• 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.

[Altered Melee] Looking for some Feedback

Status
Not open for further replies.
Level 5
Joined
Mar 26, 2004
Messages
53
Been working on an altered melee map for years but I feel like its finally close to being "finished". Figured I'd present it for some feedback/general ideas/new perspectives.

Adds three new races without replacing any of the original races. This is a multiplayer friendly map. I'm aware altered melee maps have been done to death, but few have gone through as much iteration, brain storming, polish, and testing as this. YEARS of work have gone into this map.
The Races are:
Blood Elves
Naga
Forsaken

Quick notes:
Because it is a very very old project, Ive lost track of where a few of my resources came from. Such resources are marked as "unknown". If you know who the author was please let me know so I can give credit where due.
Also, as Im still testing, not all GUI/MUI spells are credited because they may not make the final cut. They will be before a release.

Hope ya'll enjoy.

---Update--- 7.5
Some Tooltip fixes/corrections/clarifications
Fixed the "yellow world" bug
Added a new upgrade to Creepers allowing them to attack and poison air units
General bugs addressed
Reworked Runestones for the Blood Elves;They're now a permanent, one-time summon. Health has been increased accordingly and it now benefits from Enchanted Masonry
Thalassian Patrols has been updated to reflect the change to Runestones, it now grants an increased radius for Suppression Aura instead of a lowered cooldown
File sized reduced
Attack for War Eagles has been slowed but its damage increased

---Update--- 7.6
Some Tooltip fixes
General bugs addressed
Blood Elf Priests have become Dawn Priests, and have gained the Dawn Fire ability but lost Mass Dispel
Mirror Image (Magistrix) has had its cooldown increased by 5 seconds
Parasite (Sirens) has been nerfed
Enrage (Betrayer) has had its mana cost increased
Tidal Aura has had its level 1 and 2 attack rate reductions .. reduced
Mur'gul Hunters have gained the Hollow Spears upgrade
Myrmidons have had their damage reduced
Fixed bug preventing Hyrdas from attacking ground units
Addressed more Shear issues
Mana Foci (Arcane Guardians) has been reworked to dispel magic around the caster
Sea Drake damage received a buff, but its food cost has been increased by 1
Snap Dragons damage has been reduced
Primalists now cost 2 food, their health and damage has been reduced accordingly
Draenei Vindicator's GotN has had its cooldown increased by 1 second, again
Replaced Scepter of Dominance from Coilfang Coffer with Scroll of Regen
Scroll of Magic has been nerfed
Reworked numerous hotkeys to be more logical/appropriate
All Racial Naga units (Sirens, Mymidons, Archaens, Royal Guards, Oracles and Sea Witches) have gained the Gift of the Old Gods upgrade
Life regen of numerous Naga units has been reduced to standard levels
Hydras have had their health regen increased slightly
Lowered Proc percentage of Orb of Water
Hasten is now a tier 2 upgrade
Fel Attack (Blood Warders) now slows enemies by an additional 5%
Calcified Husks is now a tier 2 upgrade
Cost of various upgrades have been rebalanced
Couatls have had their damage reduced

---Update--- 7.7
Some Tooltip fixes
General bugs addressed
Fixed Azshara's Will icon error
Added a new effect for negative auras to help distinguish them from positive
Suppression Aura (Runestones) now has a unique spell effect on targets
Blessing of Azshara now has a unique spell effect on targets
Tidal Aura has a new spell effect
Addressed even more Shear issues
Blood Warders now move slightly slower
Enchant (Farstrider) level 2 and 3 have had its boundaries reduced
Optimized a few spells to require less cpu
Outrunners have a new look

