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- Oct 5, 2008
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Presented by Lord_Earthfire
Invasion on Az'kar
Created by Lord_Earthfire
Map Description
Deep in the undergrounds of Azeroth, a dungeon is hidden which belonged to the old demon lord Az'kar. His remains still collects beings from every part of azeroth and turns them into his willless minions.
From time to time, adventurers try to advance into the dungeon for wealth, glory or power. You are one of them, are you able to survive?
Features
Complete customization of your hero through the use of selectable stats and skills every level up
A thoghtout profession system. Specialize your hero even further with passive perks and different trees, making your build finetunable.
Dodging based hero survival. Try to evade projectiles to sustain yourself
The enemies got their own behaviour and abilities. From simple repositioning after attacks and bombarding the battlefield to disassambling oozes or reproducing shrooms. Be sure that new enemies will keep you on your toes.
A System around your Willpower. Some enemies try expand Az'kars influence above yourself. If your Willpower reaches zero, you fall to the curse and (currently) will kill yourself!
Each heros ability can be upgraded after reaching max level to empower them with special feats.
(currently) 7 Heroes, each with their own set of skills, his own shop and style of play.
(currently) 4 profession trees, each one expandable to at least 3 different perks and on top of that special ones depending on the choosen hero
(currently) 25 waves within 4 different Arenas. Travel to the dungeon of the deceased demon lord and fight his enslaved minions, even branching into other areas on new playthroughts
multiple challaging bosses (every 5th stage), each one has to be taken on differently, some with special twists on them.
Have suffered a wipe? No Problem! You start the game with a certain amount of continues, when all player died the round restarts, but you keep your experience and gold.
Your Score keeps tracked throghout the game. Hunting for Highscores, while abusing the hell out of the continues, is encouraged!
Progress:
Amount of waves (of the main plot): 30/60 (probably)
Far away from what i want it to be. While a good amount is done, i dont even consider reaching 50%.
What is planned:
Adding a better transition between the Waves. Its quite odd to stand at the entrance of the dungeon and then be thrown into a fiery area. If you dont know that this is a trap, ofc.
There will be multiple paths to take. So currently there is only 1 side branch, but there should be multple, connected by puzzles or special conditions at beast
An advanced shop system. While going through the dungeon you should be able to find new buiable items to further customize your hero.
A better terrain. Currently its more doodad-spammy than i want it to be, so i need to get better at it, so it can probably work out well.
And, like we all know it, more heroes, items and enemies.
Mostly Content
Keeping up with the content and integrating heroes with their own shop, professions, researches and so on requires to add many abilities to the heroes and triggering and balancing them. So adding new heroes is quite time consuming. Enemies and rounds are better manageable, since there only a few things needs to be added, but overall i will convert stuff further into systems to take off some work from my shoulders.
Screenshots:
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Description:
The second boss starts channeling a ritual from time to time to create multiple summons. It should be stopped, if possible
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Description:
The fourth boss of the first path. The firebombs (phoenix egg) spawned should be focused, else it can become quite nasty...
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Description:
The third boss on the second path. He is quite immobile but got a tredemonous damage output. The circle around him drains your willpower
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Description:
A round in the area of the second path. The vines on the ground grapple on unsuspecting people, slowing them down
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Description:
The third area. the river slows you down and deals damage, so hunting the enemies becomes harder, giving them time to regenerate
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Description:
A shot from the fight against the cold queen. She calls upon waves of frost to deal damage
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Description:
The Thaumaturge met a fatefull demise on the hand of the cold queen, the fifth boss you will encounter
Change Log:
- Official release
General Changes:
- Living creeps now always drop corpses, with a lifespawn of 5 seconds.
- Increased HP of units per player by 13% (Now the creeps got double hp in fullhouse)
- Increased damage of units, depending on current player number (up to +30% damage in full house)
- Removed powerfull and empowered standard weapons from the shop
- Made magical and powerfull standad weapons upgradeable
Hero changes:
Zombie:
- Reworked Corpse gatherer:
- Increases the lifespawn of corpses instead of creating some, making multiple player stackable.
- Increase the cost of leveling corpse gatherer by 2 skill points per stage
Boss Changes:
Ancient of Corruption:
- Added a new ability: Acentral walk
- Fixed a bug with amount of tainted wisps not scaling with player number
- Made the willpower drain of field of sorrow depending on the current difficulty and increased the drain overall.
- Increased attack speed
Cold Maiden:
- Added another ability: Summon water elemental (Every 5th cast)
- Moved Frost meteor into the randomly casted spells
- Made her casting spells more often
- Lowered the cast point of ice nova by 0,5 seconds.
General Changes:
-Fixed a line of code which could cause fatal errors
New item: Bloodstone
- In the shop of the zombie
- Empowered item, costs 900 gold.
- Increase health by 7. Whenever you die, this item gehts a charge. Every charge increases your mana- and health-regeneration by 0,15 per second.
