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[Strategy / Risk] Lordaeron: the Aftermath

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I'm sorry but I can't read your stromgaurde idea, there's so many grammatical errors I can't really understand, this is not me being a nazi, it's me genuinely not being able to understand it.

Also how is Calia important? All that's known about her is that she's alive, and they've barely mentioned her over the course of 5 world of warcrafts. Also yes LB's army is somewhat lackluster, but lbs' heroes are stupid strong which often enough with some casters and a knight melee wall is plenty.

Edit: Ok after several readings I think I get the gist; after becoming New Lordaeron, you want the player to be able to go to Stromgaurde and capture it and gain Galen, who can die and become a hero for pink which leads lb on the quest to retrieve Dannath and seat him upon the throne of Stromgaurde who is revivable until Stomgaurde is not contolled by lb, which can happen by it being destroyed or captured by pink. Details omitted include troll'kar and new unit for lb.

This is ok, but may I make a few suggestions? By the time all of this would have happened, Galen is already dead (he dies before the re-opening of the dark portal, which is Burning Crusade and these events cannot happen any sooner than right after Wrath of the Lich Ling as lb needs to go agrent to form New Lordaeron). With that in mind, and considering pink is likely in trouble by the time Lb moves in to take Lordaeron, how about Stromgaurde becomes a second base for pink after the fall of the Undercity/deathknell (depending on how pink chose to play). This would be a nice safe area for pink to join the horde provided they weren't already destroyed, and an excuse to add undead Galen as a hero for him, who can only be revivable while controlling Strom (imo, Vari and Faranell should become unrevivable in this case as they're deeply tied to the undercity). Then lb could get the quest to find Dannath and seat him upon the throne, who would also only be revivable whilst controlling Stromgaurde. On that note, and to be fair, Strom should just be capturable as I can see bitter people who lost their Strom hero telling their allies to destroy it so the enemy player can't revive theirs.

As for units, the best thing that comes to mind are two forms of troll slayers; living and undead, depending upon whoever controls Stromgaurde. I would say make them elites as pink would probably lose many of the banshees with all of the forsaken land but to be fair this would also mean an elite for lb who already has one which cannot be lost. Also perhaps allow whichever Trollbane that bears the sword a unique ability much like what you have with Rhonin and the book.
 
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I'm sorry but I can't read your stromgaurde idea, there's so many grammatical errors I can't really understand, this is not me being a nazi, it's me genuinely not being able to understand it.

Also how is Calia important? All that's known about her is that she's alive, and they've barely mentioned her over the course of 5 world of warcrafts. Also yes LB's army is somewhat lackluster, but lbs' heroes are stupid strong which often enough with some casters and a knight melee wall is plenty.

Edit: Ok after several readings I think I get the gist; after becoming New Lordaeron, you want the player to be able to go to Stromgaurde and capture it and gain Galen, who can die and become a hero for pink which leads lb on the quest to retrieve Dannath and seat him upon the throne of Stromgaurde who is revivable until Stomgaurde is not contolled by lb, which can happen by it being destroyed or captured by pink. Details omitted include troll'kar and new unit for lb.

This is ok, but may I make a few suggestions? By the time all of this would have happened, Galen is already dead (he dies before the re-opening of the dark portal, which is Burning Crusade and these events cannot happen any sooner than right after Wrath of the Lich Ling as lb needs to go agrent to form New Lordaeron). With that in mind, and considering pink is likely in trouble by the time Lb moves in to take Lordaeron, how about Stromgaurde becomes a second base for pink after the fall of the Undercity/deathknell (depending on how pink chose to play). This would be a nice safe area for pink to join the horde provided they weren't already destroyed, and an excuse to add undead Galen as a hero for him, who can only be revivable while controlling Strom (imo, Vari and Faranell should become unrevivable in this case as they're deeply tied to the undercity). Then lb could get the quest to find Dannath and seat him upon the throne, who would also only be revivable whilst controlling Stromgaurde. On that note, and to be fair, Strom should just be capturable as I can see bitter people who lost their Strom hero telling their allies to destroy it so the enemy player can't revive theirs.