---Update--- 7.8
General bugs addressed
Tooltip updates and corrections
New Icons and Spell effects have been added to various spells and upgrades
Shadow Priests have gained the Shadow Word: Pain ability but lost Mind Flay
Dawn Priests' Dawn Fire spell now damages all units within its boundaries
Shadowflame (Dark Caller) has had its mana cost increased and its periodic damage spread across 14 seconds (up from 10)
Dark Blessing (Dark Caller) has had its cooldown increased by 1
Bone Armor (Lightslayer) has been nerfed slighty
Death Grip (Lightslayer) has had its cooldown increased and now requires a target
Death Guards now have less health
The Forsaken have had the cost of the Apothecarium and Laboratory reduced
The Forsaken have had the Flesh Works structure added to its tech tree
Felsh Golems now must be constructed at a Flesh Works
Flesh Golems now have slightly more health, deal more damage, and cost 5 food
Slaughter Barges have had their health increased
Spell Surge (Magistrix) now reduces the armor of the target by 3 instead of dealing damage

---Update--- 7.9
General bugs addressed
Tooltip updates and corrections
Hot Key fixes
New Icons and Spell effects have been added to various spells and upgrades
Shadowmend (Shadow Priest) has been buffed slightly and renamed Shadow Word: Mend
Blood Warders Fel Attack has been renamed Fel Strike and now lowers maximum mana of the target and deals damage over time
The Forsaken have had the cost of the Apothecarium and Laboratory reduced, again
Rage (Flesh Golem) now deals increasing damage based on percentage of health
Flesh Golems now deal less base damage
Spell Surge (Magistrix) had had its mana cost reduced
Leech (Siren) has had it mana cost reduced and its duration increased
Bone Crushers have lost the Crushing Leap ability but have gained Blood Curse
Bone Crushers have had Overpower reworked to occasionally deal damage and daze an attacker
Fel Armor's (Warlock) chance to summon a Void Spawn now increases with skill level
Warlocks have gained the Nether Portal ability but lost Hellfire
Sacred Shield (Vindicator) has been retooled to absorb damage for the target instead of restoring health
Blood Knights now correctly receive Arcane Acuity when in Divine Storm
Mana Tap (Blood Mage) no longer drains mana from magic immune targets, has had its cooldown reduced and deals less damage
Shadow Nova (Outcast) now deals less damage and has a reduced knockback
Typhoon (Oracle) now has a reduced knockback and new spell effect
Brute Force (Bone Crusher) now has a reduced knockback
Orb of Slow's proc chance has been lowered
Scroll of Magic (Blood Elves) has been replaced with Mana Gems
Gravity Lapse (Blood Mage) has had its damage reduced considerably, but its daze duration has been increased
Siren have had their resource costs increased
Razorclaws now deal less damage
Hunters have gained the Hunter's Mark upgrade, but lost Hollow Spears
Water Nova, Shadow Nova, Shear, Death Grip, Dark Mending, Deep Chill, and Soul Leech now correctly ignore magic immune targets
Fixed EVEN MORE Shear issues
Shear no longer affects Resistant units (Enchanted Armor, Resistant Skin, etc)
Icarai's Sun Spear now correctly gives a functioning Vengeance Aura
Vengeance Aura's bonus damage has been reduced, but its chance to occur has been increased
Anguish Aura's mana degeneration has been lowered to more reasonable levels
Couatls have had their damage reduced
Arcane Guardians have had their damage increased slightly
Blessing of Wisdom (Blood Knight) now restores less mana, but over a quicker period
Research time for Slippery Scales has been reduced
Shadowflame's debuff can, once again, no longer be dispelled
Archaen's have gained the Summon Royal Guard ability but lost Monsoon
Enrage (Betrayer) has had its cooldown reduced by 5 seconds


Thanks for the feedback/ideas/inspiration from Spellbound, Wa666r, Sunreaver, Andoster, captain_haddock and Gun_haver.
 

Attachments

  • (3)RealmEternalNRv7.9.w3x
    4.3 MB · Views: 129
Last edited:
Gave the map a try and I have to say I'm quite impressed with the level of polish. While the Blood Elves and Forsaken tend to favour a certain formula for their barracks units, the passives they have do create some diversity (teleporting archers ftw).