Level Changes:
Entrance:
- Increased the area in which farms spawn, making them more spread out
General:
- Life upgrades give 1 additional health per level
- Corpsed get their collision removed
Item changes:
Reworked Skull of the damned:
- Renamed to Summoning skullJade Ring:
- Instead of having a chance to deal more damage has an active, which makes it able to summon a spirit
- Removed from the shop of the zombie
- Increases mana by 1 nowCannibal's Claw:
- Increased damage by 2
- Turned into a "powerfull" item, increased its cost by 300
Hero changes:
Thaumaturge:
- Reworked essence chain:
- Made it not dispell after the first instance of magic damage, but decreased the buff time to around the halved duration.
Enemy Changes:
Spore shroom:
- Decreased their mana regeneration by 10% (Now need 22,5 instead of 20 seconds to spawn shrooms)Spectral guardian:
- Reduced Movementspeed of the spores by 5
- Removed the life regeneration from the shrooms
- Reduced the collision size to a quarter of the former size (from 64 down to 16)
- Spores doesnt drop corpses anymore
- Reduced life regeneration by 33%Night elven archer:
- Reduced life regeneration by 25%Shadow spawn:
- Reduced life regeneration by 20%Gravejard ooze:
- Reduced life regeneration by 20%Spectral watcher:
- Reduced life regeneration by 50%Water elemental:
- Increased mana regeneration by 50%Farm:
- Increased health regeneration by 50%
- Increased AOE of the heal by 100
Boss Changes
Infernal dreadnought:
- Removed life regenerationThe curse manifested:
- Changed the tolltip of the energy shield, giving a hint what to do on the bossfight
- Gave the firespawn cannon a chance to increase its count, slowing down the enrage mechanic of the boss
- Removed life regenerationGnoll Chieftain:
- Changed the tolltip of the ancient ritual, giving a hint what to do on the bossfightEfreet:
- Ancient ritual creates special effects, giving a hint what to do on the bossfight
- Decreased the time between his skills
- Decreased the attack speed by 0,1
4.2b:
General:
Fixed multiple pathing blockers in the entrance area and the cursed forest
Added the possibility for pathability checks in the movement trigger
Made corpses now only have a 4 second lifetime
removed the sfx from corpses
Fixed a bug that caused mail armor to take less damage from blunt attacks
Fixed a bug that caused plate armor to take more damage from blunt attacks
Made it possible to adjust the time between waves from 5-20 sec
Hero Changes:
Raider: Reworked
Increased the cooldown of rush by 2 seconds
Reduced Armor by 1
Replaced critical strike with melle armor:
Reduced physical damage suffered when the source is in an area of 175 around you.
Removed Improved critical strike proffession
Moved the hero into the "Hunter/Gatherer" role from "Damage dealer/Gather"
Thaumaturge: Reworked
Instead of giving a flat magical damage increase, erratic mana gains stats depending on the element
Fixed a bug that caused essence feed to increase the mana regeneration permanently
Shadow Priest:
Increased the mana cost on finger of pain by 2.
Zombie:
Removed the magical damage reduction from the fifth lvl of fortified skin
Fixed a bug that made fortified skin reduce the damage by 2% more than it should
Corrected the tooltip of enchanted skin
Reduced the magical damage reduction of enchanted skin by 8% and increased the cost by 1
Assassin:
Increased the cooldown of rush by 2 seconds
Profession changes:
Reduced damage of battlelust by 1% per 15% missing health per stage
New profession: Painfull surge:
Main tree: Offense
When casting pain of finger of pain, every enemy in an area of 200 around the target gets also affected by a pain spell with reduced power
Required: Profession, Wizardry
Heroes: Shadow priest
New profession: Melle armor:
Main tree: Defense
Reduced physical damage suffered when the source is in an area of 175 around you.
Required: Stone skin
Heroes: Shadow priest
New profession: Static net:
Main tree: Enchanter
Ensnare deals storm damage and attacks against ensnared targets deal storm damage.
Required: Wizardry
Heroes: Raider
Boss changes:
General:
Attackspeed of bosses get increased by 15% per player above 1.
Infernal dreadnought:
Added a pathing check on the "Trembling charge" ability for both the boss and hit targets
Ancient of corruption:
Added a pathing check on the "Earth blade" for affected targets
Increased damage of mass torment by 5% of max hp
Fixed the animation of acentral walk
Reduced Ancentral walk missile speed by 100
Cold Maiden:
Increased cast animation of frost meteor by 100%
The Curse manifested:
Increased cast animation of shadowcoil by 100%
Increased the amount of shadowspawns and spectral guardians while channeling dissipate
Dissipate should cancel now when all spawned enemies died.
Enemy changes:
Shrine of the elder:
Added the light element
Water Elemental:
Increased permanent health gain by 3 + (Player)
Thorned ent:
Doubled the damage against melle attacker
Tainted wisp:
Increased damage for entagled enemies by 1.5
increased health gained to "Aid of the Ancient" carrier per dead wisp by 5*(#Player)
Drowned priestess:
Fixed a bug that caused the heal from the attacks to not work
Soul reclaimer:
Made reclaim soul not work on the own death
Increased the heal to 50% of the max health
Soul reclaimer:
Made reclaim soul not work on the own death
Increased the heal to 50% of the max health
Frost sentry:
Added Truesight
Gained a chilling attack
Red whelp:
Increased damage by 1
Item Changes:
Healing potions:
Increased cooldown to 10 seconds from 4.