As for units, the best thing that comes to mind are two forms of troll slayers; living and undead, depending upon whoever controls Stromgaurde. I would say make them elites as pink would probably lose many of the banshees with all of the forsaken land but to be fair this would also mean an elite for lb who already has one which cannot be lost. Also perhaps allow whichever Trollbane that bears the sword a unique ability much like what you have with Rhonin and the book.

Sorry I was in a rush when I wrote that. Writing a novel does that!

I agree on all accounts. Hopefully Marsh can do the people of StromGuarde Justice unlike WOW which has forgotten the humans completely.

Elites for both! Yeah I agree that would be quite awesome. As it stands now Stromguarde is just aimed down by the horde and even the twilight hammer.

Also side note it would be better if Khadgar was not given to purple until he goes to draenor.
 
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Excellent.

Crap, the part about the elites for pink isn't clear, so allow me to clarify; this idea for pink as Strom would mean pink losing the highborne sisters as an elite when gaining Strom as a base, and in exchange the undead trollslayers. Or you could have it as a research option on Strom only which would be like the farstriders upgrade for red which would benefit someone or some units and replace all their current elites with the new one, this of course could be applied to Danath and New Lordaeron, but I doubt people would want to give up Dreanei Paladins.

Back to pink though, If you wanted it to be an earned base and not just a back-up, all the same could ally just allow pink to capture it instead of it being a second chance. Just make pink have to join horde, and then head to the base and kill Galen, giving pink the base plus hero.
 
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Also side note it would be better if Khadgar was not given to purple until he goes to draenor.
I really like this idea. Dalaran could maybe get a hero Modera (Krasus, Drenden or Ansien does not matter) by restoring a city (and as a major Alliance faction) Get Honor Hold and Khadgar as another hero.

Probably but it would have to prevent the acquisition of Wyrmrest Accord because it would Dalaran really made an OP faction. Dalaran could also be renamed to Alliance.

And btw. do you want to make group to play on garena? It may be good because i really want to play but there are no games. :-(
 
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I really like this idea. Dalaran could maybe get a hero Modera (Krasus, Drenden or Ansien does not matter) by restoring a city (and as a major Alliance faction) Get Honor Hold and Khadgar as another hero.

Probably but it would have to prevent the acquisition of Wyrmrest Accord because it would Dalaran really made an OP faction. Dalaran could also be renamed to Alliance.

And btw. do you want to make group to play on garena? It may be good because i really want to play but there are no games. :-(

That also reminds me you can also then get Kurdan Wildhammer for Yellow (demi-hero) and all the horde and alliance players get their heroes and units.
 
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I hate ppl who scream "it doesnt fit the lore" like really. Not everything has to fit the lore to the letter. this a wc3 map not the single player campaign. there should be creative ends that can be taken to make the gameplay funner. PLus it extends the longivity of the map.
 
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I hate ppl who scream "it doesnt fit the lore" like really. Not everything has to fit the lore to the letter. this a wc3 map not the single player campaign. there should be creative ends that can be taken to make the gameplay funner. PLus it extends the longivity of the map.
Ad hominem

Dude the accuracy to the lore is part of what people love about the map. And is longevity really a good thing? Need I cite azeroth wars or dark ages of warcraft? They kept pulling shit out their ass until the map is a husk of its former glory.
 
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Ad hominem

Dude the accuracy to the lore is part of what people love about the map. And is longevity really a good thing? Need I cite azeroth wars or dark ages of warcraft? They kept pulling shit out their ass until the map is a husk of its former glory.

I think that is mostly because they kept adding overpowered heroes and stopped listening to balancers and got rid of multiple paths, and only listened to the ADD MOAR crowd.
 
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Also true, but if you want to keep something going long enough you'll have to keep adding things to keep it fresh, and eventually you run out of ideas so you pick up scrapes and try to make something out of them which ultimately is crap.

