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Medieval Zombie Apocalypse 2.57

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Join the Medieval Zombie Apocalypse Discord Server!


The kingdom of Teredar is in peril.
A mysterious plague spreads, and hordes of zombies destroy everything in their path.
Will you defend your realm as a valiant ruler or join the darkness to annihilate all life?

Choose your destiny.
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OBJECTIVES
HUMANS
GAMEPLAY
UNDEADS
Defend your territory in this 12-player Warcraft 3 map where your goal is to protect your capitals for one hour. Each human player commands their own unique faction. You can recruit new units, upgrade your forces, and repair buildings. Focus on securing your own base, but be ready to help others if needed.
One player acts as the Protector of the kingdom to assist players who are struggling.
Keep in mind, human heroes do not revive, so their protection is crucial. Work together and hold off the zombie invasion!
Prepare to defend your kingdom or join the undeads in an epic clash of humans versus zombies on this 12-player Warcraft 3 map! In this thrilling survival battle, nine players will band together, using strategy and unity to safeguard their realm from three players who command the zombie forces. Watch as the battlefield transforms—any unit or building fallen to the zombies will rise again to join the undead army. If a human player loses their heroes and capital, they’re not out yet—they return to the fray with a powerful, unique zombie hero to continue the battle on the dark side.
Choose your side and test your mettle in this ultimate fight for survival!
Take command of the undead in this 12-player Warcraft 3 map. Your goal is simple: destroy the eight capitals of the kingdom. Each of the three zombie players starts with a unique hero and has the chance to gain up to three more powerful heroes. Every unit and building you defeat will turn into a zombie, bolstering your forces. You can also create zombies in your crypts and develop them through five upgrades in your Laboratory.
Use your Necromancy Pit for special tactics and remember, your undead heroes come back to life after being defeated. Lead your zombie army to victory!


SCREENSHOTS
(click on image to expand)
Royal Family
Crystal Falcon Order
Elendar
Leonar Harbor
Dwarf Lords
Golden Eagle Order
Greywall
Hammerfell
Dawnfall
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COMMANDS
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HELPFUL COMMANDS
GAMEPLAY COMMANDS
EXTRA COMMANDS
Change camera distance : -cam/zoom [number]After 30min, if you are a human player and still alive, you can type "-undead" to give the control of your units to the others humans player and become zombie.Change camera angle : -angle [number] (default one is 90)
Start a vote kick : -kick player number/player color/player nameIf half of the human players type:
"-hard" = 3500 gold per undead player
Deactivate the User Interface : -hide UI
Reactivate the User Interface : Press ESCP
Send ressources to allies:-give gold/soul [player number(01-21)] [amount]
Take ressources to the players who left:-take gold/soul [player number(01-21)] [amount]
If half of the human players type:
"-impossible" = 100 000 gold per undead player
Players can type "-hint" or "-tip" to deactivate or activate hints for them.
Type "-help" to get a list of all players names, colors and numbers.Undead players have the same system. They can type "-hard" to provide +2000 gold to each human player.Type "-clear" to clear your screen of all text messages.
Type "-share [player number(01-21)]" to give your vision and full shared control of your units to an ally. Type "-unshare [player number(01-21)]" to take your control away from an ally.Type "-add time XX" and if half of the players choose -yes, the indicated time is added to the timer.Everyone can activate and deactivate the command "-troll on/off". It only works on the triggering player's team. Also when the command is activated, it can only be deactivated 60 seconds after. When activated, if a unit attacks a friendly unit, his attack is interrupts.


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AUTHOR'S NOTES
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The original creator of the map is Rex4 in 2010. Then Argos did a last version in 2014 before I did my first edits years after.
I liked the map very much but I found that it lacked a lot of improvements, content, additions, bug fixes, script and balancing optimization to do and the project was abandoned.
So I set out to give the map a second chance. I received the full blessing of the original creator to continue this map.
The map only supports classic graphics!

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COMMUNITY
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Join the MZA Discord server if you want to find players, get the latest news, share suggestions, report bugs and much more!

-> Medieval Zombie Apocalypse Discord Server <-

Join the LFG Discord server if you're looking for French-speaking players to play Warcraft 3 or other games with!

-> Serveur Discord La Ferme Gaming <-





| TIPS TO INSTANTLY GET BETTER AT THE GAME |

General Undead Tips

General Human Tips

Royal Family Tips

Crystal Falcon Order Tips

Elendar Tips

Leonar Harbor Tips

Golden Eagle Order Tips

Dwarf Lords Tips

Greywall Tips

Hamerfell Tips

Dawnfall Guardians Tips

Cargul Tips

Hellscreamer Tips

Agandur Tips


Tip 1: It is more important to economize your gold for evolutions and upgrades than buying special undead units.

Tip 2: Your most important upgrades are evolutions for zombies. You can improve your zombies up to 5 levels.

Tip 3: All researches are shared and it's important to share gold with your allies using the Main Tower's buttons or the commands to get the evolutions and upgrades faster.

Tip 4: Killing creeps around your starting area gives plenty of gold and XP. Starting with clearing them out before attacking humans is an easy way to get gold and XP.

Tip 5: Your heroes can become very powerful as they level up, try to keep them behind the fighting to let them soak up XP.

Tip 6: Special undead units are weaker and more expensive than basic zombies but each have a use. Giants can hit archers on the edge of walls, Necromancers can shoot towers and ballistas and Hounds can Mana Burn.

Tip 7: In main Undead Tower, you can buy a Ring of Reincarnation, which is a really important item for unrevivable heroes such as the Great Necromancer, the Dragon or Galadrasil.

Tip 1: Get Robust Armor from Armory quickly to give your archers Spell Immune. They have very low HP and die from Agandur's Death Coil and Necromancers instantly.

Tip 2: Careful with priests and ballistas as they do not have Spell Immune and not very high HP.

Tip 3: You can open/close a gate with an ability when selecting it. The ability is using mana on the gate but has for only purpose a cooldown to prevent abuses. Gates are considered as buildings for all units. Each type of gate has the same life points but different armor.

Tip 4: Try to save your special demi-heroes if you have one because they can be very useful in combat support.

Tip 5: Use wisely your heroes because they can be extremely useful in fight but still very vunerable alone.

Tip 6: Every human player (except Blue) should have at least one level upgrade at melee upgrade because it allows ballista/cannon to critically strike enemies. It is very useful against undead heroes.

Tip 1: You can close the portal between Red and Blue's base if one of you research it from the capital and both of you stand on the circle of power before it with a hero.

Tip 2: Your base is safest from the zombies, if your allies don't need your help you can get gold by killing the orcs in the West.

Tip 3: You control the bridges around your base and can destroy them using the Bridge Controls next to them.

Tip 4: Prince Elias the dragon killer will spawn at 40 minutes left, make sure the zombies don't reach your reinforcement point until then.

Tip 5: You have heroes scattered around whole map, try to get them together.

Tip 6: You should pay close attention to Leonar city defended by Purple and village at the right of your stronghold because they are the easiest ways for zombies to get to you.

Tip 7: Keep in mind that if Orange player falls before closing tunnels, zombies can attack from the tunnels right at the bottom of the mentioned village above.

Tip 8: It should mainly be Teal player killing the Forbidden Statue through the cave at bottom of the map. However if Teal player doesn't seem to go for it, it is up to you to do it and give Durball Armor to Coal (Tyrial the Dawnfall Protector).

Tip 9: If you are going to kill orcs, it might be more wise to use only ranged units and an heroes squad than a whole squadron of melee units.

Tip 1: Try to hold at your hill but watch for the tunnels with the dwarves, you could be attacked from the North tunnel.

Tip 2: The generator can activate an anti-undead shield within your capital.

Tip 3: Robust Armor is a MUST HAVE for Blue. it is an upgrade you should get as soon as possible for your Sentinels. Otherwise they might get killed very easily by an undead spell.

Tip 4: Remember that two of your heroes are scattered around the map so move them to your base via portal at Red's main base or Orange's tunnels (only if they are safe enough to use).

Tip 5: Watch out for Death Knight who resides at graveyard between your base and Coal's base.

Tip 6: If Leonar Citadel or Stormfury Citadel (unless Orange managed to close north tunnel) are about to fall, you have to retreat from hill to your base or else you will be attacked from behind.

