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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.



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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
Joined
Aug 7, 2009
Messages
1,403
I'm sorry for the delay, but I recently lost my entire partition table along with all the data on my laptop (stupid gparted *sigh*), so I was pretty much working on recovering from the loss of data so that I could use it again for work. But worry not, IID has numerous backups, and the "main" version is at home, so it doesn't affect IID in any way (aside from that I won't even have a chance to open it till I go home). So let's do it, shall we?

Why not order the changelog from newest on top, to oldest on bottom?

Well, I just kept on adding the new changelog to the bottom - they're all tagged, so I thought the order wouldn't matter. But sure, if I don't forget about this by the time the new version is ready, I'll do it :)

Wow. Some minor typo errors, but that terrain, the UI. *jaw drop*

Thanks, I'm glad you like the map! Feel free to PM/VM me all those typos or post them here, I'll fix them all :)

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

So about the next version:
˘˘˘˘˘˘˘˘˘˘˘˘˘˘˘˘˘˘˘˘˘˘
It was delayed because I couldn't find anyone to make the icons for the new hero. Gladly Hellx saved the day and told me that he'd make them (I'm glad I have someone I can always cound on - aside from Koronis, of course, but he isn't really into such kind of things). It'll still take some time, as without a drawing table and a lot of free time it's not that easy to make things, but "soon" is still better than "god knows when". Aside from that, all of the code, lore, object editor data and effects (except for the ultimate) are finished, so once the icons are done, I'll propably release the map.

I've also started to work on something: AI. It was requested so many times that I thought "*sigh* let's give it a try". I'll have AI lectures next semester anyways, so it'll be some good practice.

I haven't touched the map for weeks, and this is just a smaller, background project, so I don't know when I'll be ready to release it to the public. But once the first version is ready, bots will be able to buy items, move in their lane (this will be constant for each color), use spells, etc. They won't be able to interact with other lanes, and because I'll have to write an individual AI for each hero, there'll most likely only be like 1 or 2 AI's at first (Tidalus and Glacion, most likely).

What the AI already does: it gives AI players a random hero, or throws an error if there are no more heroes with AI left (there can still only be one of each hero at a time, and this will propably never change). They buy items upon entering the shop range, from their static item set (that I put together). What's left to do is to make them move, interact with their lane, retract, etc (this is part of AICore) and to make them cast spells (belongs to AI<HeroName>). Given how fked up this semester is, IDK when will I work on it again.

I think that's all I have for now. The next version should be coming in a week or two, but as always (sadly), I can't promise anything. School is eating all my time again (I study 4 languages, lol) and this semester is the most important one, but I'd like to work on the AI again once I get the time, as it really made me excited when I got it select heroes, or buy items. It's kinda fun to work on such things, even if it's a lot of work sometimes. I really do hope I can deliver it to you in 2013 :)
 
Level 23
Joined
Oct 20, 2012
Messages
3,076
I think spotted a bug with the soul extractor item while I was trying out your map. First I bought one charged hammer, focus necklace and legion doom horn. But I forgot to buy the soul catcher recipe and bought the soul extractor straight away, to my surprise, the charged hammer was replaced with a soul extractor but the focus necklace and legion doom horn wasn't removed or altered in any way. I also tested it by buying soul catcher and charged hammer first then buying the soul extractor recipe. It worked well with that and both needed items for the recipe was removed properly. I think there should be a fix for that.

I'll try attaching a replay.

Anyways, nice map. Interesting systems too. :3
 

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Level 16
Joined
Aug 7, 2009
Messages
1,403
I think spotted a bug with the soul extractor item while I was trying out your map. First I bought one charged hammer, focus necklace and legion doom horn. But I forgot to buy the soul catcher recipe and bought the soul extractor straight away, to my surprise, the charged hammer was replaced with a soul extractor but the focus necklace and legion doom horn wasn't removed or altered in any way. I also tested it by buying soul catcher and charged hammer first then buying the soul extractor recipe. It worked well with that and both needed items for the recipe was removed properly. I think there should be a fix for that.