My point is if there's something good about the map, why taint it? I'm personally an advocate of the lore, because if you keep twisting it eventually it's gonna be good guy sargaras who was secretly arthas in disguise vs half gnoll dalaran mages with 7 thunderfurys taped to their foreheads. But at the same time marsh will continue to do things that will seem good for the map, like slyvanas taking over the scourge when blue dies, or allowing Bal to summon the legion. I'm not entirely against it, just some things are weird and I'll try to find a way to make them work in lore.
 
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no one is saying to pull ideas out of their ass. But niether do the ideas have to fit perfectly into the lore, if they are good ideas that make sense and can expand gameplay.
 
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I see Acadian is arguing the difference between a pickle and a cucumber to intentionally annoy me, plus this really isn't the place to discuss this so I'ma move on.

On the note of Khadger, yeah it makes sense that he doesn't join until they get to Outlands, but New Dalaran is WotLK so it's not exactly wrong to have him join that way either, but this is probably an argument that would have to wait until we can see what exactly Marsh has planned for Outlands as based on all of the potential events it will be hell in a damn hand-basket.

Which leads me to some questions regarding the 12th faction; are you going to allow Illidan to become true Illidari by taking over most of Outlands? If so, would this involve him basically absorbing player 12 (dark horde), or forcing him to become his ally? If the latter, what he he chooses to unally him out of spite? I like this concept but my god I can see such dick moves coming out of this, especially if it involves player 12 getting crippled in the process.
 
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Hey, guys! I'd like to make some requests here
I have played the map and it is awesome and honestly, has lots of potential

Just wanna ask the questions

1 - no AI , right?
if no, is AI possible? just wondering

2 - i play alone at home so when i choose Undead, I am in control of 2 armies - any chance i can see the resources of the other army?

like when i play a normal melee game in multiplayer and my ally quit, leaving his forces to me and i see the gold and the lumber, kinda like that and ofc the Food. is this do able?
 
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Hey, guys! I'd like to make some requests here
I have played the map and it is awesome and honestly, has lots of potential

Just wanna ask the questions

1 - no AI , right?
if no, is AI possible? just wondering

2 - i play alone at home so when i choose Undead, I am in control of 2 armies - any chance i can see the resources of the other army?

like when i play a normal melee game in multiplayer and my ally quit, leaving his forces to me and i see the gold and the lumber, kinda like that and ofc the Food. is this do able?
1. There is no AI, and in all likelihood there won't be one in the future as coding an AI for such a map would be troublesome for the map maker not to mention take a great amount of time and energy.

2. If you're talking about the resouce panel in the top right, that's reserved for the board displaying factions and their controlled cps. If you want to see their resources/food just click on one of their buildings and look at the description panel, you should be able to find it there.
 
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1. There is no AI, and in all likelihood there won't be one in the future as coding an AI for such a map would be troublesome for the map maker not to mention take a great amount of time and energy.

2. If you're talking about the resouce panel in the top right, that's reserved for the board displaying factions and their controlled cps. If you want to see their resources/food just click on one of their buildings and look at the description panel, you should be able to find it there.

Yup! AI will never come to this map. Plus its way more fun with other players anyway.
 
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Oh, I have one question regarding the Dragonmaws; what differences will there be between Dragonmaw Orcs and the Horde? I'm a tad concerned about them being too similar, therefore giving players even less incentive to stay with the horde instead of accepting the dark whispers of the old gods.

Also I just had a really weird idea for the orcish grunt unit which is basically among the most boring units in the game: A new ability called Warrior's pride. With each 1% of health lost, they grunt will gain 1% attack damage, meaning they could almost double their attack, though I'm not sure if this might be overly annoying to make, if so disregard and head to my second idea. This won't be much early game, but later on this makes grunts near death hit very hard. It borders on OP but it certainly gives the unit some added pzazz. This also lines up with warrior Orcs in lore, I doubt anyone will require cited evidence to prove this but I can provide it if need be.

