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

Langrisser Tribute v2.2

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
  • Like
Reactions: Rainbow Evil
Langrisser Tribute
Defense of Castle Edengard

Hero Defense/Survival/RPG
--------------------------
Langrisser Tribute is a map largely based on the games Langrisser and Growlanser, with some others you might recognize. It draws on those ideas for the characters/skills, but the content of the game itself should be somewhat familiar to you even if you haven't played either game before. :) The object of the game is to protect the king located near the throne in the center of the map from the waves of enemies that are assaulting the castle.

This map is my first, and I've learned a lot from it. It was originally intended only to be released to a small group of friends, but to pay back to the community for the maps I've used over the years, I've uploaded it to the Hive!

There are many things that set this map apart from others:
Game Features

- Custom Heroes with custom skills! Many of them are triggered or manipulated creatively in unique ways. They also work well with other skills to provide synergy. Hero skills are not just seemingly randomly assigned, as in most games.
- RPG elements - The game requires teamwork, especially to succeed in the higher difficulties. While the heroes are built so that they can be somewhat flexible, to fight efficiently, a team should consider specializing roles for tank, healer, aoe damage, cc and the like to build a balanced team.
- Difficulty levels to help adjust when you want to practice or have fewer players. Each difficulty level unlocks a whole new set of waves, including new enemies, bosses, and item drops!
- Special creeps! The enemies don't just autoattack, they have special abilities (especially later waves). In addition, in most waves, more than one type of creep spawns. There are also commander creeps for each wave, with increased stats/skills.
- Bosses with their own custom skill sets! Each boss uses a combination of the knowledge you know from melee warcraft as well as something new and surprising. Each of the fights require strategy, and the last few boss fights will be memorable. Bosses also drop loot from a random drop table, so each time the items you receive can be different!
- Hero Upgrades that stack exponentially to improve your offensive and defensive capabilties. They provide a permanent alternative to items that will never be replaced and are in fact essential to survive. Casters are not left out, as there is also a spirit/vitality upgrade! Summons can also be upgraded so they are not left behind in power.
- Unique mercenaries that can fill in the ranks of your army. These mercenaries can also be upgraded and are not the "just send off to take hits and die" type.
- Champions that can be hired are improved mercenaries that are said to be able to exceed the abilities of heroes in certain situations. They can also be upgraded. Each of the champions has 4-5 unique skills and 1-2 regular skills.
- Custom items from custom potions to ethereal shields to dual blades of the betrayer. Whether they be obtained from the shops or from bosses, they will surely be of great use to your party.
- Custom graphics: from custom icons to custom skins/models, even enhanced colored font. There are also special effects for some skills!
- The helpful Status board keeps track of your group's HP/Max HP, MP/Max HP, and revival time ala RPG style, updating frequently. They are also displayed with character name and portrait.
- More that I've forgot because the website deleted my description!
Version 2.2
- Increased Sereb's growth parameters.
- Increased initial cost and cumulative effectiveness of most upgrades resulting in an overall improvement in benefits for gold.
- Increased cost of most health and mana restoration potions.
- Decreased duration and increased cooldown of Blind(Rogue) and Cyclone(Druid).
- Updated tooltip on Romina's "Chastise" ability.
- Slightly increased the critical multiplier on Cloud's "Relentless Strikes" ability.
- Reduced the maximum damage multiplier on Sherris' "Snipe." In exchange, it now affects and deals substantial bonus damage to heroes.
- Increased the on-death burst damage of Rhin's "Flame Lance" ability.
- Increased duration of unit shadow images produced by Sherris' "Shadow Shot."
- Increased the Area of Effect and move speed penalty component of Gorou's ability "Earth Spike."
- Casting range, area of effect, and cast time improved on Lana's "Frosty Breath" ability.
- Decreased the amount of bonus armor given by Elwin's "Seal of Protection."