Tip 7: Your Golems can throw rocks at zombie heroes to stun them. Keep using them!

Tip 1: You can close the portal connecting you to the frontline of the Bulwark using the Power Generator in front of it.

Tip 2: It should mostly be you killing Forbidden Statue at the left of your base and giving the item (Durball Armor) dropped by it to Tyrial the Protector.

Tip 3: Your job is to actively teleport around the map with Ballistas and heroes to help everyone in need.

Tip 4: Pay close attention to Light Blue because he is your closer and most important ally.

Tip 5: At 50 min mark you gain Ranger hero Torendil whose owls are really useful to scout and get information. At 40 min mark the High-Elf King himself arrives at the circle at the bottom of your base. If you want them to live, make sure zombies can't get to this point.

Tip 6: Once you teleport to someone with ballistas, make sure you are not blocking anyone.

Tip 1: If Leonar City gets destroyed the undead gain access to the Skeleton key to free the Great Necromancer hero.

Tip 2: When Leonar Citadel is destroyed the undeads gain control of the seas and boats appear outside of blue's base.

Tip 3: It is good to defend both Leonar City and Leonar Citadel at once in early stages of the game, but keep in mind that once late game comes, it is nearly impossible to do it, meaning you have to choose between two of them. City is a better place to defend and gives access to powerful hero, but is not a required objective for zombies, while Citadel is a main objective for the zombies and allows blue to hold on his hill which is an important strategic point.

Tip 4: While defending the coast with units seems like a good tactic, it might be better to retreat to Leonar Citadel and City and hold there. Focus on trying to defend coast with heroes instead.

Tip 5: Keep in mind that Privateers are not immune to magic, meaning they can get hit by the Breath of Fire of the Dragon.

Tip 6: Bucket's "Multishot" abillity is way more efficient when used at close range.

Tip 7: Your cannons have "mana bomb" abillities, keep using them, BUT be careful, because they can burn the mana of your allies too.

Tip 1: Your forces are scattered at the start and in the East are close to the undead, try to get them to your base.

Tip 2: The Yellow High Priest is a powerful healer and has a very useful item you can use.

Tip 3: If one of your heroes gets level 3, you can go to the village at the bottom of your base and open the abandonned church at the bottom of Graywall Bastion.

Tip 4: Most of your melee units have abillities, which are critical in Yellow's defence. Remember to use them.

Tip 5: You are the only player in the map who can upgrade Fire arrows Tower into Holy Tower.

Tip 6: You can call for additional reinforcements at the bottom of Red's base. Remember to use it!

Tip 1: You are on the frontline of the undead with limited units, try to stop them at the North entrance to your base.

Tip 2: The Battle Mage is a unique demi-hero with powerful spells, use it wisely.

Tip 3: Use the miners to collapse the entrances to your base and the mines when you play Orange.

Tip 4: After killing the Ancient Horror in the mines you gain more income and spiders stop appearing for Orange.

Tip 5: Blowing the horn will give you bonus income, armor and a golem but you will be unable to close your North entrance and so less able to help others.

Tip 6: It is best to allow Coal player to kill all spiders in mines, beacause exp coming from them is way more important to Tyrial than to dwarves's, but remember to ask him to leave some gold to you.

Tip 7: You can recruit tanks and repair them with workers from Towers, but keep in mind that they are not immune to magic and can get killed quite easily.

Tip 8: Your shop has unique strong items which can significantly buff your Ordinater hero.

Tip 9: Your Ancestors can throw rocks at zombie heroes, keep using them.

Tip 1: At Bulwark Bastion you can blow the bridge to the East to prevent Brown undead player attacking you from there.

Tip 2: You have more forces in the South and you Main base to help defend Bulwark when playing Grey.

Tip 3: Defending Bulwark Bastion means denying access to the powerful Dragon hero for the Brown zombie player but if it falls you can still hold out in your capital.

Tip 4: Robust Armor is a must have for Grey. It is an upgrade you should get as soon as possible to prevent your archers from dying quickly to an undead spell.

Tip 5: Use Ballistas on towers to target undead heroes.

Tip 6: You can give Benedictus's axe to Sir Vandol and watch him hack and slash through zombies.

Tip 1: You start with a lot of units in your outer base but they are not the most defendable positions.

Tip 2: Your heroes are fast and can summon powerful units. You can rush to the aid of your nearby allies.

Tip 3: Your receive an important reinforcement around 53 minutes mark next to the entrance of Teal's region. Do not forget to use it for your defenses.

Tip 4: You must try defending your frontline but once you are defending your capital remember that you have a gate at the west.

Tip 5: You can recruit powerful units at Roman Hunter in your country side next to the aqueduct.

Tip 1: Your capital gives income and enables to resurrect the Protector with the Book of Light but it is not an objective for the zombies.

Tip 2: Because your forces are limited you can invest into your powerful hero by buying him equipment.

Tip 3: In the South there is a powerful Forgotten Guardian statue protecting a potent magical item, that could be very useful to the Protector.

Tip 4: The Protector can reach level 3 by clearing the caves from spiders and get Teleportation to help out around the map.

Tip 5: In the capital the Guardian statues will awaken if enemies enter your base.

Tip 6: Once Tyrial gets to level 10, he can go back to his base, to get Aslyr, a powerful sword which significantly strengthens the Protector.

Tip 8: When teleporting, try to teleport to front line units to tank. Remember your hero is way more useful on frontline than in back line.

Tip 1: You can open the Dark Portal using 1 soul to connect it to Brown's base and attack elsewhere or ask for help. It can be useful if breaching Graywall Bastion seems too hard and you better help your allies elsewhere.

Tip 2: The second hero can be freed from the base of Wildlings in the North.

Tip 3: While trying to get Crypt Lord at Wildings camp, it is important to send few zombies to check how Orange player is defending/what he is doing and trigger his mines.

Tip 4: Attacking Graywall Bastion only from one side will not always work. It is better to attack from both West and North entrances. Your ally can also help you by attacking from east bridge. The bridge can be collapsed by humans though.

Tip 5: Necromancers can be useful to destroy ballistas on towers.

Tip 6: You can trigger Secret Cult and then Damned Cult to secretly infiltrate the backline.

Tip 1: Kill the orcs North of your base to get your second hero.

Tip 2: Further to the north is the gate to the Great Necromancer. Destroy Leonar City to obtain the key to it. But beware he does not resurrect after death.

Tip 3: You can go through village at the bottom of Yellow church to rush Orange through mines or to deny the control of bridges by Red.

Tip 4: It is a good tactic to train some Death Hounds and one Death Knight to deals with Light Blue's heroes squad.

Tip 5: Technically Great Necromancer gets his strongest use at level 3, which is summoning powerful liches.

Tip 6: Lich's Death and Decay works on Magic Immune units. it means it can kills ranged units with Robust Armor or even the Protector Tyrial.

Tip 7: Powerful Necromancer can teleport across whole map, make good use of it and help other zombies.

Tip 1: Kill the wolves to the East to get your second hero.

Tip 2: If you destroy Grey player's Bulwark Bastion you can pick up the Dragon Key to free the powerful Dragon who will join you in battle.

Tip 3: By breaking through Blue's defenses you can gain access to the mines and attack the Dwarf's base. Killing his miners will stop him from closing the mines.

Tip 4: If zombies manage to get orb of fire (which you get from killing Red's hero, Elias, which he arrives at the bottom of map at 40 min mark), they can give it to dragon to significantly increases the power of Breath of Fire.

Tip 5: The Dragon is extremely useful to destroy Ballistas and Towers with Breah of Fire.

Tip 6: Although the Dragon has a lot of hit points, he can takes lots of damage. Keep in mind that if Red managed to save Elias (hero mentionned in tip 4), he can oneshot the dragon with an ability at level 6.