If that doesn't strike you, then how about this? Give them an ability called Warrior's Death. The Orcs are demonically stubborn and want to die as glorious a death as possible. To that end when they meet with death, they come back with 50% health for 5 seconds in a desperate attempt to secure more personal glory. This is of course still a doomed unit who suffered fatal blows and would die regardless of if they survived the battle or not, so unlike Scarlet knights this isn't a rolling second chance. In this form, in which the Orc is basically being kept alive by sheer adrenaline, maybe throw them an attack bonus?

Bug: If Kel dies on a boat while holding book (not sure if it's tied to it but usually it's his first life), then the book attaches to his ghost and instead of going to shore, it will stay with him until he revives, allowing a cleaver/dick gray to keep the book all game if he wants. This also means if someone has the chance to perma kill Kel they must choose between ensuring he never returns or letting him live to have a shot at the book later.
 
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I've been hearing soon or two weeks for over a month, so I'd say don't look for a date anymore, just check every now and again to see if it came out.

Bug: It seems water walking unit (not heroes, haven't confirmed that yet) holding the book can still sink it, such as pink's highborns.
Hope one of you two is still reading this.

Edit: I forget if this was mentioned here of in-game, but does it bother anyone else that the blood elf generators are basically a weaker version of dalarans?
 
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I've been hearing soon or two weeks for over a month, so I'd say don't look for a date anymore, just check every now and again to see if it came out.

Bug: It seems water walking unit (not heroes, haven't confirmed that yet) holding the book can still sink it, such as pink's highborns.
Hope one of you two is still reading this.

Edit: I forget if this was mentioned here of in-game, but does it bother anyone else that the blood elf generators are basically a weaker version of dalarans?

1- Yep, Just check in every few weeks.

2- Yeah.... Thats a problem

3- Not really. Its balanced because dalaran doesn't get involved until later on.
 
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3- Not really. Its balanced because dalaran doesn't get involved until later on.

Yeah I never got why people don't get involved as soon as they get Dalaran, pump out some Kirin Tor and get the spell mastery and you can start beating pink before he kills Ambermill. And the generators give an aoe mana restore plus a slow to any enemy units which is badass as hell, and the blood elves get the only mana version. Maybe this would be ok if the blood elves version gave then a higher regen rate or something else special, especially to compensate for the fact that I'm pretty sure they're the only faction that has no heal (this is excluding Lor'themar Theron as so few people go horde and even then it's an aoe target heal which imo seems worse than drek'thar's which covers a much wider area) The key difference between Blood Elves and Dalaran is that the Blood Elves have to struggle to get anything where as soon as Dalaran can tele, it's death to all in their way until someone gets strong enough to stop him. This of course can only stand until next version but just saying by current standards.....

Edit: On the note of blood elves, they are kinda fleshed out in terms of paths, but someone raised an interesting point; All 5 of the blood elf paths (sunwell, Illdari, Fel Blood, Horde, Wretched) are done within 15-20 minutes max, after that they get progressively more boring, especially if you restored the sunwell then you have to guard it all day. Now you could argue path stacking but more often than not either it buggy (like horde/fel blood which is done by offering the pact after he goes horde which brings Kael back) or the more likely option, after their chosen path fails the player leaves. Just to be clear, they have an interesting early game full of danger and potential, just later on they kinda fall off or just lose interest. As I'm typing this I realize once Outlands becomes playable this is basically all out the window, but that's still 3 versions away.