Bag for the survivor:
Reduced the gold gain by 5 gold per round
4.3
General:
-Changed the terrain to make the outside of the arenas less visible
-Added the GUI Disable System intot he map (Thanks to Guhun for this system)
-Added the GUI Buff System into the map to streamline buffs and increase performance
-Updated the Damage Detection System to its newest version. this should get rid bugs-
-Merged and removed triggers to increase performance, mainly ones which involve buffs
-changed how movement speed gets calculated ingame, increasing the performance and interactions of buffs
-completely reworked the game on the first stage
-Increased the time for rocks to hit the ground at the second stage by 1
-Rework of multiple buffs:
-Venom: Now stacks when applied by different units
-Invisibility: Can now be applied to yourself while channeling
-Affinity to Nature: Renamed into "nature's guidance"
-Smiting is now considered a curse
-Stuns don't stop the target anymore, instead inflict a standart stun. This get rid of some bugs.
-Ensnare doesn't cause CC protection to trigger
-Buffs that incraese the virtual hp of a unit (e.g. flesh shield) will take defensive abilities into account before firing
-Buffs that incraese the virtual hp of a unit (e.g. flesh shield) will always be rounded up instead of down (so the shield doesn't show 0)
-Purge now removes most buffs from the target
-Fixed a bug that made stoneskin to not reduce damage suffered
-Fixed a bug that made amplify not increase damage
-Overheated now only works if the target casts a spell
-Gave Overheated a new sfx which is more appearend
Heroes:
-Mana regneration upgrades cost 1 skill point less and doesn't increase in cost anymore
Raider:
-Reduce movementspeed by 20
-Roar's Cooldown and Duration increased by 5 seconds
-Merged the buff of growl of victory into the roar buff
-Vulnerability from sacrificial dagger affects demons now
-Increased the cost of Dagger throw upgrades by 1 skill point
-Rush got replaced by rush tactics:
-Increase the movement speed for the first 45 seconds of a round by 20%
Zombie:
-Vulnerability from desecrating strike affects demons now
-Plague breath and Venomous breath applies disease instead of venom now, so they stack with foulsome touch
Elementalist:
-Added a 45 sec duration to Arcane barrier
-Reduced the health of healing fountains by 30
Footman:
-Merged the buff of Beserker's outcry into the battlecry buff
-Merged the buff of heavy metal into the metal clash buff
-Increased movement speed by 15
-Increased damage by 1
-Taunt applies now a debuff for 5 seconds on non-boss targets which forces them to attack the hero
-Taunt forces now barraging targets to focus the hero
-Taunt disables active spellcasting of non-hero targets
-Reduced intimadation duration of intimidating taunt by 1 second.
Shadow Priest:
-Increased health by 3
-Vulnerability affects demons now
-Merged the buff of curse of corrosion into the vulnerability buff
-Curse of corrosion's defense reduction was reworked into a new buff: Corrosion
-Corrosion is considered a venom
-Haunting affects demons now
-Draining enchantment can now be cast on demons
-Merged the buff of vampiric enchantment into the draining enchantment buff
-Merged the trigger of vampiric enchantment into the draining enchantment trigger
-Finger of pain (upgrade from pain) affects demons now
-Merged the buff of Haunting into the Haunting buff
-Call fo the haunted doesn't increase the cap anymore
Professions:
Static net:
-Fixed a bug that caused basic attacks to not deal storm damage on attack against ensnared targets
Creeps:
New Creep: Kodo beast
Summons gnoll poachers every 25 seconds
Skeleton guardian and gnoll brute:
Reworked AI:
Instead of the standard Attack/Move pattern, they stay close around defendable flagged targets and engage to the enemy only if the defendable target is attacked or themself or the defended target is threatened (coming into 400 range)
Kobold hurler/barrager/taskmaster
Reworked:
-Instead of attacking random points of the map, they attack players instead
-Added a 300 range inaccuracy
-Reduced missile speed by 400
-Reduced Attack-AOE by 35
-Reduced damage by 2 each
-Reduced attack speed by 0,5
-Kobold Taskmaster damage scaling with difficulty reduced
General:
-Complete Rework of the Unit AI. This should get rid of some bugs and make them run more smoothly and intuitive
-Reduced the damage of every venom, due to the new stacking rules, by 25%
-Creeps flagged as defendable targets:
-Farms
-Kodo beasts
-Kobold Taskmaster
-Shrine of the elder
-Frost sentry
-Graveyard ooze
-Soul reclaimer
-Gnoll shaman (Boss)
Bosses:
General:
Got rid of a bug that made bosses be considered with 2 more armor than they have in reality
Kobold Chieftain:
-Reduced damage gain through difficulty by 1 per stage above normal
-Reduced armor gain through difficulty by 2 per stage above normal
-Reduced armor by 3
Efreet:
-Reduced the proc chance of firery magic by 50%, halving his enrage mechanic
-Make overheat from ray of heat trigger only on Spellcasts, increase its damage by 10
4.4
General:
New item:
- Arcane barrier does show now the correct buff and the correct amount of temporary health left.