CREDITS



VERSION 2.57 (31/08/2024)
- Brilliance Aura has been set back to default to prevent any crash.
VERSION 2.56 (25/08/2024)
- Units sail away correctly if Flagship navigate to South.
- Defenders banners income is updated correctly after Flagship lands.
- Fixed an issue for Brilliance Aura level 2 and 3 that would give an immolation aura buff.
- Hunters have a new ability "Resistant Leather" making them more resistant to negative spells.
- Sailors cost 200 gold instead of 300 and have new Poison Blade and Acid Bomb abilities.
- Flagship navigate a bit faster.
- Purple player can upgrade his Archer Towers to Gun Keeps instead of Archer Keeps.
- Sadistic Heal ability effect has been changed.
- All tutorials have been rewritten for better English and more fluid reading.
- A few bugs have been fixed.
- A few minor changes.
VERSION 2.55 (25/08/2024)
- New model for The Vault, Anti-Undead Shield Power Generator, Sir Humphrey, Sir Doyle and Ordinat'er (optimized).
- All factions have a different worker/mason model.
- Sir Doyle is now a ranged demi-hero.
- Dark Lords cost 1 soul instead of 500 gold.
- Undead heroes for Humans can easily teleport to any undead buildings.
- Magister Wreystern's Brilliance Aura ability has to be activated and drains mana.
- Undead main Players have a Command Center to give order to all their units.
- Undead heroes can carry a human item for 5s with a heavy curse.
- The Corrupted Paladin, Galadrasil, starts at level 6 instead of 15 and all his spells have been reworked.
- Purple player can set sail to Dawnfall Hold or above Barkshire with his Flagship.
- Light Blue player earns an additional income thanks to the wheat fields harvested.
- The human village at the crossroads of the kingdom has been reworked with new interactions, markets, skills and more.
- Interactivity and control with Defenders has been improved via banners.
- Capitals are no longer pinged to everyone but undead Players can ping them through their Command Center.
- Damned Monks can ping Dolmens locations and Necromancers the Mana Well.
- Dragon, Skeleton and Holy Keys can ping their objective location instead of automatically.
- 2 new easter eggs have been added.
- New decorations.
- Several bugs have been fixed.
- Several minor changes.
VERSION 2.54 (06/08/2024)
- New "Close Guard" ability for Sir Mordred.
- "Defend" ability has been modified to be useful in any situation.
- Undead event "Damned Cult" converts Holy Guards as well.
- Damned Monks can resurrect powerful undead creatures at Dolmens.
- New model for the Great Necromancer.
- Several bugs have been fixed.
- Several minor changes.
VERSION 2.53 (02/08/2024)
- Undead Infestation has been fixed (dying human units were not transforming into zombies upon death).
VERSION 2.52 (02/08/2024)
- New model and icon for Yellow player's Crossbowmen and Heavy Crossbowmen.
- Several bugs have been fixed.
- Crypts need a buildable terrain again.
- The Dragon can no longer carry a Ring of Shadow to resurrect.
- The Dragon will eat every item he picks up to increase his strength.
- Elias can no longer drop the Orb of Fire.
- The Guardian Angel at Church of the Golden Eagle Order patrols in a small area.
- The tower at Red's Conscripts North camp has been removed.
- The Crown of Teredar gives a bonus only if carried by a member of Royal Family.
- Undead Damned Cult event has been reworked a bit: Damned Monks have more hit points, can cast Sadistic Heal, Unholy Frenzy, Sacrifice and be summoned in Damned Fountain. If Stormfury Citadel and Graywall Bastion are destroyed, they reduce each the event cost of -1 soul. Green's player heroes can resurrect at the Damned Fountain.
- Mechanic units, except Ballistas and Buildings, do not transform into a zombie upon death.
- Galadrasil's voice lines have been changed and improved.
- Several minor changes.
VERSION 2.51 (27/07/2024)
- Purple stationary Cannons are correctly owned by Purple Player and not Red.
- Fixed a bug at Dragon prison camp that could double create Fortified Guard Towers.
- Undead Infestation has been fixed to make sure a zombie is created when a unit is killed by an undead.
- Few adjustments for 2.50 previous version.
VERSION 2.50 (26/07/2024)
- New models and icons for Heavy Sentinels, Sunrise Healers, Dwarven Warriors, Purple Sunrise Healers, Purple Footmen, Grey Footmen, Red Footmen, Red Heavy Footmen, Royal Defenders, Royal Guards, King's Guards, Paladin Initiates, Blue Footmen, Grey Ballistas, Yellow Ballistas, Headhunters, Peons, Dwarven Tank (Spiked Caparace), Ancestors, Miner, Torendil, Commander Luther, General Mirridon, Magister Taynia, Prince Frederick, Sintoras, Lord Benedictus, General Hector, Greywall Barracks, Red Barracks, Dawnfall Hold, Crystal Obelisks, Dawnfall Blacksmith, Arcane Enchanter, Beacon fire, Rain of Fire effects.
- Bells next to gates can be used to ask a player to open/close it.
- 2 gates have been added at Ganch Keep.
- Several gates are open at start.
- Huge revamp of Dawnfall faction: new items for each Dawnfall Guardian, no more switch weapons abilities, Dawnfall Star controlling tier abilities, decoration remade and much more.
- Magical Ranger Statue on Blue hill can cast limited spells.
- Energy Shield at Blue capital costs 2000 gold instead of 3000.
- Burning Oil at Bulwark Wall costs 1000 gold instead of 1500.
- House Wolfblood item spell costs 100 mana.
- New "Dwarf Jewel" item for Khar-zum king.
- New Ancestors' Hall building for Dwarves.
- New Hunter recruiter in Hammerfell region to hire Hunters, Tamed Wolves, Ambals and Trappers.
- Purple have static powerful canons that can fire every 60 seconds at predefined zones.
- When Teal's Gold Generators are destroyed, powerful Spirits appear from the magical waterfall and nestle in the trees to attack all enemies for 2min.
- Necromancy Pits heal undead units.
- Undead Main Towers can invoke Swarms of bats to spy and debuff enemies.
- New Undead late game unit "Dark Lord".
- Necromancers can cast temporary Death Grip Traps.
- The Dragon, The Great Necromancer and Dark Lords are immune to stuns.
- Galadrasil, Green's third hero, can be more easily obtained through an item at Barkshire.
- New Undead event with Souls for Green player.
- Dragon, Great Necromancer and Forgotten areas have been reworked.
- Light Blue Player's Dolmens quest requires lower levels.
- Dragon and Great Necromancer cinematics have been adapted so as not to stop any gameplay.
- You can now zoom out up to 7000 without any major black fog issues (instead of 3500 before).
- The ownership system has been improved to reduce even more lags of undead units.
- Improved dynamic weather through different regions.
- Several new decorations.
- 4 new easter eggs.
- New Loading Screen.
- Several bug fixes.
- Several minor changes and secrets.
VERSION 2.49 (30/04/2024)
- Border Guard's Statue animation has been fixed.
- Dwarven Armory at Red Capital also gives +350 gold if "Pride of the Dwarves" is activated.
- Fortified Guard Tower at the choke south-east of Hammerfell's South Fields is more accessible.
- Units can no longer be blocked by teleporting to Red's Barracks at Dawnfall Hold.
- Sir Vandol keeps running to Bulwark Wall even if you choose -tuto2.
- Updated info about reinforcements in Red Player's tutorial.
- Toby's "Beast Attack" ability no longer destroy destructibles.
- The Great Necromancer can also teleports on his own buildings.
- Aratirn's "Taxes" ability works right with Elendar Keep.
VERSION 2.48 (27/12/2023)
- New Loading Screen.
- The Gate System has been improved to prevent any bugs.
- Heavy Dwarf Riflemen's models have been improved.
- You can launch the starting tutorials with our without the cinematic.
- Two Flesh Giants can merge together to transform into one bigger Flesh Giant.
- Flesh Giants no longer create zombies when killing a unit.
- Fire Arrows Tower's model has been replaced by a Golden Eagle Tower model for Yellow player.
- Cinematic units are still fighting after the cinematics ends.
- Magister Si-Nil's model and icon have been fixed.
- Blue player's capital entrance has been modified.
VERSION 2.47 (02/10/2023)
- The bridge West of Ganch Keep has been fixed.
- Several small bugs fixed.
- Interface of the "Drain Lives Tower" has been improved.
VERSION 2.46 (16/09/2023)
- Bug fix: the iron gate to Dwarves capital is owned by Orange and not Red.
VERSION 2.45 (13/09/2023)
- New model for the Restor Fallen Admiral's Ghost Ship.
- Border Guard Honour Statue's animation has been improved.
- The Great Necromancer teleports 12 units again including himself but only on friendly buildings.
- Deactivate the User Interface by typing "-hide UI" and then press ESCP to reactivate it.
- "Ring of Shadow" item no longer drops on ground when bought in Main Tower.
- All Levers have been removed and Gates can be directly controlled as buildings.
- Several small improvements and bug fixes.
VERSION 2.44 (13/08/2023)
- Border Guard Honour Statue has been fixed.
- Indestructible barrels have been added next to the fences in the village below The Church of the Golden Eagle to prevent zombies from attacking through them.
- The Great Necromancer only teleports himself with his "Dark Arrival" ability.
- The "Landslide" undead event can only be trigger if the Church of the Golden Eagle and Hammerfell Castle have been destroyed.
- Ownership system of undeads has been improved to reduce risks of units lags.
- Upgrade animations of Blue player's towers have been fixed.
- Dawnfall Guardians can now recruit Dawnfall Healers instead of Priests.
- Several small improvements in decorations, tooltips and spawns.
- Dwarven priest's model has been fixed.
- The Teredar Capital has been reworked : Gates have been added to all entrances, Bridge Controllers are better protected, North entrance can be destroyed to block access, Windmills are better defended, barracks have been added in the house district, chockpoints have been added inside the city and a passageway has been added at North-East outside the city.
- Dwarves have a new stronghold inside the Teredar Capital.
- An outpost has been added at the South Reinforcements and Red and Yellow reinforcements are managed by the players.
- Lit the beacon no longer improve the reinforcements but calls for a larger army once.
- Optimzations and cleaning have been made to reduce the loading times and reduce the risk of crashes.
- The map is now protected to prevent anyone from opening or editing it on the editor.
VERSION 2.43 (18/07/2023)
- New models for Mage Guards, Sunrise Healers and Falcar Lightwielder.
- The Female Scout at Graywall has an aura.
- Cloaked Stranger's name has been changed to Sunrise Healer Veteran.
- Paladin Initiate's walk animation has been fixed.
- The unintended Red Player's worker on the bridge since last version has been removed.
- Few Interface texts have been changed.
- Ownership of rats for the Infected Rats undead event has been changed.
- Blue Player can no longer glitch the closing portal by teleporting the hero doing the spell.
VERSION 2.42 (01/07/2023)
- New Undead Event launching a landslide above Elendar Capital destroying the Forge, Barracks, Veteran and Blacksmith shop.
- New unit models for Prince Frederick, Prince Philip, Sir Burrich, Sir Tallosy, Falcon Footmen, Falcon Defenders, Greyfall Infantries, Yellow Player's Heavy Footmen and Dwarven Priests.
- New buildind models for Drain Lives Tower, Red Player's armoury, Light Blue Player's Barracks, Blacksmith, Castle and South Fields Barricade, Falcon Armory and Graywall Armory.
- New icon for General Hector.
- "Robust Armor" has to be researched for Dwarven Riflemen too and a new model for it has been added.
- Decorations have been added to the Dwarf base and Golden Eagle Church.
- The loading screen has been slighty improved.
- If undead players make the same research/upgrade twice because of a building queue, the last player will be refunded.
VERSION 2.41 (15/05/2022)
- Models of Teredar Fortress, Stormfury Citadel, Leonar Citadel and Leonar City have been changed.
- New decorations at Leonar region and Dwarf capital.
- Models of Purple player's blacksmiths and barracks have been changed.
- New models for Yellow player's Heavy Footmen, Sir Doyle, Falcar Lightwielder and Commander Luther.
- Models of Orange player's blacksmiths, towers and barracks have been changed.
VERSION 2.40 (21/01/2022)
- Both "-cam" and "-zoom" are now valid commands.
- Ordinat'er, the orange dwarf hero, had his collision size reduced to 31 instead of 35 and his attack speed to 2s instead of 1s.
- Decorations of Undead main bases have been improved.
- Agandûr and Cargul's voices have been changed.
]VERSION 2.39 (28/12/2021)
- Humans and Undeads share their vision to each others at the end of the game.
- Texts in advanced tutorials have been improved.
- Player 8 "Defenders" is now also affected by the Overpopulation/Starving system.
- All players have to fight Galadrasil to kill him or own him.
- Light Blue player's Footmen's model has been changed.
- Summmoned orcs by Kerrak give drastically less experience.
VERSION 2.38 (29/08/2021)
- The area of effect of the wolves spirits with the Wolf Amulet has been fixed.
- Miners have a new model and play an animation when doing a research.
- Important items not only have a lot of life but are also invulnerable now.