I'll try attaching a replay.

Anyways, nice map. Interesting systems too. :3

Thanks, I'll definitely check it out! And I'm glad you like our project!

[EDIT]
Okay, so I re-read the whole text (I just got home when I replied and I was in a hassle), and it's not a bug - if a component of a recipe is also made of multiple items, then you need to get that recipe first, the components are not removed or conted. I've been thinking of making it work like that, though, I think I'll do it next week. At least there's something else I can do while waiting for Hellx to make the icons :p (he told me what's been going on with him recently and I don't envy him, so I can understand it).

Anyways, he managed to get a WIP ready earlier this week, I think I can show it to you. It surely differs in style from the previous icons, but it surely looks cool, too. It kinda reminds me of the icons you can see in modern games, like in DotA 2, for example.

attachment.php


We got the lore ready for the new guy, all of his spells are working properly, the tooltips are written and aside from his ultimate, all of his spells have their effects finished (credits to JesusHipster). Just tell me if you guys are interested and I'll post it, I'd like to share something while waiting for the next version (which has been delayed by soo long - I'm sorry for that :S)
 

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Level 16
Joined
Aug 7, 2009
Messages
1,403
Funny, I received an e-mail just yesterday from Hellx, after more than a month :)

Well, I'm hella busy with school, I've got little to no time left to do anything (I've got some IRL problems too). The company Hellx's working for is in danger, and he could lose his job at any time, so it's not rare that he works 12 hour a day, which leaves little to no room left for him to work on the icons. Even so, he's already completed 3 of the icons so far, so yea, it's going fairly well. Only 2 icons and the ultimate's SFX is left for Morgeron, and once those are finished, I'll release the new version and try to figure out what else I could do. I've got a few ideas for some additional ModeCrafter options (one of them is inspired my Heroes of the Storm: "Shared Experience").

I didn't want to post the picture this soon and write such a short message, but since the icons are nice, I don't want you guys to wait any longer, so I'll attach the picture I received.
 

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Level 13
Joined
Feb 16, 2007
Messages
228
Funny, I received an e-mail just yesterday from Hellx, after more than a month :)

Well, I'm hella busy with school, I've got little to no time left to do anything (I've got some IRL problems too). The company Hellx's working for is in danger, and he could lose his job at any time, so it's not rare that he works 12 hour a day, which leaves little to no room left for him to work on the icons. Even so, he's already completed 3 of the icons so far, so yea, it's going fairly well. Only 2 icons and the ultimate's SFX is left for Morgeron, and once those are finished, I'll release the new version and try to figure out what else I could do. I've got a few ideas for some additional ModeCrafter options (one of them is inspired my Heroes of the Storm: "Shared Experience").

I didn't want to post the picture this soon and write such a short message, but since the icons are nice, I don't want you guys to wait any longer, so I'll attach the picture I received.

I'm sorry to hear that. I hope things get better for all of you.

Those icons look fantastic.
 
Level 13
Joined
Aug 19, 2014
Messages
1,111
This is a really grate map to play with, the areas are beautiful and heroes seems well balanced. They had unique abilities and different play style as well, the only problem is there's no AI.
 

Deleted member 247165

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Deleted member 247165

The game is good at both graphics and gameplay, the skills are cool and mostly triggered. The items are interesting and the buying system you made is good. I played with my big brother and we liked it ^_^. I rate it 5/5.
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
Damn damn, I can't stop staring at the map presentation! Help!

This map is really a good example of great synergy between aesthetic, complexity, and balance. The scenery is very clean and neat. Advanced systems are really meant to help players to have better gaming experience. The heroes seem not to be overpowered. There is no over effect spams. Everything just looking so elegant. And it has superb map presentation. Definitely a 5 stars material!
 

Deleted member 247165

D

Deleted member 247165

I got interested right away by your screenshots, and wanted to check out the terrain myself.
That is the best aos terrain I have ever seen. Clear, yet beatuiful and detailed. This is outstanding!
For sure it is good, but needs an AI.
 
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