- Bosses now show the properly true sight indicator on affected heroes
- Summoned units now spawn remains instead of corpses, indicating that they don't benefit from recource gaining effects
- Damaging buffs now correclty takes abilities into account.
- Gold income at round end is increased by 10 per surviving player.
- Fixed a bug where melle enemies would attack twice instead of running away
- Getting rid of cases of friendly fire (You can still attack your own summons, which can be intended sometimes)
- Silence causes CC Protection to trigger
- Changed how Buffamplification gets calculated
- Got rid of a bug which made units coliding with objects to move at their starting location
- Got rid of a bug which caused creeps to target dummies, which made them attack heroes they normally wouldnt attack
Robe of magi:
Silencing venom:
- Increases defense by 2 and mana by 6
- Can be created by aquiring 2 mantle of intelligence
- Applies a venom for 5 seconds on the next three attacks that silence the target and deals 1 damage every second
- Can be bought by the Assassin
Item changes:
Voodoo Doll:
Jade ring:
- Increase the duration of affected buff additionally by 1 second
- Only affects curses now
Belt of giant strenght:
- Increases now the duration of the buff by 25% instead of a flat 2 seconds addition
- Affects positive buffs only
Insignia of the horde:
- Increased health gain by 4
Bloodstone:
- Now increases attackspeed by 15% instead of damage by 2.
Shredded flesh:
- Increased health gain by 3
Scroll of power:
- Increased flesh shield health by 7
- Decreased cost by 5
Berserker potion:
- Increased duration by 20 seconds
- Increased damage gain by 5%
- Decreased cost by 5
Cold blood:
- Increased duration by 20 seconds
- Removed from Assassin's shop
Scroll of warding:
- Decreased cost by 10 gold
Flame essence:
- Decreased cost by 20 gold
Stoneskin potion:
- Decreased cost by 5
- Increased duration by 10 seconds
Bag of the survivor:
- Increased duration by 20 seconds
- Changed icon
Gem of greed:
- Decreased the gold gain by 5
- Decreased the bounty gain by 5%
Hero changes:
Footman:
Thaumaturge:
- Increased battlecries healthgain per stage by 1
Shadow priest: Reworked
- Increased attackspeed while being under the fire element by 5%
Raider:
- Increased movementspeed by 5
- Possession now longer slows movementspeed or silences
- Decreased cost of Possession by 2 and mind corruptor by 4
- Decreased mana cost of possession by 2
- Increased damage of possession by 0,5 per 5% of transferred dark energy
- Haunting now summons a single spirit only, but manacost and cooldown are greatly reduced
- Increased damage reduction for every spirit and increased the damage reduction cap.
- Increased duration of haunting by 15 seconds for creeps and 2 seconds for bosses
- Haunting now has a 2000 range
- Call of the haunted now summons two spirits instead of one
- Corrosion isn't considered a venom anymore
- Instead of amplifying magical damage, dark accumulator now increases curse duration by 25%
- Cost of dark accumulator was reduced by 1
- Dark ascension reworked: now increases the amaount of dark energy gained by 2% everytime a enemy suffers damage, cost is reduced by 4
- Merged multiple triggers, increasing performance
- Zombie:
- Increased damage by 1
- Moved flesh shield hotkey to E from Q
Creep changes:
- Decreased movementslow of ensnare by 20%
- Increased the cost of pillage upgrades by 1
- Increased gold gain from pillage by 1
- Removed Bonus bounty from plunderer but decreased cost by 1
- Plunderer also increases chance to trigger pillage by 7%
- Reworked Depredator: Makes destructive blade work on ensnared targets
Night elven archer:
Living flame:
- Decreased health regeneration
Skeleton warrior:
- Decreased health regeneration
Flamespawn:
- Decreased health by 4
Shadowspawn:
- Decreased health regeneration
- Decreased health by 1
Kobold taskmaster:
- Decreased health regeneration
Snapdragon:
- Increase the movementspeed increase of the aura by 15%
- Decreased health regeneration
Boss changes:
Gnoll shaman:
- Decreased base health by 30
- Add a Mana meter for the storm circle-ability. Prevents the circle chains which could cause unavoidable deaths.
- Can be affected by Feedback
Reworked the Profession system:
Reworked the following professions:
- Professiontrees can only be leveled to lvl 3
- Professions can only have a single level
- Removed all level requirements for learning professions and leveling professiontrees
- Profession points are now only gained every 3 levels
- Profession points are no longer gained through surviving bossfights
- Rebalanced all professions. Every profession has the equivalent of 2-2,5 former profession points in that ability
- Achievement: Adds a complete level instead of gaining an amount of exp
- Knowledge: Instead of giving every 2 levels points, every level now adds points to the hero
- Devotion aura: now affects self; Requires additional Achievement now.
- Veteran aura: now affects self; Requires additional Achievement now.
- Alchemist: Instead of increasing buff durations by a fixed amount, now increases them by 25%
- Shield bash: Instead of dealing 4 damage, deals damage equal to your attack damage
General:
- Fixed a bug where enchanter triggered almost never.
