as I should, and deleted everything... so yea.
I'm too lazy to write it down all over again, so let's keep it short:
1) Burrow's effect is split into two separate events: onEffect and onFinish. He gained the new abilities when onEffect occoured (on cast), but his unit rawcode was the same, and the onDeath check was based on that. So the trigger thought he was still unburrowed and did nothing, but his spells had already been changed when he started casting. His E/5 was also reduced on cast, so when you casted it again it was reduced by another 20, making it zero.
2) It'll look like "-dummy XX YY" where XX has to be an unoccupied player slot (using it will make it occupied, though), and YY will be the level. They'll spawn on the upper side of the river and, stand still and will not trigger kill/assist event (because they don't have a multiboard row and it'd just fk up everything).
As Daffa said though, you could also use kLoader (like I do when I'm too lazy to turn on the laptop as well - though I don't desync when doing it, so it was not ideal when I had to check the [reverted] HP bar changes), it's a simple but effective way to test spells/items that target heroes only (though there isn't that many of those).
It's definitely not intended, though there are vision blockers all over the place. Hmm, I'll see what I can do about this glitch, it can give you some information you shouldn't be able to get this easily. Thanks!
Yup, the slow colour was changed TO light blue. It originally was the built-in yellow, arcanish slow model, that Koronis found weird back then (when Glacion was being implemented). JesusHipster sent me this recolored version when he was working on the Shagutt effects to match the Q models, and I must admit that I like it better. So yes, it's intentional.
It's definitely not intended, though there are vision blockers all over the place. Hmm, I'll see what I can do about this glitch, it can give you some information you shouldn't be able to get this easily. Thanks!
Yup, the slow colour was changed TO light blue. It originally was the built-in yellow, arcanish slow model, that Koronis found weird back then (when Glacion was being implemented). JesusHipster sent me this recolored version when he was working on the Shagutt effects to match the Q models, and I must admit that I like it better. So yes, it's intentional.
Indeed, you can snipe people from a safe distance, check if the buff camps are up, steal them if an enemy is doing them, etc. I'm glad I went afk in such spot, or I wouldn't have noticed it.
Ah yes, I somehow had missed that in the changelogs.
I think I've already seen them before, it's just that I did not pay that much attention to them and forgot about them later on. I fixed them, and I also find another spot that I fixed too.
While testing it I also noticed that I forgot to update the Shield of Creep Blasting tooltip, so that's been also updated (check out the website if you don't know the new passive that was introduced in 0.86b). On top of all these things, I also optimized Netherwind Blade's code to use the new cooldown solution (instead of timers) that I came up with that let me optimize the assistance system and a few passives with inner cooldowns. Once again, let me know if you're curious, otherwise I wouldn't like to go into details (even though this is like my personal favourite).
Speaking of the shield: I have an idea in mind for Shan'Yala, and possible AP and defensive (utility) counterparts. Not sure when they will get implemented.
I think I've already seen them before, it's just that I did not pay that much attention to them and forgot about them later on. I fixed them, and I also find another spot that I fixed too.
You should probably double check the mirrored parts of those spots. And I imagine there is other spots around the map too, but as long as the neutral camps are "safe", it should be fine.
While testing it I also noticed that I forgot to update the Shield of Creep Blasting tooltip, so that's been also updated (check out the website if you don't know the new passive that was introduced in 0.86b).
Ooooh, so that's where the extra lifesteal was coming from.
I didn't check but: I imagine this passive is also in the shield "upgrades", no? if it isn't it probably should (probably even a stronger version of it.), atleast on the bow one.
Edit: You can attack the decorative eggs in the spider camps.
Well, I just checked them, and they seem to be fine - they were done separately so one might work while the other does not, but it's still an important thing so I can understand why you suggested it.
Okay, I just made the changes to Shan'yala that I had in mind. You're right on the fact that the upgrades should keep the life leeching passive, so I just added it to Shan'yala.
Just implemented a new command (and also made "-clear" a default, documentanted one). You can find info about it on the first page, on the WIP changelog. I'd like to know whether you find it useful or not. I, for one, believe it has its uses (that's why I implemented it, after all).
P.s: the name might be misleading - it's not based on timer spamming.
Just implemented a new command (and also made "-clear" a default, documentanted one). You can find info about it on the first page, on the WIP changelog. I'd like to know whether you find it useful or not. I, for one, believe it has its uses (that's why I implemented it, after all).
P.s: the name might be misleading - it's not based on timer spamming.
That was my idea too. But you can also use it to time item/ulti cooldowns as well. I didn't want to make it automatic (I don't want the map to do everything for you), but instead gave players a way to manually register reminders for themselves.
Well, I decided that I would not sit for long on this version. The changelog is up, the dummy command seems to be working properly. It's only a test command though, so I won't invest a lot of time into testing it - if you find some inappropriate behaviour, then please report it, otherwise I'll consider it "working properly". I'll post it either today or tomorrow, there is something I'd like to test first, but I don't feel like working on the map any more today.