VERSION 2.37 (03/08/2021)
- Tyrial the Protector can no longer be infinitely replicated after being revived with the Book of Light.
- Dawnfall Guardians's spells have been optimized to reduce the risk of glitches.
- The construction time of the crypts has been reduced from 120 to 90s, their life points have been increased from 2000 to 2500 and an aura of slowness emanates from them.
- A crypt appears after the destruction of Bulwark Bastion, South Fields Barricade, Leonar City and Barkshire.
- New secret quest for Light Blue Player.

VERSION 2.36 (03/06/2021)
- The model of the dragon has been changed.
- Spiders are now patrolling in the cave.
- Trappers can now be recruited in South Field Barricade.
- Decorations have been added to several places on the map.
- The Overpopulation warning messages have been optimized.

VERSION 2.35 (13/05/2021)
- The score system has been fixed.
VERSION 2.34 (12/05/2021)
- Dawnfall Guardians received several fixes and buffs.
- Players now have a total score at the end of the game.
- The map is now on WC3Stats website and has leaderboards.

VERSION 2.33 (06/05/2021)
- Few bugs and glitches have been fixed.
- Javeliners limit has been correctly set.
- Several visual effects for spells have been improved (Aura of Depths, Aura of Sturdiness, New Dawn, Unholy Aura, Runic Aura, Ice Blast).
- Tyrial Dawnstar's"Horn of the North" ability has been replaced by "Flame of the North".
- Jorgen The Engineer has now a ranged attack.
- "Good Relations" costs 6000 gold instead of 8000.

VERSION 2.32 (27/04/2021)
- Few small bugs have been fixed.
- Few tooltips have been changed.
- Wilding Hall hit points have been changed to 2500 instead of 3500.
- Yellow player's demi-hero model has been changed.
- "Promote" ability visual effect has been reduced.
- Dawnfall Guardians faction has been greatly revamped.

VERSION 2.31 (16/04/2021)
- Agandur's "Ring of Darkness" item spell and magic resistance has been reduced to 30% instead of 50.
- "Hard" command to give gold to Humans should be fixed.
- Corpse Storages for Fallen Humans give a 500 gold income.
- Reinforcements for Yellow player at Barkshire are warned to him.
- Useless spawns of Zombies at Brown starting position and Dark Green Corpse Storages under Yellow capital have been removed.
- Displayed messages have been sorted to only appear to the concerned player.
- With most capitals destroyed (2 capitals left), humans begin to run out of food. The last remaining capitals must ration themselves and can only feed their population. In doing so, if a player has more than 10 units (heroes included) in a capital that is not his own, these units will have -10 armor and -20 damage while remaining in the capital.

VERSION 2.30 (06/04/2021)
- Several bugs have been fixed.
- Musics have been fixed and Humans and Undeads have their own music order.
- Sunrise Healers have been changed to a dwarven look for Orange player.
- "Healing Touch" ability heals 50 hit points per second instead of 30 hit points every 2 seconds.
- Players can type "-hint" or "-tip" to deactivate or activate hints/tips for them.
- Shadows last 180 seconds instead of 300.
- A visual effect has been added to "Werewolf Form".
- Death Knights have a new ability "Cursed Blade" that increases their damage of 15% against heroes.
- Green player can upgrade his Heartless to Chosen Lords.
- Dark Green player can upgrade his Death Hounds to Vampiric Hounds.
- Brown player can upgrade his Death Knights to Death Masters.
- Each of the 6 main undead heroes have an unique item.
- Hellscreamer's "Critical Strike" ability has been replaced by a new "Life Leech" ability.
- Rakkash has now the "Dread Blade" ability and his "Critical Strike" has been replaced by a new "Unholy Fire" ability.

VERSION 2.29 (30/03/2021)
- Several bugs have been fixed.
- Yellow player's capital has been greatly reworked.
- "Bannish' ability cooldown has been increased from 10 to 20s.