- Improved the damage bonus and %chance of Gorou's "Pulverize" ability.
- Improved the health threshold for Crevaniel's "Preservation."
- Altered effect of Lana's "Jump" ability.
- Lowered mana cost and increased casting range of Karen's "Kizuna."
- Slightly increased area of effect and damage of Cloud's "Whirlwind."
- Adjusted the "Summon Tendrils" skill for Omarion. Mainly increased the cooldown.
- Increased the damage done by Romina's "Lyre Hit" ability.
- Increased cooldown of Romina's "Sweet Lullaby."
- Reduced cooldown of Karen's "Life Rays."
- Slightly reduced mana cost of Gaelik's "Blood Contract."
- Improved Gorou's "Unbreakable Will."
- Decreased cooldown and increased healing amount on Karen's "Beacon of Salvation." Mana cost slightly increased. Beacon Health increased.
- Reduced cooldowns of Rhin's "Disorient" and "Dark Energy Bolt" abilities.
- Slightly reduced mana cost of Crevaniel's "Holy Restoration."
- Reduced the casting time by 30-50% and cooldown by 10-20% of most hero healing spells.
- Slightly increased damage of "Commander" units and ultimate/boss summoned units.
- Fixed cooldown on "Imprison."
- Increased damage of mercenary units.
- Changed the model file for "Tree Ent" and "Arcane Elemental."
- Increased the upgrade limitations for heroes by 1, troops by 4, and summons by 1.
- Increased gold and lumber income per wave.
- Increased damage of Melvina's "Round Cut."
- Increased healing and decreased cast time of Arai's "Recovering Embrace."
- Increased healing amount of Omarion's "Soothe Wounds" ability.
- Increased bonus parameters of transformation abilities. (Includes Alhazard, Blessing, Dragon Form, etc.)
- Increased base attack speed and damage of heroes.
- Increased damage, number of targets, and mana cost for Alan's "Forked Lightning."
- Increased duration of images for Yuuki's "Mirror Image" ability.
- Slightly increased damage and area of effect of Yuuki's "Elemental Bow" orb attacks.
- Increased attack speed given by Yuuki's "Swiftness Aura."
- Slightly increased duration of Melvina's "Riposte" effect on hero units.
- Increased the area and damage of Melvina's "Round Cut" ability. Decreased its cooldown and mana cost slightly.
- Increased the damage of Cloud's "Braver" ability.
- Slightly lowered the damage, but increased the range of Rain's "Cleaving Attack."
- Increased the base stats of Skeleton Warrior, summoned by "Grave Scepter" and Lesser Dark Minion, summoned by "Dark Orb Effect."
- Slightly lowered the life regeneration and armor of most enemy units.
- Lowered the gold and lumber cost for upgrading troops.
- Increased the damage and duration and added attack speed reduction for Omarion's "Poisonous Sting" ability.
- Replaced Omarion's ultimate "Locust Swarm" with "Rise of Nature" to be more in tune with his support role.
- Reworked Arai's "Magic Shell" ability. It now heals for a percentage of maximum health and blocks magic damage.
- Added and rebalanced many enemy unit abilities.
- Strength of the king now increases upon completion of bosses/wave sets.
- The bounty of enemies killed by Player 10 (King) are now distributed amongst players.
- Changed and fixed several items.
- Adjusted mana cost and cooldown on Mella's "Aimed Shot."
- Increased the frequency of rays for Arai's "Rays of Repentance."
- Increased the duration and mana cost for Lana's "Boiling Blood."
- Increased damage and mana cost of Omarion's "Grass Weapons."
- Decreased cooldown on Yuuki's "Distracting Shot."
- Added decrease on cooldown and mana cost per skill level on Gorou's "Manhandle."
- Added bonus mana regeneration for Alan's "Mana Shield."
- Increased the damage on Despair's "Meteor."
- Increased duration of shadows for Sherris' "Shadow Shot."
- Slightly reduced difficulty and duration of the first two boss battles.
- Reworked the champion and mercenary cost/stats, resulting in less micro-management due to having stronger but fewer units.
- Made the game overall easier and accessible by increasing gold/lumber income and improving hero/mercenary stats and skills while slightly decreasing enemy and boss stats across the board.
- Increased effectiveness of Vincent's "Burst of Energy."
- Added a bonus to move and attack speed to Yuuki herself in her "Swiftness Aura" ability.
- Added a bonus to Elwin's base health regeneration when leveling up "Compassion Aura."
- Added a bonus to Leon's attack damage when leveling up "Equip Alhazard." Slightly reduced damage when "Alhazard" is activated. The end result is still an across the board increase in damage.
- Further decreased the cost for mercenary, hero, and summoning upgrades.