You can tell there's a lot of work that went into this. There's a visual and thematic consistency as well as some imaginative spells. The only drawback to this map is that there aren't enough creep camps to farm early game.

Otherwise, good job!
 
Level 5
Joined
Mar 26, 2004
Messages
53
Gave the map a try and I have to say I'm quite impressed with the level of polish. While the Blood Elves and Forsaken tend to favour a certain formula for their barracks units, the passives they have do create some diversity (teleporting archers ftw).

You can tell there's a lot of work that went into this. There's a visual and thematic consistency as well as some imaginative spells. The only drawback to this map is that there aren't enough creep camps to farm early game.

Otherwise, good job!

Thanks for the feedback! I completely agree with the barracks "formularity" but when I was actually breaking down the other races "barracks" most times their first two units were fairly "simple". The "third" unit tended to be a siege weapon, but I felt like the Forsaken and BE siege units needed to come from their "workshops" (how can you have an apothecarium without plague wagons?). Any ideas on how to diversify would be great.

As for the creeps, I noted the smaller amount myself but then struggled to find nooks to stick them in. Ill brain storm some more on that.
 
I've seen plenty of nooks where you could put creeps - for instance, I think there's a gnoll hut to the north in it's own little alcove? You could put creeps there. Some additional gold mines for expansions would be welcome as well. Right now it's a bit hard to grow your army. I know there's one gold mine on the map that's usually unoccupied, but something a little closer would be better imo.

Also, something else to note: the western bases have 3 entrances each whereas the eastern bases have 2. I know the map is from the undead campaign in RoC, but you should still balance things out. Either give the 3-entrance bases a advantage of some sort, or remove one entrance. 2 are difficult enough to cover imo.
 
Level 5
Joined
Mar 26, 2004
Messages
53
---Update--- 7.1

Added an additional goldmine
Terrain Balancing
More creep camps
New Blood Knight spell : Divine Storm
Fixed Sea Drake bug
Fixed Reliquary bug
Improved Defile, Shadowflame, and Circle of Healing scripting
Cleared up some ability leaks (triggers)
New Forsaken unit "Creeper", Deathguard moved to Apothecarium
Slight balance tweaks for Stalkers, Mur'guls, Blood Knight, Sirens, Myrmidons, Hyrdras and Arcane Guardians
Some retooled/worded tooltips to make them easier to understand.
Forsaken building prices adjusted
Reduced file size (High Elf skins/models cut from Human Alliance)


Thanks for the feedback from Spellbound.
 
Last edited:
Level 5
Joined
Mar 26, 2004
Messages
53
---Update--- 7.2

Some Tooltip fixes
Tech tree bugs addressed
General bug addressed
Some more slight terrain tweaks
Barbed Arrows for Blood Elf Archers and War Eagle Riders has been replaced with the new Arcane Arrows ability
Primalists gained the new ability Stormstrike but lost Earthbind Ward
BE Blood Mage had Nether Vapor retooled and renamed to Mana Tap
Fixed a graphical and damaging bug for Gravity Lapse
Slight re-balancing of Archaens' abilities
Creepers received a general buff
Myrmidons have had their max health reduced
Naga Sea Witch now costs the correct amount of lumber
Naga tier halls have the correct resource cost
Stalkers had their resource cost slightly reduced
Arcane Guardians received extra armor
Mana Tide Ward has had its spell effect altered for easier recognition
Mana Tide Ward now generates 4 mana per second, reduced from 5.
Sea Drakes received a slight buff
Ballistas gained the Rapid Fire ability, lost Impaling Bolts. and received a slight buff
Plague Wagons' Forsaken Plague damage has been increased slightly
Draenei Vindicator's GotN has had its cooldown increased by 1 second

Thanks for the Feedback from Gun_haver.
 