VERSION 2.28 (28/03/2021)
- Few small bugs have been fixed.
- Dread Guard's "Death Coil" ability has a hotkey.
- "Aura of fear" icon is correctly permanently removed.
- Light Blue player's Crossbowmen have been replaced by Javeliners.
- Heavy Crossbowmen, Riflemen, Archers and Axethrowers have a new model for Robust Armor.
- Light Blue player's Knights have been replaced by Trappers.
- Sir Burrich's model has been replaced by a more Bandit/Hunter one.
- A high elf at the top right of the map gives tips.
- Light Blue player's werewolves have a new ability.
- "Scout" ability can only summons one owl at the same time.

VERSION 2.27 (17/03/2021)
- Ballista and cannon's hotkey has been changed to S.
- Paladin and Lightward Paladin's icon positions has been changed.
- Starting messages have been improved.
- "Aura of Fear" icon has been replaced by a corruption orb around weapon for undead heroes.
- Undead Torendil should definitely not insta die at spawn.
- All Fallen human heroes have received more hit points.
- "Promote" ability can be use on "Spell Immunity" units.
- Sentinels and Heavy Sentinels have been limited to 25 instead of 40.

VERSION 2.26 (10/03/2021)
- Ballista and cannon's hotkey has been changed to S.
- Paladin and Lightward Paladin's icon positions has been changed.
- Starting messages have been improved.
- "Aura of Fear" icon has been replaced by a corruption orb around weapon for undead heroes.
- Undead Torendil should definitely not insta die at spawn.
- All Fallen human heroes have received more hit points.
- "Promote" ability can be use on "Spell Immunity" units.
- Sentinels and Heavy Sentinels have been limited to 25 instead of 40.

VERSION 2.26 (10/03/2021)
- Few visual bugs which appeared with 2.25 after a map corruption have been fixed.
- Problems with the "Promote" ability have been fixed.

VERSION 2.25 (10/03/2021)
- The 2 items forgotten on the ground next to sir Tallosy's starting point have been removed.
- The hotkeys for Teal player's demi-hero have been fixed.
- Teal player's demi-hero works correctly with the kills system.
- Grey player's footmen can correctly upgrade to Greywall Infantry.
- Demi-heroes's items are removed after the death of their owners.
- "Promote" ability extended tooltip has been fixed and a cooldown has been added.
- "Overcharge" ability correctly doesn't work on not allowed buildings.
- Sir Vandol's "Captain sword" item works properly in any cases.
- "Invoke Crypt" item can be correctly picked up by undeads.
- Undead Torendil no longer insta dies after she spawns.
- Few little bugs have been fixed.

VERSION 2.24 (09/03/2021)
- Prices with Falcon Defenders and Mage Guards have been fixed.
- Purple player's Riflemen correctly upgrade to Heavy Riflemen.
- Grey player's footmen can be upgraded to Graywall Infantry.
- New items for each demi-heroes.
- New demi-hero for Teal player.
- Fallen Human heroes have a 2 charges "Invoke Crypt" item.

VERSION 2.23 (19/02/2021)
- The bug causing the dummy undead players to turn hostile to all after a human player falls has been solved.
VERSION 2.22 (15/02/2021)
- Few minor bugs have been fixed.
- "Cutting down trees" for Purple player costs 1500 gold instead of 2000.
- "Hard" and "Impossible" commands can be now initiate by all players.
- Limit training of Thanes to 15.
- New overhead visual for Empowered zombies.
- Crossbowmen for Purple player have been replaced by Riflemen.

VERSION 2.21 (21/12/2020)
- Few bugs have been fixed.
- "Water Mending" ability has been optimized to drastically reduce lags.
- New anti-hero final research for undeads.
- Improving a Footman to Heavy Footman cost 80 gold instead of 120 gold.
- Purple area has been reworked to be easier to defend at multiple chokes.

VERSION 2.20 (05/10/2020)
- Several minor bugs have been fixed.
- Few optimizations.
- Pressing the spacebar immediatly set your camera to your capital.
- New camera "-angle" command.
- Empowered zombies spawn with full life.
- New model for the Dragon.

VERSION 2.19 (17/09/2020)
- Fixed bug from previous version: "King's Protection", "Reinforcements" and "Dwarven Royal Guards" abilities summon units permanently.
VERSION 2.18 (16/09/2020)
- 2 bugs from previous version have been fixed:
- House Wolfblood no longer cost 300 mana.
- "Reinforcements" ability icon is no longer green.

VERSION 2.17 (15/09/2020)
- Few minor bugs have been fixed.
- Amories are immune to spells.
- Only human players can use the "-add time XX" command and vote.
- Health and mana bars have been changed aswell as the small and medium selection circles.
- Spawning effects of several summoning spells have been improved.
- Models for Privateers, purple Heavy Footmen and purple Royal Defenders have been changed.
- Hotkeys for human units have been reworked.
- Starting cinematic has been enhanced.
- Yellow player's reinforcements are divided in 6 Heavy Footmen and 6 Paladins Initiate instead of 12 Heavy Footmen.
- The "Give Gold" ability for Undeads will give all your current gold if it is under 1000.
- Cannon Towers damage ennemies only.
- All ingame tutorials have been finished.

VERSION 2.16 (05/09/2020)
- Few bugs have been fixed.
- Cannons are limited to 4 instead of 3.
- Cannons still have attack zone but it doesn't damage allies.
- Training limit of Axethrowers after "Robust Armor" has been fixed.
- Green player's heroes receive correctly the final undead upgrades.
- "Death Eyes's "Werewolf" ability has been greatly debuffed.
- The first income does not come sooner by watching starting cinematic or tutorials.
- New decoration for Dwarf base.
- New system for "Last Stand" on capitals.

VERSION 2.15 (30/08/2020)
- Few small bugs have been fixed.
- Units who enter in Aslyr sword region and owned by a zombie player are moved out instead of killed.
- Tyrial's undead Graveyard spell can no longer glitch through the Northwall Pass.
- Several towers's descriptions have been improved.
- Teal player correctly automatically join the zombies when he is defeated.
- New easter egg at Purple capital.
- New decorations around the map.
- Restor Fallen Admiral is no longer shaking as hell when moving.
- Purple player's ballistas have been replaces by Cannons.

VERSION 2.14 (26/08/2020)
- Few bugs have been fixed.
- Human players's undead heroes have their kills displayed in their name too.
- Undead income increase has been fixed.
- Loading screen has been modified.
- Second XP group for undead heroes covers more distance and Global Distribution applies to all undead heroes and not only heroes owned by the owner of the killing unit.
- Cinematics doesn't cancel teleportation spells.
- Demi-heroes can't revive when they carry an important item.
- Zombies can't prevent Tyrial the Protector from taking the portal to Aslyr sword.

VERSION 2.13 (21/08/2020)
- The 2 undead final upgrades completely changed.
- New "-add time" command for every players.
- Number of kills is display at start for heroes and not only after their first kill.

VERSION 2.12 (20/08/2020)
- Several bugs have been fixed.
- Holy Towers range has been increased to 1200 instead of 1000.
- "Critical Strike" for Heartless has been replaced by "Cleaving Attack" and their movement speed has been increased.
- Custom XP system gives more XP to undead heroes.
- Main undead players have 2 new final upgrades to improve all undead units on the map.
- "Aslyr sword" item gives 20% life steal instead of 25% and 25% cleaving attack instead of 30%.
- Toby the Special Boy has been buffed a bit.
- "Death Pact" spell requires to be level 2 instead of 1.
- "Fire Burst" spell costs less mana and has a shorter cooldown for level 1 and 2.

VERSION 2.11 (17/08/2020)
- Heroes owned by Neutral Passive doesn't get XP from Global Distribution.
- Global XP Distribution only applies to the heroes of the owner of the killing unit.
- Torendil's "Multiple Arrows" ability shoots the correct amount of arrows.
- Names of Heroes display correctly with number of Kills.

VERSION 2.10 (16/08/2020)
- Few bugs have been fixed.
- Few small balance changes.
- Crypts cost 200 gold instead of 250.
- Demi-heroes level up every 5 kills intead of 10.
- Archer's model in the starting cinematic has been changed.
- Each heroes have their kills displayed in their name.
- Storm End and Restor's Sword items can no longer be picked up by ranged heroes.
- Torendil's "Cold Arrows" spell has been replaced by "Arcane Arrow" spell.
- Default XP system has been deactivated and a new custom one has been made.
- New easter egg.