Lastly, thanks to my testers and those who have provided resources I have used in my map!

Icons I made taken from: Chrono Trigger, Final Fantasy, Growlanser, Langrisser, Lufia, and World of Warcraft. Many resources were also obtained from Hive Workshop and I give my thanks to those below.

Icons: lllLSDlll, 13lur, Anachron, BlackDoom, CrazyRussian, Darkfang, Daelin, Freezer, General Frank, GooS, HappyTauren, Illidan_09, Infinitynexus, Jigrael, Kelthuzad, LiOneSS, Mc!, meneldor, Mullar, RaeVanMorlock, trippledota

Models: General Frank, Kitabatake, levigeorge1617, Oinkerwinkle, Tranquil, WyrWuulfe

Base Map Template: Terradont
Knockback Trigger: Paladon

Testers:
Alanw, Gooddemon, Grady99, KaltWieEis, Kwakie, Mikkilee, ObsessionAi, ObsessionErika, Rinrintohsaka, SonOfGod3, Twospades, XTakaMai

Thanks for visiting the page and I hope you give the map a try.
I can't promise frequent updates or responses, but I appreciate any comments/suggestions you may have.

Edit: The map is protected.

*UPDATE* It's been a while since the last update, but I'm back. To reward(?) you, this is a fairly large update and the gameplay should be changed significantly. My computer and internet service have changed, so I haven't been able to test the map. Hope you enjoy. {CL}

Keywords:
Langrisser, Growlanser, Tribute, Hero Defense, Hero Survival
Contents

Langrisser Tribute v2.2 (Map)

Reviews
20:58, 13th Aug 2010 ap0calypse: Rejected
Level 1
Joined
Jul 14, 2008
Messages
539
langrisser...never heard of it...but...the picture looks a bit like the same drawing style like satoshi urushihara!
ill try that map tomorrow,got to sleep now =)
 
Level 1
Joined
Jul 14, 2008
Messages
539
sounds german

i am german...and i can tell u its not really german ;D

btw this map could need some more custom items
its a bit boring with nearly only wc3 standard items D=

but beside that,its a very unique hero defense with alot potential =)

EDIT: well i played it a copuple of times and i have to say...its fucking uberhard =O
even on the lowest difficulty we never beat the 2nd boss =/
please reduce at least the mana and hp reg of the bosses so they cant heal themself so extremely fast X_x
 
Last edited:
Level 2
Joined
Feb 19, 2009
Messages
4
Thanks for the comments and for playing the game.
-As for the art, the game's art is indeed done by Satoshi Urushihara.
-I'm very poor at terraining, but I tried somewhat...maybe I just need more creativity.
-Some of the items are based on the basic versions of regular WC3 items, but like I said, this was my first map so I included some of the stuff I created when I was first learning. The later stuff (in particular the items dropped by the later bosses) are more complicated/unique. ;)
-The game shouldn't be thatdifficult. You just need to know basic warcraft knowledge: For the first boss, focus fire or aoe, for the second boss, note that spells generally have lesser effects on heroes...that means that on units that aren't heroes they have longer/normal durations. As for the 4th boss and on, things get much more complicated! I can tell you its completely beatable with 4 players on the last difficulty, at least up until the 2nd to last boss.
 