- Fixed a bug where buffs could be inherited to newly created units
- Reduced the amount of object editor data some of the systems use
- Fixed a bug that made depredator not deal extra damage at all while having no devestasting blades
- Fixed a bug where units could be stunned indefinetly when they applied a purge on a unit while another unit is stunned
- Fixed a bug which caused fire whelps to not attack after triggering their main attack
- Fixed a bug which caused composed slimes to not combine
- Adds 10 additional gold at the end of the round per player
- Adds 100 +10*(current round) at the end of the a round. This bonus is increased by 20% for each player above 1.
- Fixed a bug that let auras from professions not affect the hero
- Added an option to set the amount of revives of teammates on completition of rounds
Creeps:
Fire chamber:
- Kobolds were reworked: Now have always a 3 seconds impact timer and an impact indicator. Their attack rate was increased and their accurancy improved
Items:
- The fire rocks have an added marker to see their impact location
- Units were removed from the pool and moved into the hard difficulty
Hero changes:
- All consumeables were reworked. They are no longer perishable and generate charges at the end of each round
- All consumeable gain charges every round. Their cost is equal to the same tier of lower permanent items
- Cold blood: Damage addition increased from 6 to 12, set into empowered category
- Vial of health: reduced life gain by 2
- Scroll of warding: duration increased to 5 seconds, up from 3
- Mana flask was added as upgrade of mana potion
- Health potions can be upgraded to health flasks and vial of health
- Health flasks in shops was replaced with health potions
- Vial of health is removed from all shops due being upgraded from health potions
- Vial of wisdom: put into empowered category
- Gem of Greed: Increase the bounty increase by 10%.
- Difficulties under hard have reduced mob count in waves up to 10. Waves beyond that will be adjusted in the future.
- Elemental amplifier: Decreased gold cost by 100
- Summoning glyph: Decreased gold cost by 100
- Ring of divine intervention: decreased duration by 0,5 seconds
- New item: Vile Vial: creates a nova that applies a long lasting venom to enemies in the area
- New item: Booster: Increases your movementspeed by 75% for 3 seconds.
- New item: Mana stone: Increases mana by 6 and mana regeneration by 0,15 per second
- New item: Mark of the wild: Increases the health of summons by 4
- New items: Storm hammer, ledger, scroll of beasts and stormbrew, avaible for the far seer
Achievements:
- New Hero: Far seer
- Raider: Flask of will replaced with booster
- Footman: Added flask of will to shop
- Zombie: Added Vile vial to shop
- Elementalist: Replaced mana pendant and robe of intelligence with mana stone and mark of the wild
- Reworked many requirements, mostly to streamline certain aspects of it
General:
Items:
- Improved performance of multiple enemies by taking dummies out of the indexer
- Fixed oddities including bugs by making the buff system more robust
- Improved overall performance by merging multiple triggers
- Fixed a critical bug involving not being able to learn sub-professions for players 2-4
Hero changes:
- Mark of the wild: Increased health gained by 5
- Increased the health of every hero:
- Shadow shaman, zombie and footman: +5
- Elementalist, Raider, Assassin, Far seer: +4
- Thaumaturge: +2
Profession changes:
- Shadow shaman: Reworked
- Pain: Replaced with soul drain: deals magical darkness damage to generate dark energy
- Spirit touch: Replaced with spirit tap: Heals health but debuffs the target, reducing magic damage dealt and suffered. Generates dark energy
- Dark accumulator: Now doesn't generate dark energy when enemies are hit.
- Dark ascension: Now doubles the curse duration increase.
- Removed Painfull surge from professions
- Draining enchantment: Rewritten the tooltip for better understanding
- Vampiric enchantment: Removed the bonus to life steal, decreased upgrading cost by 3 skill points
- Call of the haunted: Removed the damage suffered increasement
- Added the professions: Damping siphon
- Far seer:
- Incite rage: decreased cooldown by 3 seconds
- Mana claws: removed mana cost
- Shamanic shield: Increased duration to apply 'static' by 5 seconds. Also increased the magical damage reduction by 1% every stage
- Thaumaturge:
- Added the professions: Focus
- Footman:
- Added the professions: Focus
- Primed defend: reduced skillpoint cost by 2
- Defend: Reduced the reduction to movementspeed by 20.