VERSION 2.9 (15/08/2020)
- Demi-hero being dead is no longer required for a player to join zombies (appeared in 2.8).
- Demi-heroes no longer use the default XP gain system ; they level up by the number of their kills.
- Light Blue player receive Knights in his reinforcements and not Royal Defenders.
- Coal player's demi-hero has the "Warrior Blessing" ability.

VERSION 2.8 (14/08/2020)
- Several bugs have been fixed.
- Few small improvements.
- Axethrowers are easier to select.
- New Teleportation animations for teal hero and the Great Necromancer.
- Visual improvements have been added to Hammerfell region and his Royal Defenders have been replaced by Knights.
- Demi-heroes have stats and can level up.

VERSION 2.7 (14/08/2020)
- Sound for Guardian Golems, Ancestors and Guardian Statues has been fixed.
- Demi-heroes can use items.
- Green heroes are reviving correctly.
- The Great Necromancer can also open the abandonned church.
- Orange player received new things in the cave and an easier defendable Northwall Pass at start.

VERSION 2.6 (12/08/2020)
- Few small bugs have been fixed.
- Guardian Golem, Guardian Statue, Ancestor, Arcane Golem and Crystal Golem are now mechanical units but have a better life regeneration.
- Green player's heroes should really revive correctly this time.

VERSION 2.5 (12/08/2020)
- Green player's heroes should revived correctly.
- Display time of few more messages has been greatly reduced to annoy less players.
- Few small bugs have been fixed.
- All demi-heroes have a special inventory.
- New "system" with Book of Light.

VERSION 2.4 (11/08/2020)
- Several bugs have been fixed.
- Many display time of messages have been greatly reduced to annoy less the players.
- Green heroes are correctly reviving.
- Gem of spell mastery cooldown has been greatly increased.
- "Hard" command gives 3500 gold to each undead player instead of 5000.
- New animation effects for "Call of Justice" spell.
- The voice for Galadrasil the Corrupted Master has been changed.
- The city of Red player has been reworked.
- Few small balance changements.
- Light Blue and Red players have a second Armory.

VERSION 2.3a (08/08/2020)
- Several bugs have been fixed.
- "Upgrade Undead Hero" has been removed.

VERSION 2.3 (08/08/2020)
- Several bugs have been fixed.
- Few balance changements.
- Magical Fury Towers for Elendar are correctly limited to 3.
- Hammerfell Castle provides 1000 gold by income instead of 800 gold.
- Each player have a unique tutorial if you choose -tuto at the beginning (work in progress).
- South Fields Barricade is more defendable.
- Second hero for Green zombie player is much more easy to get.
- Light Blue player have a reinforcement.
- "HEHA" has been removed from the name of the map (loading screen will be changed later).
- "Carrion Beetles" has been greatly buffed.
- "Summon Heartless" summons 2 Heartless instead of 3.
- New ultimate ability for Crypt Lord.
- Income for Zombies increases of 100 gold at each capital destroyed.
- All towers are destroyed if Civil War is launched.

VERSION 2.2 (04/08/2020)
- Few bug fixes.
- Few balance changements.
- Green player start with a bit more zombies to attack faster.
- Bugs with Civil war option has been fixed.
- Orange player doesn't go undead if his second hero is still alive.

VERSION 2.1 (03/08/2020)
- Several bug fixes.
- Several balance changements.
- Dark Magic and Nightmare are no longer required for zombies evolutions and cost less but zombies evolutions are more expensive.
- Elendars's Towers have now Magic damage and no longer have the "Feedback" ability.
- Destroyable bridges by red can be destroyed individually with a Bridge control next to it.

VERSION 2.0a (01/08/2020)
- Ganch Keep capital is correctly needed to win as zombies.
- Endgame score multiboard doesn't appear ingame.
- No zombies spawn in Elendar Region.

VERSION 2.0 (01/08/2020)
- The legendary blade for Tyrial gives a 25% life steal instead of 40%.
- Ghost Ship can't attack buildings.
- Several bugs has been fixed.
- Several balance changements.
- All Zombie HQs has been removed and all researches, upgrades, events and evolutions for zombies has been moved to their start positions.
- The interface of zombie buildings has been improved and few help buttons has been added.
- Almost every items are droppable ; the items who are not are droppable only after their first carrier dies and several items descriptions has been improved.
- Heroes with Stealth, Blink or Teleportation spells have these spells disabled when they carry Orb of DragonFire, Skeleton Key or Heart of the Mountain.
- A third main zombie player (Green) has been added but "Dwarf Lords" player (Orange) can no longer become a main zombie player.
- The Outpost of Hammerfell (Light Blue) has been replaced by a new player "Elendar" (Elves - Teal).
- The starting cinematic and Bulwark has been reworked.
- The Plague Cure Timer has been changed to 1h instead of 1h10min.
- Several visual improvements.
- Experience given by undead units has been changed.

VERSION 1.90 (17/07/2020)
- Ballista's stats at Tavern has been fixed.
- Fallen humans undead heroes and their spells has been globaly debuffed.
- Hit points of undead ships has been increased.
- Few bugs has been fixed.
- Civil War command has been added.
- The weather is changing every 10 minutes between Heavy Rain, Light Rain, Light Snow, Light Wind or Clear Weather.
- After the cinematic the units fighting are set back to their starting life.
- Skeletons invocated by Necromancers are temporary.
- New gate at the dwarf capital to protect from the tunnels.
- Every special items are undroppable until their first carrier dies.
- Several Guard Towers in Leonar City has been upgraded to Fortified Guard Towers.
- Aslyr, Blade of Northern Winds is more powerful.
- "Immolation" ability from Ordinat'er has been replaced by "Hardened Skin".
- New item for Lord Bucket and a new item model for 3 items.

VERSION 1.89 (13/07/2020)
- Purple Footmen and Light Blue Heavy Footmen has been changed.
- Sounds has been added for Day, Night, Starting game and Income.
- Few bugs with the "-undead" command and fallen humans joining zombies has been fixed.
- "Desecration" spell from High Lich Tylar has been greatly debuffed.
- Locations of Graywall Bastion and Leonar City are pinged to Undead Players to indicate Heart of the Mountain and Skeleton Key.
- Priests and Sunrise Healers hit points has been increased.
- New undead heroes are considered undead units.
- Spells of new undead heroes has been changed a lot.
- Every x10 army has been adjusted to the correct price of 10x unit type with a discount of 10%.

VERSION 1.88 (05/07/2020)
- Paladin's Soul at Yellow capital no longer move.
- Orange undead Ship is no longer too far to recruit.
- Souls earned by second player slot for main zombie players are correctly sent to the players.
- Main zombie players no longer loose control of their second player slot when orange player turn into zombie.

VERSION 1.87 (05/07/2020)
- Ordinat'er took back his Immolation spell.
- Ships under Blue capital are no longer too far from ground to recruit.
- Few bugs with the second player slot for zombies has been fixed.
- Unique undead heroes for humans take 30 secondes to revive.
- Death Pact can be cast on allied units.
- "Necromancy" spell for "Servants of Darkness" has been fixed.
- Blue undead hero "Inferno" spell has been replaced.
- "Termal Eruption" and "Desecration" can no longer hurt invulnerable and magic immune units.
- Second player slot for undead orange player is not allied to humans when orange player use the command "-undead".
- Hero glow on Death Knight and Heartless has been removed.
- Team color has been added to Flesh Giants, Death Hounds, Zombies, Mutant Zombies and Mutants.

VERSION 1.86 (04/07/2020)
- Several bugs has been fixed.
- Holy Towers can incinerate their targets.
- Fountain of Health at Yellow Capital has been replaced by a Paladin's Soul casting Inner Fire on friendly units.
- Few visual improvements on Towers.
- Dragon is a bit less stronger.
- DragonFire Orb can be drop.
- The main zombie players have another player slot each to reduce units lags.
- Unique hero for each undead human.
- Most of General Hector's spells has been changed and few changes to Lord Benedictus too.