Level 5
Joined
Mar 26, 2004
Messages
53
---Update--- 7.3

Some Tooltip fixes/corrections/clarifications
Balanced resource costs of various upgrades
General bugs addressed
Deathguard ability Putrid Blades has been replaced by Execute, and a corresponding upgrade (Sudden Death)for the new ability was added
Primalists gained the new ability Revealing Mists but lost the Stonescale Ward ability
Will of the Forsaken has had its duration before resurrection decreased to 1 second
Slight re-balancing of Oracle's abilities
Flesh Golems have gained the Rage ability, dealing extra damage below 50% health
Arcane Guardians have received a minor buff
Bonecrusher's bugged Arcane Resistance spell has been replaced by Overpower
BE Archers and Swordsmen have been renamed Outrunners and Sunblades respectively
Blood Elf casters have receive a new racial : Arcane Acuity, rewarding 50 bonus mana during the day
Arcane Frenzy (Magistrix) has had its damage increase buffed to 33% and has had its health loss reduced down to 2 hit points per second
Drones have gained the Fetid Flesh ability, allowing them to implode and deal minor area damage
Corrosive Acid (Apothecary) has had its mana cost reduced
Blessings of Azshara now has a larger range and increases targets health pools instead of life regen
Shadowmend has been buffed to 5 health per second, but had its duration lowered slightly
Mana Tide Ward has had its cooldown increased to 2 minutes
Slaughter Barges have lost the Barge Bomb ability and gained the Plague Bomb ability, which can be upgraded via the Apothecarium's Improved Plague upgrade
Dragon Turtles have had their damage range leveled slightly
Blood Knights now deal less damage
Blood Elf Priests have gained the Amplify Magic ability but lost Holy Fire
Mass Dispel for BE Priests is now the tier 2 ability
Fel Armor's (Warlock) Void Spawns have had their health reduced by 50
Sunblades' Sun Blessed ability now reduces piercing and magic attacks down to 75%
Flesh Golems' health regeneration has been lowered
Circle of Healing (Blood Knight) has received a general nerf
New racial items have made it to the various Racial shops
Two new items that reward the Vengeance and Onslaught Auras have been added to balance out random creep drops
BE Dragonhawk Riders have been moved to the Elven Arrows upgrade path from Elven Blades which has resulted in altered costs for both upgrades
Fixed Mur'gul Hunter bug that was preventing Hunter Senses from correctly detecting burrowed units
Shadowflame (Dark Caller) debuff is now dispellable


Thanks for the feedback/ideas/inspiration from Wa666r, captain_haddock and Gun_haver.
 
Level 5
Joined
Mar 26, 2004
Messages
53
---Update--- 7.4

More Tooltip fixes/corrections/clarifications
Fixed Execute(Deathguard) bug, it can now no longer be used on structures
Balanced resource costs of various upgrades
Replaced Call to Arms for the Blood Elves with Runestone
Added 2 new upgrades to the Blood Elf techtree: Grace of the Sun and Thalassian Patrols
Reworked Improved Masonry for Blood Elves to increase regen of buildings instead of health, Renamed Enchanted Masonry
Even more general bugs addressed
Plague Wyrms food cost has been increased to 2, and damage buffed accordingly
Laboratories have had their cost increased
Vengeance Aura has received a slight nerf
Magistrixs' damage lowered
Deep Chill(Oracle) damage has been increased
Metamorphosis (Betrayer) has been altered to increase spell synthesis
Betrayer gained the Enrage ability, lost Eye Blast
Archaen gained the Royal Guards ability, lost Monsoon
Spires can now summon defensive spirits
Fixed Shear(Betrayer) bug preventing buff from expiring
Razorclaws gained the new Dismantling Strikes upgrade
Primalists had spell list bug corrected
Arcane Frenzy (Magistrix) has had its damage increase buffed to 35%, its visual/icon updated and renamed Spell Surge
Even more new racial items have made it to the various Racial shops
Blood Elven armor and weapon upgrades have received new names
Bug with the credit quests has been addressed

Thanks for the feedback/ideas/inspiration from Spellbound, Wa666r, Andoster, captain_haddock and Gun_haver.
 