There are two things that I'd like to mention regards the dummy command:
1) I decided to go with the "GUI-esque" player id's, so I used the [1,12] interval instead of [0,11] ("JASS-esque"). This is because a: not everyone is familiar with JASS, and b: it's more obvious.
2) Dummy heroes are given Reincarnation, but the revive time is left at 7 seconds. The former one is because you could only spawn 5 dummies at max otherwise, but you might need more, the latter one is to give you time to leave them while they're dead, so that they would not constantly chase you.
Now that's WTF :'D Is it only with 1024x768? I did some modifications to the camera timer (I made it stop once everone is done selecting their hero, like it should have been made from the very beginning), I think I might have done something inappropriately.
Thanks for the report though, I'll test it myself and fix it!
Minor error: the loading screen's description says "contiunity" instead of "continuity".
I just tested the new commands, they seem to work correctly.
There seems to be more "jungle vision exploit" areas, but I can't properly test it right now.
You should probably clarify Icebane Axe's description, it's not clear if the CC immunity is extended when you attack or when you are attacked.
Also, this is very minor but: for some reason the button Move says "(M) Move - ()", when it should be just "(M) Move".
Edit: I think it'd be nice if there was a -refresh (instant full health/mana and CD reset) and a -god (for godmode/invulnerabilty+infinite mana) commands for -test.
Okay, it appears that there was a thread chrash in the generate() method that caused the camera timer to not even start. It's fixed.
I don't consider the Icebane Axe tooltip misleading. Its passive component works on the attacks you make, which kinda implies that if the tooltip says "Basic attacks", then it's talking about yours. Though it's a general rule that if something is triggered by the attacks you suffer and not the ones that you perform, then it's pointed out-
I could easily edit it though, but for some reason "Basic attacks you make" or "Your attacks", or basically anything similar hurts my ears in that particular context. Not sure why.
Those tooltips are stored in your WC3 folder - for me, it's just "Move". So this time it's up to you to fix it
The "refresh" command is actually on the list of my private commands, and I have a good reason not to make them public. There are quite a few spells that were written abusing their cooldowns, and that only one instance may be active at a time, thus cutting their length in half. It would just make certain things look bugged, that function properly in the normal multiplayer environment, which I want to avoid, if possible.
I did just implement a "-refresh" command though that restores your life and mana, but does not touch your cooldowns.
Weird. My wc3 is in spanish, and I don't have custom keys on, so it makes no sense that Move is in english, and even less sense that it's displayed incorrectly..
The "refresh" command is actually on the list of my private commands, and I have a good reason not to make them public. There are quite a few spells that were written abusing their cooldowns, and that only one instance may be active at a time, thus cutting their length in half. It would just make certain things look bugged, that function properly in the normal multiplayer environment, which I want to avoid, if possible.
I did just implement a "-refresh" command though that restores your life and mana, but does not touch your cooldowns.
Oh, yeah.. Oh well, that is still useful.
You should still consider a "-god/invulnerability" command. Whosyourdaddy makes you oneshoot everything, which isn't practical for testing.
Have you checked your "CustomKeyInfo.txt" file? It's in the main folder.
Any particular reason why a "-godmode" command would be useful? There's nothing on the map that could kill you before you could type "-refresh", aside from the spawning pools.
On a more important note: I've been experimenting with unit recycling, but things are quite... weird. I'll continue working on it, I want to make both effects and missiles use a recycler, as it could possibly fix the long game crashes that have been reported, and I experienced too. Hopefully I'll be able to get it work for the next version.
Okay, I fixed all the bugs regarding Nes' dummy recycler, so effect dummies are now being recycled. This doesn't affect projectiles though - for now. I'll try to get them work with it too, it could greatly increase the playability of the map.
[EDIT]
Okay, projectiles are also being recycled. Though the changes I had to to do AIDS did mess up the buildings, so I'll have to fix this little issue, but aside from that, things should work better from now on. This is something I wanted to do for quite some time, I'm glad I finally managed implement it.
Damage was replaced with a custom one that uses TriggerRefresh, and only fires when damage is dealt with regular attacks (which triggers the custom attack).
Heroes & healthbar models are preloaded at map init, slightly increasing the loading time, but significantly reducing the lag on hero pick.
Some cleanup in the code here and there, mostly in the custom damage and heal rutins.
Because of these, it's possible that some new bugs occoured. I did test a lot of testing, but I can't guarantee that everything is fine after these changes (the first two [mainly the first] affects a vast amount of things). But as always, if you find something, you know where and how to report them.
I enjoyed this map very much. Exceptional terrain, nice selection and shop system and a very understandable overall good feel for the map. Good job! Deserves director's cut. 6/5
I moved back to Debrecen, where I study, and there's no e-net connection at the moment in the new flat I rent. I'm writing this from the school, but since the Python class is about to start, I'll have to keep this short. So once the e-net connection is fixed in the flat, I'll post a status report. It shouldn't take more than a few days, though it depends on the e-net providier, not on me. I don't promise anything, but we shall see.
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