VERSION 1.85 (27/06/2020)
- Dwarven Warrior, Axethrower and Priest can also be recruit in Stormfury Citadel.
- Undead orange player second hero is reviving.
- Undead orange player is receiving his income.
- The Powerful Necromancer can no longer takes the Orb of Dragonfire.
- Few bugs has been fixed.
- Few visual and icons improvements.
- Units stay paused 3 seconds after the end of a cinematic.
- Ancestors correctly require The Vault to be trained.
- The Vault correctly gives its income directly when owned.
- Bug with musics cutting before the end has been fixed.
- Blue player has now a Mana Well at his outpost above the Dragon Shrine and Mint player a Statue.
- Spiders in Dwarf tunnels are a bit less stronger.
- General Hector's attack speed has been increased.
- Undead dwarf king spawns with his level when he was living and the second undead orange hero spawns directly level 5.
- Tyrial Dawnstar's teleportation spell can level up.
- Fountain of Health aura at Golden Eagle church has been increased.
- All buildings are visible at the beginning of the game.
- The Dragon is stronger but outposts around the Dragon Shrine are harder to break through.
- Hero for dead human player spawns with a certain level depending of the game time.
- Ballistas can no longer attack walls.
- Decorations has been added at Light Blue capital and outpost and Yellow capital.
- 2 new undead events.

VERSION 1.84 (20/06/2020)
- Owner of houses at Leonar City has been changed to Inhabitants of Teredar.
- Few minimap and map preview bugs has been fixed.
- Infected rats appear in dwarf capital too.
- The Vault gives immediately its income when owned.
- The limit of archers before Robust Armor has been fixed.
- Decorations has been improved at Leonar Citadel.
- Guard Towers owned by Royal Family outside the capital has been upgraded to Fortified Guard Towers.
- End Game Results Multiboard has been fixed.
- Decoration has been improved at several places.
- Few small bugs has been fixed.
- Few texts improvements.
- 6 new easter eggs.
- New "Crystal Skin" ability for Crystal Golem.
- Death Eyes's ultimate spell has been visually modified.
- The Great Necromancer can attack gates.
- "Dwarf Lords" player can have a 2nd undead hero.
- Protector's teleportation spell cooldown has been increased to 60 seconds instead of 20.
- Human units who die during night become stronger zombies than usual.
- Ballista: team color has been added, wheels and arrow has been fixed during walk animation and it no longer cost lumber to repair.
- Few fixes has been made on spiders.
- Team color has been added to Graywall Infantry.
- 9 items visually changed.
- ¨Pictures on Hive Workshop has been updated.
- Units limit in the Tavern at Dawnfall Hold has been fixed.
- Only the "Dawnfall Guardians" player can buy units in his Tavern.

VERSION 1.83 (30/05/2020)
- Humans who joined the zombies and obtained a Corpse Storage benefit from all the zombie researches.
- All light blue player's towers on the frontline has been upgraded to Fortified Guard Towers.
- The selling stats for sold units at the tavern at Dawnfall Hold has been changed.
- The Vote Kick Sytem has been entirely remade.
- Leonar City has been completely remade and give more income.
- Skeleton key has been transfered to Leonar City.
- Corpse Storage training queue has been fixed.

VERSION 1.82 (28/05/2020)
- Classic graphics supported only.
- Flesh Giants and Death Hounds change their color if they are upgraded.
- Upgraded animation for the Prince Elias's spell "The Dragon Slayer".
- Guardian Statues which keep Dawnfall Hold are much more stronger.
- Undead Players are warned for every upgrades and researches their allies did.
- Chief Galus-Gof and Kerrak the Cruel models has been changed.
- Decoration around The Forgetten One, at the gate above Leonar City and at the South of the map has been improved.
- Houses at Leonar Harbor can be destroyed.
- The fountain of Life at the Golden Eagle Order Church is corrupted when the capital is destroyed.
- A message and a voice has been added after the Dragon or Lich appear even if the cinematic is skipped.
- "DragonBorn" and "Misty Mountains" musics has been replaced by 2 better undead musics.
- Color of Inhabitants of Teredar has been changed to Peach.
- When a human player join the zombies, a hero owned by of the main zombie players can summon a Corpse Storage for the defeated human at the position of his capital.
- An all new loading screen.
- The tutorial in game has been updated.
- Agandur and Hellscreamer can learn a "Sleep" ability at level 10 which affects heroes, units and buildings too.

VERSION 1.81 (09/02/2020)
- Classic graphics version for Reforged.
VERSION 1.80 (20/12/2019)
- Triel Wolfblood walking animation has been fixed and High Priest Tylar attack projectile has been changed.
- Infernal and Water Elemental use the upgrades.
- The new features are no longer display at the beginning of the game and the display time of the starting explanations has been reduced to 20 seconds instead of 30.
- New "-help" command to see players colors and numbers.
- Falcon Mage use "Range upgrades" instead of "Melee upgrades".
- The 3 Guard Towers at the south entrance of Graywall Capital has been replaced by Fortified Guard Towers.
- "Holy Order" spell spawns Lightward Paladins instead of Paladins.
- Trees has been placed to prevent zombie players to attack purple player through the orc camp.
- Mint Player (Graywall) has been added to the Votekick System.
- Ballista no longer have attack zone but 200 base damage instead of 100.
- Red player's armory has been moved away from the edge.
- The "-troll off/on" command has been fixed.
- The dwarf tunnels are open at start and can be closed with the miner.
- Necromancers can cast "Frost Armor", their training time has been reduced to 15 seconds instead of 30, they summon better Skeleton Warriors with "Raise of Dead" and they are limited to 24.
- The Ancient Horror must die if the dwarves want the control of The Vault.

VERSION 1.79 (27/11/2019)
- New icons for the "Mage Tower" and "Magical Fury Tower".
- "Volatile Light" spell heal has been fixed (50 hp per second instead of 10).
- When the zombies evoluate to level 3 (Infested Zombie), all level 1 (Zombie) zombies are removed, once level 4 (Crazy Ghoul), zombies level 2 (Mutant Zombie) are removed and after the level 5 (Mutant), zombies level 3 (Infected Zombie) are removed.
- New models for Mounted Royal Huard, Sir Vandol, Falcon Footman, Humphrey, Captain Tallosy, Sir Hicks, High Priest Tylar and Triel Wolfblood.
- New demi-hero for the dwarf player but 6 starting Dwarven Warriors has been removed and the number of Dwarven Warriors at The Vault has been reduced to 6 instead of 8.
- Icons of heroes owned by "Defenders" are removed when the heroes die.
- Necromancer's attack rate has been increased to 1 second instead of 2.
- Magister Si-Nil's "Chain of Lightning" spell has been changed by a "Shadow Strike" spell.

VERSION 1.78 (24/1/2019)
- Bridges doesn't collapse if Toby uses his spell on bridges.
- Closing portals by going on the circles is easier.
- The "-take" command works with "Defenders" too and computers even if they didn't leave.
- If Northwall Pass has been collapsed and an undead unit is trained just near to it, it can't spawns over it.
- New easter egg in the map.
- New models for Lord Restor, General Galenforth, Command Luther, Magister Wreystern and General Mirridon.
- It's no longer possible to have Heavy Footmen controlled by an undead yellow player.

VERSION 1.77 (19/11/2019)
- Mage Guard range has been slighty improved.
- Few bugs fixed.
- The Lich and Dragon icons disapear when they die and the corpse of the dragon disapear too after 3 minutes.
- When a hero is not allowed to pick up an item, the item litteraly don't move.
- "Ring of Shadow" item cost has been changed to 700 gold instead of 400.
- New command "Hard Bonus" for Human players.
- Lichs, Ganch Keep, Dwarf Barracks, Dwarf Towers and Dwarf Armories models has been changed.
- New "share" and "unshare" commands.

VERSION 1.76 (10/11/2019)
- New command to take ressources to the players who left.
- The dwarf player's heroes are cursed when they take Heart of the Mountain or Skeleton Key even if they didn't join the Humans.
- Crystal Golem's stats and spells has been improved.
- Ballistas can no longer be hit by "Death Coil".
- Dwarf King's movement speed has been slighty improved and his ultimate spell has been changed.
- Dwarven Rifleman cost has been reduced.
- For the undead players, only the Dragon can takes the Orb of Fire.
- "Heal" ability for Priests has been improved.
- "Pride of the Dwarves" provides a 3000 range +7 armor bonus.
- The bridge at west of Ganch Keep is rebuild with the "Rebuild Bridges" undead event.
- Thane's cost has been reduced (750->500 gold).
- Zombie players receive a message if they have more than 200 units in the map.
- The Powerful Necromancer can obtains a new spell.
- The Guard Captain's announcements are only visible by Human players.
- The problem with Human players turning into Undead players and still having the control of "Defenders" has been fixed.