- Warding shield: reduced skillpoint cost by 1
- Dragonscale shield: reduced skillpoint cost by 1
- Assassin:
- Added the professions: Focus
- Backstab: Removed the flat damage increase at the skill's final level
- Zombie:
- Plague breath: removed the damage increase
Enemy changes:
- Dark regeneration: generation of dark energy was halved
- New profession: Damping siphon: increase the magical damage suffered reduction of soul tap/spirit tap
- New profession: Focus: Increase the chance to trigge "enchanter" by 25%
- Gnoll brute: Damage decreased by 1
- Magma well: Reworked: Erupt every 10 seconds, coating every target in magma
- Efreet: Life regeneration decreased by 0,5 per second
- Gnoll shaman:
- Ball lightning: Added a new marker and visibility was improved
- Storm circle: Delay to impact was increased by 1 second
General:
Added two new commands: -give; -zoom
Disabled the trading of gold and skill points via the alliance menu
Moved some terrain and edited some of the terrain to make it work out better with the zoom function
Reduced the life gain of enemies per player from +33% to +20%
Removed the damage increase per player suffered
Added markers to show the element enemies posses. It is shown via a particle effect on them
Increased the time to game begin and ending
Elementals, spirits and undead units drop corpses and remains now
Added the organical subtype: Gain increased damage from darkness but reduced from light
Fixed a nasty bug with buffs that could cause memory leaks and overall performance issues
Areas:
Fire cave:Item changes:
Changed the tileset for better visibilityFrozen lake:
Removed the damage over time
Cursed forest:
Reduces the movementspeed-decrease of the vines to 35%
Staves: increases magical damage by 5% per staff in the item.Hero changes:
Belt of giant strenght: Increase stun duration by 1 second
Elemental amplifier: Increases damage when dealing effective damage by 40%. Increase cost by 100
Voodoo doll: Now grants 3 mana
Vile Vial: Increase duration by 10 seconds
Healing potions got their cooldown split up from the other potions
Zombie:Profession changes:
Corpse gatherer: Reworked: Instead of healing when killing an enemy, heals when an enemy dies within 350 of you. Decreased cost by 2.Thaumaturge:
Decay: Removed the damage to flesh shield for additional damage, increased damage by 1 per second. Decreased cost by 1.
Plaguebringer: Increased damage by 2 times your life regeneration, removed the increase by nearby corpses. Decreased cost by 4.
Added new profession: Rotting armor
Removed some bugs connected to flesh armor
Corpse gatherer: Reduced cost by 2
Spell nova: Added 1 extra stage to the spellAssassin:
Acceleration: Instead of being useable once per round, the spell now has a 45 second cooldown
Elemental storm: decreased time per wave by 0,2 seconds
Elemental bolt: Decreased cooldown by 1 second
Powerrush: Changed IconRaider:
Mellee-armor: increased damage reduction by 1% per stageShadow priest:
Dagger throw: Decreased cooldown by 1 second
Made all skills target undead unitsFar Seer:
Possession: replaced with a new ability: share pain
Soul drain: Decreased cooldown by 1 second
Earthquake: Reduced skillpoint-cost by 1; Reduced cooldown by 5 seconds and mana cost by 2Elementalist:
Mana Claws: Increased base damage by 10%. Reduced mana gain by 0,5
Spirit claws: now increase the damage by 10%
Spirit wolves: Now have 25% magic resistance
Fire Hydra: Decreased cooldown by 10 secondsFootman:
Unbind: Decreased cooldown by 1 second
Heavy slam: Decreased cooldown by 1 second and the last stage does decrease the cooldown by 1 second again
Heavy slam: Now slows the target by 20% for 5 seconds
Added new profression: melee armor
Taunt: Reduced cooldown by 3 seconds
New Profession: Rotting armor: Decay/Plaguebringer consume 1 health of your flesh armor every second to increase its damage by 2Enemy changes:
Bash: Increased stun duration by 1 second and stun chance by 10%
Focus: Removed requirement
Frost shield: Removed requirement
Iron will: Removed requirements
Melee Armor: Removed requirement
Pillager: Removed requirements
Brain feast: Removed feeder as a requirement
Feedback: Removed requirement
Mana amplifier: Removed requirement
Bosses:
CC-Protection: Duration is increased by the duration of the effect that caused it to triggerKobold chieftain:
Changed up the AI in a way that bosses now retarget more properly if not taunted (This mainly fixed the efreet always focussing the same hero)
Seismic shatter: added indicator and a 3 second delay at the falling rocksGnoll shaman:
Seismic shatter: halved stun duration
Added more clearity what to do on the summoning ritualInfernal Juggernaught:
Removed the Protections wards from the fight
Roar: Has now a 5 seconds fixed duration
Far more likely to cast ball lightning
Increased the time to the next cast from ball lightning
Ball lightning: Reduced End damage by 5
Overall increased the Interval of its abilities, drastically increased speedTainted wisp:
Increased mana gain through its abilities
Infernal barrage: Removed stun
Reduced vulnerability time by 25% on Hard and above
Reduced health by 15Thorned Ent:
Reduced health by 8Corrupted Ent:
Reduced movementspeed by 25
Reduced movementspeed by 70Night elven archer:
Increased health by 2
Reduced health by 6Composing slime:
Changed attack element to light
Now their size increased more drastically to show their sizeNight elven druid:
Decreased base movementspeed by 25
Decreased health by 5Shrine of the elders:
Decreased health by 7Shadowspawn:
Decreased health by 3Graveyard Ooze:
Decreased movementspeed by 50
Spectral guardian:
Reduced health by 15Evil contraption:
Reduced damage by 5
Reduced Armor by 7Protection ward:
Reduced health by 20
Reduced health by 20Living flame:
Reduced health by 5Satyr slicer:
Reduced health by 5Red welp:
Reduced health by 5Frost sentry:
Reduced Attack speed by 1,5 secondsWater spirit:
Removed health regeneration
Reduced health by 10
Changed damage type to "blunt"Snapdragon:
Raised level by 2
Raised bounty by 5
Increased health by 5
Reduced damage by 1New enemy: Icy appatition
Reduced missile speed
Reduced health by 15
New enemy: Clay golem
Ancient of torment:
Torment: Now takes 15 seconds to end. Enemies in an area of 400 around the ancient suffers 5 darkness damage per secondThe cold maiden:
Torment: Reduced damage scaling with difficulty
Ancestral walk: Takes now a set time to reach its destination. Nerfed impact damage significantly and slowed the nova
The boss wont summon more than 10 wisps
Changed attack type to arcane
Ice nova: decreased damage by 7
Summons water spirits depending on the amount of players and now summons apparitions
Ice Comet: Added an impact marker
General:
-fixed a bug in which cause buffs with floating texts to behave strange
-fixed a bug in which invisible allies werent visible
-poisons now deal magic damage
-posions now don't ignore armor anymore
-Bosses now have their abilities shown as floating texts
-Added a text when you deal damage to yourself by Overheat
-Added floating texts whenever a creep gains permanent stat changes
-Players revive now before gaining experience and triggering abilities at round ending
-Increase time before game start by 2 minutes
-Fixed a bug that made invis heroes unviewable for player 2-4
-Blink skills now will also be cast directly, independing of range. The hero will be transported depending on the range
-Added Round 26 - 30 into the game
-Switched icon of profession and researches to match skill points icon
Enemy changes:
Tainted wisp: Reworked
-Instead of damaging units on the roots, now creates a small aoe that deals damage and smites targets
Thorned ent: Reworked
-Now is a melee unit
Spectral watcher: Reworked
-Teleports to its target, bursting after an delay and dealing damage and willpower damage
-Reduced health by 30
-Reduced movementspeed
-Bounty decreased by 10
-Level reduced by 1
-Increase damage by 3
Drowned priestess:
-Heal is now a set 10 and has an area of 600
-Reduced level by 1
-Reduced bounty by 5
Clay golem:
-Now pulls through its attack to the point it chosen for its attack. Will be handled as a channeling enemy.
Night elven ranger:
-Health increased by 5
Frost sentry:
-Reduced level by 1
Snapdragon:
Reduced level by 1
Graveyard ooze:
-Health reduced by 10
Ancient of torment:
-Health reduced by 50
Curse manifested:
-Circle of roots: Reduced the SFX amount
-Afflicting howl: Reduced area of effect and increased cast time
-Dissipate: Increased Cooldown, Changed Summoning table
-Decreased attack speed from 1.4 to 1.6
-Health reduced by 30
Cold maiden:
-Frost nova: Reduced the SFX amount
-Teleport: Now is bound to a mana timer
-Shockforst: Decreased cast speed
-Comet: Increased Impact speed from 5 seconds to 3
-Amplify: Decreased duration in difficulties below hard by 5 seconds
-Decreased damage from 17 to 13
-Decreased health by 50
New Unit: Fungal spewer
Hero changes:
Footman:
-Taunt: Fixed multiple bugs, most based on slow responsive of the ai to the taunt. Bosses and channeling enemies are now affected by the taunt debuff.
-Increased armor by 1
-Added profession: health training
Shadow shaman:
-Ring of invisibility: removed from shop
-Added item to shop: warding totem
-Essence drain: Increased damage by 2
-Spirit tap: Decreased heal and cost per level by 1. Reduced magic resist by 5%, increase magic damage reduction by 5%.
-Soul tap: Increased cost by 4
-Share pain: Area increased by 150 and duration by 5 seconds
Thaumaturge:
-Spell nova: Reduced SFX amount
Raider:
-Dagger throw: Reworked, is a line targeted skillshot now
-Sacrificial dagger: Reduced damage by 2
-Added profession: health training, cc-protection
-Pillage: Increased level by 2. Reduced chance per level by 1%
-Plunderer: Increase gold gained by 1. Reduced chance by 7%. Increased cost by 2
Assassin:
-Blur: Increased the cap of the last level by 2% and cleared up the tooltip. Also added a floating string which shows the evasion
-Added profession: corroding magic, cc-protection
-Removed profession: enhanced venom
Zombie:
-Cannibalism: Fixed a bug which made enchanter a disadvantage
-Added profession: corroding magic
Far Seer:
-Stone wall: Added a 20% slow for 5 seconds
-Added profession: health training, callers secrets
Elementalist:
-Well of health: removed
-New ability: Energise
-Rock golem: Increased movementspeed
-Added profession: caller's secrets
Profession changes:
-Offense: Now affects overall damage
-Aura of brilliance: Moved to Enchanter
-Veteran Aura: Moved to Offense
-Extended Blur: Increased the cap by 25%.
-Dampening Siphon; Decreased the resist increase by 2%
-Library; Increase Exp-rate by 5% per stage
-Enchanter: Increase trigger chance by 2% per stage
-Focus: Increase trigger chance by 5%
-Adept: Increased cooldown reduction by 3%
-Feedback: Increase mana burn by 3% and make it work with attack damage
-Enhanced Venom: Removed Prerequisite
New professions: health training, caller's secrets, corroding magic, CC-Protection
Item changes:
New item: Mark of empathy: combination of 2 mark of the wild
New item: spirit pendant: combination of 2 mana pendants
New item: Enchanted jade ring: combination of 2 jade rings
New item: Paladin's ring: combination of 2 rings of courage
New item: Toxic thorn: combination of 2 venomous thorns
New item: Nightstalker cloak: combination of 2 nightsilk cloak
New item: Warding totem: Reduces damage from undead units
New item: guiding totem: combination of 2 warding totems
Ring of courage: Decreased heal by 1
-Flame essense: Lavaspawns now have a homing, non splash attack
Disturbing blade: Increase feedback by 2%
-Gem of greed: Reduced gold gain by 10%, now affects all players
Ledger: Now grants 25 base experience
frost staff: Reworked into Shifting staff. Now a powerfull item which element can be changed on a 30 second cooldown.