Last edited:
Level 5
Joined
Mar 26, 2004
Messages
53
---Update--- 7.5

Some Tooltip fixes/corrections/clarifications
Fixed the "yellow world" bug
Added a new upgrade to Creepers allowing them to attack and poison air units
General bugs addressed
Reworked Runestones for the Blood Elves;They're now a permanent, one-time summon. Health has been increased accordingly and it now benefits from Enchanted Masonry
Thalassian Patrols has been updated to reflect the change to Runestones, it now grants an increased radius for Suppression Aura instead of a lowered cooldown
File sized reduced
Attack for War Eagles has been slowed but its damage increased

Thanks for the feedback/ideas/inspiration from Andoster, captain_haddock and Gun_haver.
 
Level 5
Joined
Mar 26, 2004
Messages
53
---Update--- 7.6

Some Tooltip fixes
General bugs addressed
Blood Elf Priests have become Dawn Priests, and have gained the Dawn Fire ability but lost Mass Dispel
Mirror Image (Magistrix) has had its cooldown increased by 5 seconds
Parasite (Sirens) has been nerfed
Enrage (Betrayer) has had its mana cost increased
Tidal Aura has had its level 1 and 2 attack rate reductions .. reduced
Mur'gul Hunters have gained the Hollow Spears upgrade
Myrmidons have had their damage reduced
Fixed bug preventing Hyrdas from attacking ground units
Addressed more Shear issues
Mana Foci (Arcane Guardians) has been reworked to dispel magic around the caster
Sea Drake damage received a buff, but its food cost has been increased by 1
Snap Dragons damage has been reduced
Primalists now cost 2 food, their health and damage has been reduced accordingly
Draenei Vindicator's GotN has had its cooldown increased by 1 second, again
Replaced Scepter of Dominance from Coilfang Coffer with Scroll of Regen
Scroll of Magic has been nerfed
Reworked numerous hotkeys to be more logical/appropriate
All Racial Naga units (Sirens, Mymidons, Archaens, Royal Guards, Oracles and Sea Witches) have gained the Gift of the Old Gods upgrade
Life regen of numerous Naga units has been reduced to standard levels
Hydras have had their health regen increased slightly
Lowered Proc percentage of Orb of Water
Hasten is now a tier 2 upgrade
Fel Attack (Blood Warders) now slows enemies by an additional 5%
Calcified Husks is now a tier 2 upgrade
Cost of various upgrades have been rebalanced
Couatls have had their damage reduced

Thanks for the feedback/ideas from Andoster, captain_haddock and Gun_haver.
 
Level 5
Joined
Mar 26, 2004
Messages
53
Not really enough room if I want to keep it under 4mb, and thus multi-player plausible. Truthfully I'd love to get give the Draenei a whirl, but there just aren't enough quality, unique or aesthetically similar models to do a real polish job. I did make sure to throw the Vindicator into the tavern though; my homage to the space goats.

I had the Burning Legion once too, but it felt weird reducing them down to essentially all the other races. The Burning Legion shouldn't be vulnerable to a ghoul rush. And they totally were. Its hard to make iconic units like Infernals balanced. They're either OP and keep with the flavor of the original, or they feel like a washed out phony that is getting crushed by a dreadlord's free, non-food using, infernal.

Then there's also the creative capacity to actually create 20 more unique units that have differentiated play styles and roles. Add in 4 more heroes with 16 new abilities that actually do something exclusively different and I'm painfully out of ideas. I'm still not 100% happy on my current race diversity (#spell-breakers&dragonhawks), so the idea of throwing more onto the heap is not a pleasant one.

TLDR, doubtful.
 