Level 1
Joined
Jul 14, 2008
Messages
539
Thanks for the comments and for playing the game.
-As for the art, the game's art is indeed done by Satoshi Urushihara.
-I'm very poor at terraining, but I tried somewhat...maybe I just need more creativity.
-Some of the items are based on the basic versions of regular WC3 items, but like I said, this was my first map so I included some of the stuff I created when I was first learning. The later stuff (in particular the items dropped by the later bosses) are more complicated/unique. ;)
-The game shouldn't be thatdifficult. You just need to know basic warcraft knowledge: For the first boss, focus fire or aoe, for the second boss, note that spells generally have lesser effects on heroes...that means that on units that aren't heroes they have longer/normal durations. As for the 4th boss and on, things get much more complicated! I can tell you its completely beatable with 4 players on the last difficulty, at least up until the 2nd to last boss.

oh didnt know its your first map.. nice job =P

well the bosses arent that hard but its their fucking uber-regeneration...it takes very long to kill them, even on easy >_> please reduce it.. ( at least on easy mode...)
oh and yes i have to admit that the 3rd boss is extremely easy compared to the first and the 2nd bosses.
 
Level 2
Joined
Feb 19, 2009
Messages
4
Alright, I will crack down and work on it some during this next week.
- Yes, each difficulty level increases the number of waves and bosses. I'll attempt to make that more clear in the game and in the description.
- I knew there was a slight regeneration issue, but I found that on easy I didn't think there was enough, but on hard since the battles were drawn out, it was much more painful. I will probably tone it down at least a little, then!
- Oh, the 3rd boss is intended to be easier physically, but I guess he doesn't pose much of a threat if you have interrupts. Well, I will buff him up a bit and perhaps change his casting time.

Thanks for the comments again,
 
Level 1
Joined
Dec 18, 2008
Messages
4
You have some bugs here and there. One of the heaing staff tooltips says 7 int but the staff only gives 5int when bought. Also, creeps got stuck on the left side somehow and were unreachable without spells or ranged one round. Precision Sniper's ultimate when cast on boss, the image of the boss dies and the game triggers the next round despite the boss not dying. Overall, though hard...haven't made it past boss 4 with 5 epople but we've only been playing for a couple hours.
 
Level 1
Joined
Apr 23, 2009
Messages
1
Made it past the guy with the big sword (using that term to avoid spoiler) on Emperor difficulty, and the next wave of creeps seems impossible?!?! The shadowy things are giving about 200hp/sec regen aura, no clue how to stop this. My group has enjoyed this map very much, the challenge is great, but I think sometimes it really should be toned down. Toned down a lot, especially since it takes almost an hour just to get that far.
Quite frankly, the difficulty of that set of waves is such a huge wall that we will treat it as the end of the game for us. Extremely enjoyable due to the challenge up until that stage =) Thanks for your effort into this map!
 
Last edited:
Level 2
Joined
Feb 19, 2009
Messages
4
Thanks for the comments/replies!

I apologize for the tardiness of this comment. I haven't had as much free time as I suspected, much less any to work on the map, but I appreciate your comments. I'm sure you all (well, maybe) have been busy as well! I hope you can relax at least a bit during the summer. I'm glad some of you have enjoyed the map.

- Anyhow, I was unable to produce the boss 4 bug that was mentioned earlier. The trigger checks out to be fine as well. As a precaution, I've modified the skill stats to make it unlikely to occur.
- Thank you for the item correction. Angel wand has been fixed.
- I was also unable to produce the creeps getting stuck bug, but I have an idea that might prevent that, so thank you for the comment.
- About the regeneration - yes, I agree it needed to be fixed. ;) That said, the total only came to 35-50hp regen/sec on that wave [although with rejuv that would be pushed near 100 if you didn't dispel] depending on the unit/difficulty, not 200. In any case, I reduced the regeneration by about half plus a fixed value, so it should be much more forgiving.

This update was so small I didn't think it deserved a new version, but if I find some more free time, I will definitely consider adding more content.
 
Level 1
Joined
Dec 18, 2008
Messages
4
Mirror shield is undroppable for some reason. That's all I found so far for bugs.
 
Top