Glowing mail: Increased magic damage reduction by 2% and made it multiplicative stacking
Nightsilk cloak: Now stacks multiplicatively
Vile Vial: Increased damage per second by 1
General:
-Temporary disabled the shadow priest
-Added workarounds for the research-requirement bug on hero ultimate abilities
-Professions now have their requirements in the tooltip and show the requirements when clicked, if unfulfilled
-Set the graphics of the map to SD
-Updated to description to fit the smaller avaible textbox of the reforged loading screens
General:
Fixed a bug that made many professions not work for player 2-4
Fixed pillage icon having critical strike icon at level 3-4
Fixed an issue that player 2-4 had their vision not moved properly
Causing the host to leave will transfer host rights to the currently active player with the lowest player number
Host leaving while selecting game difficulty/settings won't cause a softlock of the game anymore. The new host will be able to continue.
Added command: -repick
Bosses:
Ancient of torment:
Reduced damage by 2
The cold maiden:
Fixed some bugs containing her casts when the round restarts
Reduced damage by 1
Elder bronze dragon:
Static wave has its free area always where the boss is facing
Reduced amount of bronze welps summoned by 1
Hero changes:
Footman:
Increased Battlecries cooldown by 10 secondsFarseer:
Duration of Earth wall's slow scales with the walls durationElementalist:
Area around Earth wall's for slow got increased
Unbind now works on any enemy with halved effect for non-elementals
Added new profession: Corroding magic
Item changes:
Mark of the wild: Reduced health gain by 1
Mark of empathy: Reduced health gain by 2
Credits:
- Bribe for his GUI damage engine, unit indexer and isunitmoving systems
- Blink Boy for the Ln-Function
- Guhun for his disable system
- Will_the_Allmighty for his "Shadow Golem" Model
- Pyritie for the "Caster hand attachement" pack
- Callahan for the "Invasion Vine" and "funguvor" Models and their corresponding icons
- JetFangInferno for their "Dark Nova" Model
- The_Silent for their "Concrete Cliff" Doodads
- Tirlititi for their "StaffDecoration" model
- Fang for their "Sword of Supreme" model
- darkdoom for their "DualBlade" model
- Tenebrae for their "Nightelf Blade" model
- Kitabatake for their "metal blade" model
- Mythic for their "Blackshell Blade" model
- HerrDave for their "Serpent Blade" model
- Red for their "Naginata" model
- Lestat(br) for their "dancing scimitar" model
- The_Silent for the "Devour" Icon
- Peekay for his "Rainbow Negation", "Absolute" and "Absolute Enchanted" Icon
- Amiguru for his "Demon Wall" Model
- Marcos_DAB for his "Critical strike" Icon
- Peekay for his "Catlike Reflexes" icon
- Kingbdogz for his "BloodletV9" Icon
- Kola for the "DemonSoulControl2" Icon
- 4eNNightmare for his "FingerofDeath" Icon
- MrGoblin for his "Beasttraining" icon
- Blizzard for the "Shadow Rain of Fire" "Curse of Sargeras" and the "Mindsooth" (Anachron for the posting) Icons, and the icons of wc3 which i could recolour
- Blizzard for the "Curse of Sargeras", "Evasion", "INV_Potion_19" "INV_Stone_13" "Spell_Shadow_AntiShadow" and the "Mindsooth" (Anachron for the posting) Icons, and the icons of wc3 which i could recolour
- Someone (Sorry, the readme-data didn't had the author of the recolor and the data got gdeleted from THW) for the "Shadowcoil"-icon (A Recolour of the blizzard icon)
- Venom for the "Bash"-Icon
- -Berz- for the "Rift" icon
- L_Lawliet for the "Mana drain" and "Life drain" icons
- -Kobas- for his Map Description Template
Author's notes:
I've wanted to create a survival map with a new twist on the genre. I was fed up to see blank survival maps where you could go full vamp/cleave/dps and call it a day, so i just said "Well, do it for yourself".
The first thing that came out was a Map called Dark Survival (Epicwar-Link), which turned out be... well not greatly developed and full of bugs. So one year ago i started to make a remake. Still, now i'm confidend enough to go with it among the hive.
I have to warn you though, builds are ment to fail in this game. Depending on the paths and build you choose, you can face the problem that you cant beat a wave at all (for example that you cant deal damage fast enough or are too squishy). On the other hand, abilities are quite focused. So many skills work on demons, undead or mechanical units, making adjustment and teambuilding important
So if you have feedback, or time to test it, your opinion is welcomed!![]()
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