This is kind of a weird idea so stay with me on it; what if instead of the player choosing from one of the 5 paths withing the first 5 minutes, they all became one of two linear paths? For example red starts with just Kael (lets face it, Kael took most of the strongest elves with him when he joined the alliance, what was left was so rag-tag that they were barely scrapping by, and many undead players prove that point). His objective is to become the illidari (i'll discuss this further down), or instead he can choose to abandon Kael and take control of the Ouel elves (giving him a larger starting army and more resources, this could also be used to decide his elite, as the farstiders were with Lor'themar, not to mention the only elite that gets used by non-blood elves are the sorceress variants). As the Quel elves lead by Lor'themar, who would be able to restore Silvermoon in place of Kael, he would have an objective to destroy the Deatholme (yeah I just made that lil' base important) and free Anveena (who could be a hero if you so chose to make her her one, likely a super support), red of course still fighting the wretched plague. As an incentive for gray to defend it from red with a reason other than to be a dick you could give gray Dar'khan as a hero who would unrevivable with the death of the Deatholme. At this point the sunwell would be restored and same sunwell rules apply. Should the player desire they can Sacrificing Anveena (needing ALL his heroes to be level 10 before doing this), making it invulm and unable to be captured by enemies, but still useable to summon by teal. At any point during this the player can choose to leave the alliance and join the horde or stay as is. As you said, later on (I'd suggest a timer on this so he doesn't just rush it for the bonuses) He can get a small base + hero in Dalaran if he reached it, or in the case of joining the horde, destroyed it. In the event Dalaran went worgen, I'd say let everything still happen, just give New Dalaran to red (in regards what bonuses he should get, if any, for taking all of New Dalaran with purp as worgen, that's up to you). This path does include the wretched if Red loses the well for whatever reason (most likely because it was absorbed).

As for the Illidari path, he would attempt to kill the throne with the portal to Northrend as before, but instead of nothing happening, obviously he gets a bonus if he succeeds, and seeing how this is a monumental task, it deserves a corresponding reward (one fitting I cannot think of). This serves as a double balance whammy as in most game the throne is ignored until blue finally gets Arthas to 10, so it makes the area more used and help balance out blue and give him some of the urgency that he also is suppose to have (the rate at which the throne degenerates is so slow that as long as he's leveling steadily there is no real threat of it dying). Should Illidan die (he's a beefy water-walker I think it's fair to make him unrevivable) Kael will have failed that mission and be forced to ally the legion and take the Fel blood path (he of course keeps the Naga, as it seems some were still with him for whatever reason). With this his new objective becomes restoring the sunwell to use it to summon Kil'Jaeden (To restore the well he would have to sack Quel'thalas, which would spawn with some guardian units). Should he succeed, Kil'jaeden can upgrade Kael into a stronger hero, call him the Fel king or something (This is also partly due to the fact that so few people ever use the sunwell to summon which was the only REAL fount of power to use at this time, and a bonus for him might Fel blood an incentive). Should he fail by allowing the sunwell to be destroyed (not captured, and while he's waiting to summon standard sunwell rules apply), followed by the death of Kael, he would be deprived of all magic sources and turn into the wretched who you said would be much more interesting so lets see how they play out.

I know you wanted to keep the sunwell as something that is a giant glowing target all game but c'mon nobody should get 10 free levels because red was too weak. These ideas keep red from being totally bent over because of sunwell lust, yet still afford them the chance to ninja the well if they choose.

Edit 2: Be careful accepting this arvay guy's ideas, it looks like most of his are just ripped from azeroth wars or are just rants to over-nerf heroes and elites (example, nerfing holy light on lb's paladins....really?).

Edit 3: I've noticed when using wise council that the mana regen effect happens on enemy units as well. I've never see anything last long enough to measure if it's really effecting them but that sounds like a potential problem.
 
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I think marsh got sucked into a game again, as for goblin who can say. Regardless, we might not be seeing that version anytime soon.
 
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I think marsh got sucked into a game again, as for goblin who can say. Regardless, we might not be seeing that version anytime soon.

I havnt been sucked into another game, but I'm afraid this post does have to be alittle negative...

Unfortunatley, I don't think Goblinking will be returning to work on LTA. I really only needed his help on very specific areas of the map but he clearly wants to work on the map as a whole and we have very different ideas about which direction we want to take the map in.

It is a shame but given our differences of opinion I can;t see it working, despite our arguments he is a great triggerer and has helped some of the crucial systems in the map like Income, Xp, alliance system.

I will just have to continue on my own and unfortunatly as a result of this there not be game modes coming in next version, I still hope to add these at a later date.

Well hang on, we're trying to stay loyal to lore here. Maybe instead of a sub-path he always goes with Arugal, and instead the Worgen of Gilneas are a second chance. This seems a bit more accurate as Arugal controlled the Worgen until he died when the curse went rampant which is likely how it spread into Gilneas. Arugal would be tied to SFK, and when it dies so can he, at which point the player takes control of Gilneas.