Level 5
Joined
Mar 26, 2004
Messages
53
I still have to come up with creative ideas for unique abilities and roles for an entire race, which requires quite a large amount of brainstorming.
Also, having now perused the available race options, not many building sets are that cohesive or polished. And my poor Draenei only have 4-5 units (including heroes) available. So as of now I'm working on diversifying the look of my current races (skins/new models/etc).
 
Last edited:
Level 5
Joined
Mar 26, 2004
Messages
53
I do, and indeed I've used his forsaken techtree already. Unfortunately most of his structures tend to be reskinned other structures, so to keep using them would cause all the races to begin looking homogenized. There's already two buildings based off the human barracks in the map, for example. Quality>Quantity.

Whats more, even if I were to snag the Draenei techtree, for example, I would still be lacking units for the buildings to train.

I'm not opposed to adding a new race, I'm just waiting till there are enough cogent and quality models to get it done properly.
 
Level 5
Joined
Mar 26, 2004
Messages
53
---Update--- 7.7

Some Tooltip fixes
General bugs addressed
Fixed Azshara's Will icon error
Added a new effect for negative auras to help distinguish them from positive
Suppression Aura (Runestones) now has a unique spell effect on targets
Blessing of Azshara now has a unique spell effect on targets
Tidal Aura has a new spell effect
Addressed even more Shear issues
Blood Warders now move slightly slower
Enchant (Farstrider) level 2 and 3 have had its boundaries reduced
Optimized a few spells to require less cpu
Outrunners have a new look

Mainly a polish patch
Thanks for the feedback/ideas from Andoster, captain_haddock and Gun_haver.
 
Level 5
Joined
Mar 26, 2004
Messages
53
'Twas the ole' Spawning Grounds, thanks for pointing that out. The Shrine of Azshara and the Naz'jatar Gate needed some rewording too.

Also, I felt "Priests" were still iconic to the Elves, so I wanted him to retain the "recognizable" title for a new player; and he kept the traditional heal spell. The name is pulled from the WoW mob Sunblade Dawn Priests in SWP, though they do not come with Amplify Magic or Dawn Fire in game.
-Dawn Fire was an ability to give a more offensive, yet volatile (in 7.8 it will deal damage to all units), approach to the Priest, and also justify the given name. And the Blood Elves always need more references to the Sun...
- Amplify Magic was an ability originally slated for the Magistrix, but she already had a "magic" buff (Spell Surge), and she had a damaging magic ability too. While that theoretically would have had some serious spell symbiosis, I felt bumping Spell Surge and giving it to the Priest would have made him resemble his original incarnation a bit too much. (Heal, Aoe Move, Damage Buff) Mirror Image is also an iconic mage spell, which she is, thus I wanted her to retain that as well.

Essentially, the goal with the Blood Elves was to incorporate their traditional troops from the Human techtree while not just offering a carbon copy. Can't have Blood Elves without Blood Mages or Dragonhawks etc etc. Just one more reason the Dawn Priest retained the "Priest" style even with his differing abilities.

Thanks again for the feedback!
 
Level 5
Joined
Mar 26, 2004
Messages
53
---Update--- 7.8

General bugs addressed
Tooltip updates and corrections
New Icons and Spell effects have been added to various spells and upgrades
Shadow Priests have gained the Shadow Word: Pain ability but lost Mind Flay
Dawn Priests' Dawn Fire spell now damages all units within its boundaries
Shadowflame (Dark Caller) has had its mana cost increased and its periodic damage spread across 14 seconds (up from 10)
Dark Blessing (Dark Caller) has had its cooldown increased by 1
Bone Armor (Lightslayer) has been nerfed slighty
Death Grip (Lightslayer) has had its cooldown increased and now requires a target
Death Guards now have less health
The Forsaken have had the cost of the Apothecarium and Laboratory reduced
The Forsaken have had the Flesh Works structure added to its tech tree
Felsh Golems now must be constructed at a Flesh Works
Flesh Golems now have slightly more health, deal more damage, and cost 5 food
Slaughter Barges have had their health increased
Spell Surge (Magistrix) now reduces the armor of the target by 3 instead of dealing damage

Thanks for the feedback/ideas from Andoster, captain_haddock and Sunreaver.
 