Maybe something simpler, say if Arugal dies Worgen player then gets the choice to stay or leave alliance and follow Arugal as his soul is brought back in the service of Arthas and gets a base in Northrend in Howling Fjords.

On another note yes I'll see about raising Lornas HP.

About events for Stromgaurd, they sound like good event ideas of paper but they seem like they'd be very difficult to trigger in the world editor. Events that rely on alot of other events can be really complex for me to code. Suggested events are more likely to make it ingame if they are kept as simple as possible really.

But TBH Stromguard dosnt seem to play an important part in history since the first and second wars and Galen is rendered even more redundant by his death and enslavement to Forsaken. His Kingdom really gets screwed over.

Galen turning into a hero for Forsaken is definitly on the cards in the future, as is Danaths return to Stromguard once Outland is ingame. But these are the only events planned for Stromguard and won't be in game next patch.

Regarding Twilights purple colour, they actualy start off as Brown: Dragonmaws next versions and go purple if they choose the Twilights Hammer path.

I'm not entirely against it, just some things are weird and I'll try to find a way to make them work in lore.

Remember this map features "what if" senarios, for example I obviously know that not all blood elves turned wretched but the event in my map is a "what is the blood elves failed to find alternate sources of magic, would they all become addicts?"

Forsaken gaining Scourge units is absolutlely supported by lore, as it was Illidans weakening of the Frozen Throne that allowed many undead to gain their free will, sylvanas included. It makes sense that if the Frozen throne were to be completley destroyed the remainder would gain their free will and join Sylvanas.

The Sunwel absorb event has afew lore plot holes but as mentioned earlier I enjoy the consquences and chaos this event causes in game.

Bug: It seems water walking unit (not heroes, haven't confirmed that yet) holding the book can still sink it, such as pink's highborns.
Hope one of you two is still reading this.

Edit: I forget if this was mentioned here of in-game, but does it bother anyone else that the blood elf generators are basically a weaker version of dalarans?

The book now has working anti sinking triggers! I test them and they seem to work :) No more book sinking! And non-hero units can no longer hold the book. The wierd book issues you see ingame now are the result of my previous attemtpts at an anti sinking trigger but I believe I've got it right this time :)

Well Blood Elf generators are used alittle differently than Dalaran ones, they are primarily used to stop you turning Wretched, did you ahve any ideas for Blood Elves Generators?

Oh, I have one question regarding the Dragonmaws; what differences will there be between Dragonmaw Orcs and the Horde?


If that doesn't strike you, then how about this? Give them an ability called Warrior's Death. The Orcs are demonically stubborn and want to die as glorious a death as possible. To that end when they meet with death, they come back with 50% health for 5 seconds in a desperate attempt to secure more personal glory.

Well, Dragonmaw Orcs are probably about as different from Horde as are Fel Orcs, its a shame I can't have Dragonmaw using red dragons without abusing lore as they'd make a nice flying unit choice.

I like that idea with the grunt coming back as a worrier alot! I have already made Grunts do Siege unit type damage to help them serve a certain role within the army rather than just weak variants of orc heavy cavalry. But I do like that idea, in outland versions I intent for the standard orc grunt to be replaced by Magor Orcs via an event and that abilities can be part of their bonus.

Sorry for my slow posts, development is still continuing with the map although somewhat slowly due to the hickups we've had this version. But hopefully it won't be too much longer now!
 
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Please do take your time, better to have something more polished that rushed (I cite every game that's come out since patches became easy to implement), just as you can see the community gets a bit antsy with no updates.

Edit: sorry about goblin, but for curiosity, what were some of your "differences"?
 
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Please do take your time, better to have something more polished that rushed (I cite every game that's come out since patches became easy to implement), just as you can see the community gets a bit antsy with no updates.

Edit: sorry about goblin, but for curiosity, what were some of your "differences"?
I didn't lose interest or have any big differences if that's what people are thinking. I went away to France for a few weeks but apparently replied to the wrong person and not Marsh saying that. Mainly, I believed bugs should be fixed before adding any more content and some balance differences.
 
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I didn't lose interest or have any big differences if that's what people are thinking. I went away to France for a few weeks but apparently replied to the wrong person and not Marsh saying that. Mainly, I believed bugs should be fixed before adding any more content and some balance differences.
France huh? Hope you had fun and they didn't look down on you too much for not taking their crap instead of surrendering to it lol.

The following is assuming that this is NOT a misunderstanding between you two, if so please disregard.

Jokes aside, aren't many if not all of the bugs fixed by now? If so this shouldn't have a significant impact on the current flow of things. Of course I also see your end of wanting the map to be tidy before adding more mess to it, seeing as when new content is added it seems to mess with other content, like the whole silverhand being stuck as silverhand thing (no offense Marsh).

Frankly if Marsh wants to be progressive and Goblin wants to fix what you have, is this necessarily a real conflict of interests? This seems more like one filling the gaps in the others development priorities, as marsh would have more bugs than stray dog in the woods, and Goblin would spend too much time being OCD making sure every duck was in a row (these are intentionally exaggerated points). The biggest problem I see is if Goblin wants to release bugfixes, which I know damn near everyone would appreciate given some of the larger bugs, however I know Marsh doesn't like to do that and would allow potential map hackers an excuse to release fake versions under the guise of bugfixes. If you two really want to keep working together, surely there's a middle ground?

Bugs: When you research barrage, the siege tanks for alliance factions turn into the normal warcraft version which lost their longer range. Balnazzar's wise council does restore mana to enemy units as well (tested), high elf archers for the argent dawn don't have their owl sentries set to a hotkey, if they do it's shared with their holy arrow. Draenei paladins' holy vision shares a hotkey with divine shield.
 
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There is a bug with the Twilight cult that the nether drakes dont have a limit of 4 and can be made until the cap is full. Plz fix :)
 
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France huh? Hope you had fun and they didn't look down on you too much for not taking their crap instead of surrendering to it lol.

The following is assuming that this is NOT a misunderstanding between you two, if so please disregard.

Jokes aside, aren't many if not all of the bugs fixed by now? If so this shouldn't have a significant impact on the current flow of things. Of course I also see your end of wanting the map to be tidy before adding more mess to it, seeing as when new content is added it seems to mess with other content, like the whole silverhand being stuck as silverhand thing (no offense Marsh).

Frankly if Marsh wants to be progressive and Goblin wants to fix what you have, is this necessarily a real conflict of interests? This seems more like one filling the gaps in the others development priorities, as marsh would have more bugs than stray dog in the woods, and Goblin would spend too much time being OCD making sure every duck was in a row (these are intentionally exaggerated points). The biggest problem I see is if Goblin wants to release bugfixes, which I know damn near everyone would appreciate given some of the larger bugs, however I know Marsh doesn't like to do that and would allow potential map hackers an excuse to release fake versions under the guise of bugfixes. If you two really want to keep working together, surely there's a middle ground?

Well I said Goblin could fix as many bugs as he wanted, I don't have a problem with that our point of difference was more that he wnated to help with balance. In my opinion there are some areas of a mod where only one person should be looking, if you have two people trying to balance the game they can end up working against eachother and although the map has alot of balance issues I am working them out.

But anyway Goblins contacted me now and says he still wants to work on it so hopefuly he can still help. I don't know whether we can do the game modes before next release but definitely in later releases.

Thanks for the bug report, those will be easy to fix I'll look into those!

There is a bug with the Twilight cult that the nether drakes dont have a limit of 4 and can be made until the cap is full. Plz fix :)

That is a known but really annoying bug :(
 
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Hey Marshmalo, you still going to post something here, or just on Gamerisle?

Hi, I always have and always will be posting in both threads :)
I prefer using Gamerisle as LTA has it's own section where-as this is one long threadnaught but both threads are useful for development.