Level 5
Joined
Mar 26, 2004
Messages
53
---Update--- 7.9

General bugs addressed
Tooltip updates and corrections
Hot Key fixes
New Icons and Spell effects have been added to various spells and upgrades
Shadowmend (Shadow Priest) has been buffed slightly and renamed Shadow Word: Mend
Blood Warders Fel Attack has been renamed Fel Strike and now lowers maximum mana of the target and deals damage over time
The Forsaken have had the cost of the Apothecarium and Laboratory reduced, again
Rage (Flesh Golem) now deals increasing damage based on percentage of health
Flesh Golems now deal less base damage
Spell Surge (Magistrix) had had its mana cost reduced
Leech (Siren) has had it mana cost reduced and its duration increased
Bone Crushers have lost the Crushing Leap ability but have gained Blood Curse
Bone Crushers have had Overpower reworked to occasionally deal damage and daze an attacker
Fel Armor's (Warlock) chance to summon a Void Spawn now increases with skill level
Warlocks have gained the Nether Portal ability but lost Hellfire
Sacred Shield (Vindicator) has been retooled to absorb damage for the target instead of restoring health
Blood Knights now correctly receive Arcane Acuity when in Divine Storm
Mana Tap (Blood Mage) no longer drains mana from magic immune targets, has had its cooldown reduced and deals less damage
Shadow Nova (Outcast) now deals less damage and has a reduced knockback
Typhoon (Oracle) now has a reduced knockback and new spell effect
Brute Force (Bone Crusher) now has a reduced knockback
Orb of Slow's proc chance has been lowered
Scroll of Magic (Blood Elves) has been replaced with Mana Gems
Gravity Lapse (Blood Mage) has had its damage reduced considerably, but its daze duration has been increased
Siren have had their resource costs increased
Razorclaws now deal less damage
Hunters have gained the Hunter's Mark upgrade, but lost Hollow Spears
Water Nova, Shadow Nova, Shear, Death Grip, Dark Mending, Deep Chill, and Soul Leech now correctly ignore magic immune targets
Fixed EVEN MORE Shear issues
Shear no longer affects Resistant units (Enchanted Armor, Resistant Skin, etc)
Icarai's Sun Spear now correctly gives a functioning Vengeance Aura
Vengeance Aura's bonus damage has been reduced, but its chance to occur has been increased
Anguish Aura's mana degeneration has been lowered to more reasonable levels
Couatls have had their damage reduced
Arcane Guardians have had their damage increased slightly
Blessing of Wisdom (Blood Knight) now restores less mana, but over a quicker period
Research time for Slippery Scales has been reduced
Shadowflame's debuff can, once again, no longer be dispelled
Archaen's have gained the Summon Royal Guard ability but lost Monsoon
Enrage (Betrayer) has had its cooldown reduced by 5 seconds

Thanks for feedback/ideas/testing from Andoster, captain_haddock, and Gun_haver.
 
Level 5
Joined
Mar 26, 2004
Messages
53
Unfortunately I had a computer crash and lost the 8.0 map, which was the only unprotected form of the file (foolish, I know).

So unless there's a way to break into the map uploaded here, I'm afraid there won't be any future updates.
 
Level 5
Joined
Mar 26, 2004
Messages
53
I attempted to recover it as best I could, but all the scripts are all pretty warped or missing.
Unless there's a fancy/better way somewhere in the dark reaches of the internet, I'm afraid this will be left unfinished.

It's quite playable in its current (and probably final) form. There's just a few balance issues (Vindicator) or tooltip errors left to sort out.
 
Status
Not open for further replies.
Top