When do you think this RP mode is going to come? I am honestly very interested in it.

This version has already had alot of delays so I think it best to leave game modes untill a later date. It makes sense as well considering there will soon be a 12th player and so we'd have to make amendments to the coding anyway to incorporate the 12th player into the game mode options.

Sorry but game modes won't be in v1.16.
 
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Marsh, yesterday I came across a bug for someone using Dalaran's Kalecgos. Those dragon summons he has are permanent, unlike Deathwing's dragon summons which last only for 30 seconds. I saw this guy "Kunntface" bug exploiting them like crazy, until he had over 30 green dragons. Make sure to fix that before releasing 1.16, so that Kalec's dragon summons are on a timer, like 30-60 seconds.
 
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When will the patch notes come if i may ask?

I will try and get them out as soon as possible but they are still being added to. :)


Marsh, yesterday I came across a bug for someone using Dalaran's Kalecgos. Those dragon summons he has are permanent, unlike Deathwing's dragon summons which last only for 30 seconds. I saw this guy "Kunntface" bug exploiting them like crazy, until he had over 30 green dragons. Make sure to fix that before releasing 1.16, so that Kalec's dragon summons are on a timer, like 30-60 seconds.

That's not a bug, they are supposed to be permanent and a way for Wyrmest to build up a Dragon Army. I know some people reported Kalegcos's spell mastery can be used to reset the cooldown on himself but it can't be cast on Kalegcos in dragon form as is immune to magic.

If Kalegcos is left alone for along time he could just stand there and summon dragons but without the replay it is hard for me to see if this is a bug/exploit or just a plain balance issue. Don't suppose you saved it did you?

I played as Wyrmest and calculated I'd need a very long time to creat that many green dragons. Replays are really useful for me to make balance decisions or to see an exploit.
 
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Little update as posted on Gamerisle:
V1.16 will feature a major new economic change: Lumber is now a comodity.

This means players can sell their lumber supplies for gold and vice versa. Some players might be worried this could cause balance issues but I've weighed up the pro and cons of this and believe the pros out weigh the cons and add new options and tactics to the game.

CONS:
-May create too much gold in the game?
-Distracts from the fighting?


PROS:
-Gives more purpose to Lumber rather than just being an anoyance.
-Adds more sense of economy to the game and gives players more control over their rescources.
-Encourages players to launch Lumber Harvesting projects throughout the map.
-Adds value to certain defendable regions where there is a lot of lumber like: Schoolazr Basin
-Helps make LTA stand out from other maps of this type as LTA is the only map of this genre that does this.


As you can see there are far more advantages to having this change, however this is only a trial run, if it really breaks the game I can change it or remove it in later versions. I will be very interested to hear peoples feedback after they have played and tested this economy function out for themselves.

The rate for Selling Lumber for gold is: 10 gold for 100 lumber.

Every tree in the map holds 200 lumber so every tree is potentialy worth 20 gold.

Just as an example: if you had 1000 lumber you can trade this for 100 gold but even that will only give you on average 5 units. When you factor in the cost of setting up a lumber camp/workers this is a costly way of making gold, and remeber trees are a finite resource: once they're gone they're gone.

The rate for converting Lumber to gold is: 100 lumber for every 15 gold.
Sell Lumber at your Lumber Mill, War Mill, Graveyard.
Buy Lumber at your faction shop.

Afew changes have been made to help balance issues with regards to this new feature:

-All trees have had had HP increased from 100 hp to 200 hp.
-Goblin Shredders Lumber hold decreased from 200 to 100.
-Upgrade costs for Improved Lumber Harvesting have been increased.
-Workers now have a max train limit of 50 (this is to stop players creating exessive amounts of workers and causing unit order lag).
-War Mills, Lumber Mills, Grave yards and Town Halls have had their build cost increased slightly.
-Lumber harvester units (workers) have had their gold cost increased slightly.
-Hp of worker units has been decreased.


I look farward to seeing players plunder the natural forests of Lordaeron and hope they will enjoy all the new tactics and options this feature brings :)
 
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