VERSION 1.75 (04/11/2019)
- The Abandonned Church can no longer be opened by an undead yellow hero.
- The "-share" command no longer displays several times the same message.
- Border Guard's stats has been slighty reduced and Graywall Knight's stats has been improved.
- Arcane Golem price has been reduced and his hp has been improved.
- The number of automatic spawned zombies at seafront has been greatly reduced.
- Holy Tower range has been increased to 1000 instead of 700.
- Paladin and Lightward Paladin have a new voice line.
- The portals at Bulwark Wall can be activated for 2 souls instead of 3.
- 2 towers has been removed behind the Bulwark Bastion.
- The bridge at the west of Ganch Keep has been destroyed.
- The cost of Death Knights has been reduced to 500 gold instead of 1000.
- Special zombies have scaling upgrades at each zombie evolution and zombie players can buy spells for them after Tier5.
- Mint player no longer receive Graywall Infantry when he makes an "Army Training" research.
- The cost of the undead event "Rebuild Bridges" has been reduced to 6 souls instead of 8.
- The cost of the research for Blue and Red player to close the portals has been reduced to 3000 gold instead of 3500.

VERSION 1.74 (30/10/2019)
- It is no longer possible that a unit take the portal at red player's base from below.
- The cost of the "Ring of shadow" item for zombie players has been changed to 400 instead of 800 and the hero have 2000hp at the resurrection instead of 500.
- Zombie Players and Inhabitants of Teredar are enemies.
- "Burrich's Lance" item stun has been reduced to 1s for heroes and 2s for units.
- The number of Skeletal Orcs obtained with the undead orc hero has been reduced.
- Death Hounds now require the "Dark Magic' research.
- "Death Pact" spell cooldown has been changed to 20s instead of 15s.
- The tunnels has been reworked and the spiders stats has been changed.
- A 10x spawner has been added for the dwarf player.
- There is a new human village and the Abandonned Church quest is now activated by another way.
- When Tyrial Dawnstar is dead and is a ghost, he can be revived with the Book of Light.

VERSION 1.73 (27/10/2019)
- All outposts and bases entrances of Light Blue player has been changed to be more defendable.
- The casting time of "Judgment" has been reduced to 1.5 instead of 3.
- Lightward Paladin's life has been increased (+100).
- Blue player's towers has been changed and can be upgraded.
- Energy shield generator in Blue player's capital has been moved backward and the entrance is more defendable.
- Decorations has been added.
- The "Celerity" item is dropped when the carrier dies.
- "Volatile Light" spell has been set to "Unique cast".
- Houses owner has been changed to "Inhabitants of Teredar".
- The "Remove" ability has been added to many undead units.
- The version can now be check from the map preview.
- All musics has been changed and the musics are played in the lobby.
- Few messages/descriptions has been modified.

VERSION 1.72 (23/10/2019)
- The command to exchange ressources has been fixed.
- Human players can't attack human buildings even if the "-troll" command is desactivated.
- Bulwark walls collizion has been fixed and income provided by Graywall Bastion has been changed to 350 instead of 200.
- Mint player (Graywall) can now train "Footman" units and Border Guards have Heavy Armor.

VERSION 1.71 (27/10/2019)
- Border Guard unit has been slighty improved.
- Items are not limited in shops but a hero can only have 1 item type.
- The exchange ressources command is now available for every players.
- If a main zombie player left, the "-undead" command is activated sooner.
- Dragon and Necromancer cinematics has been fixed and no longer cause crash.
- Plague event in red player capital has been removed and replaced by an undead event that costs souls.
- A bug that gave control of the target player even if he is finally not kicked has been fixed.

VERSION 1.70 (17/10/2019)
- Yellow player can activate his secret quest with a hero level 2 instead of level 3.
- The "Remove" hotkey for zombies has been changed to R instead of Z.
- The curse on Human heroes when they take Heart of the Mountain or Skeleton Key also removes any invisibilty mod.
- Heart of the Mountain is now obtainable by destroying the Graywall Bastion at Bulwark Wall.
- Palladium Armor, Palladium Helm, Ebony Armor and Ebony Crown are limited to 3 in shops during all game.
- The bridge at Bulwark Wall can no longer be razed but has been reduced.

VERSION 1.69 (17/10/2019)
- If Red player is with the Undead when Elias should come, Elias will come owned by "Defenders".
- Portals between Red and Blue can be closed again.
- Humans players automatically join Zombies if they have no more Capital and heroes.

VERSION 1.68 (16/10/2019)
- Map Preview and Loading screen has been slighty improved.
- "Remove" ability for zombies has now a hotkey.
- The "Last Stands" of capitals now appear when the percentage life of the capital is under 50%.
- Undead orcs can be removed.
- Ranged units's life has been changed to 100 instead of 80.
- The number of inhabitants in red capital has been reduced.
- "Death and Decay" spell has been reduced and "Chain Lightning" increased.
- Shadows reveal nearby invisible units.
- Zombies that spawns when the ships land are now Mutant Zombies.
- Dawnfall Warrior limit training to 10 has been fixed.
- If a cinematic is trigger while the portals are closing, the heroes used for the portals will stay paused.
- Sir Burrich's spells hotkeys has been fixed.
- Shops, x10 army veterans and Cloaked Strangers are imune to spells.
- The Portals can be closed with heroes owned by "Defenders".
- Sir Journ has a new item.
- Player 3 (Teal) alias Graywall (Maroon) has been changed to Player 19 (Mint).
- New options when you lost your capital.
- A pro tiper can give you advices at the top right of the map.
- Few little more things.

VERSION 1.67 (07/10/2019)
- Dark Guards are allowed precisely at 5 minutes remaining even with the event "Add 5 minutes".
- The control of a kicked player will be correctly shared whatever happens.
- The "-troll on/off" command has been reworked. Everyone can activate and deactivate the command but it only works on the triggering player's team. Also when the command is activated, it can only be deactivated 60 seconds after.
- Several descriptions, icons and aesthetics of spells has been improved.
- You can attack your own units even if the "-troll' command is activated.
- The undead income stays correctly at 800 gold during all the game.

VERSION 1.66 (01/10/2019)
- The "-troll" command is directely activated at the beginning.
- The "-undead" command is only activated after 30min.
- Fallen Paladin's upgrades are more expensive, his "Dread Blade" spell has been reduced and his attack speed slower.
- The votekick works fine for everyone.
- The tier1 zombie doesn't stay all game available in the boats.
- Summoned units doesn't turn into zombies when they die.
- Mutant Zombie (level 2) is a bit faster and Zombies level 3 and 4 has been changed.

VERSION 1.65 (29/09/2019)
- New command:Type "-clear" to clear your screen of all text messages.
- The Map Preview and Loading screen has been changed.
- Several icons and descriptions has been changed.
- General Galenforth's Starfall spell has been modified.
- Winners's units play their victory animation at the end.
- "Defenders" player has the researches made by players.
- Undead ships are no longer invulnerable 15min after their landing.
- "Dread Blade" passive spell for Fallen Paladin has been reduced.

VERSION 1.64 (27/09/2019)
- Wolves with Night Eyes no longer sleep.
- Murloc creeps has been improved.
- Instead of spawns of zombies at the Seafront, Undead players can recruit zombies from the ships.
- If Brown zombie player takes control of the Ancient Horror, it will be stronger and much more difficult for the dwarves to get over it.

VERSION 1.63 (26/09/2019)
- The fallen Paladin for Gray player is not removed.
- Bugs when skipping the Dragon or Necromancer cinematics has been fixed.
- Dark Guard's Rain of Fire spell damage has been reduced.
- Upgrades for Fallen Paladin has been reduced.

VERSION 1.62 (25/09/2019)
- Useless spawns of zombies has been removed.
- A bug with the share of "Damned Training" has been fixed.
- "Game Result" column in the end game multiboard has been replaced by "Heroes Killed".
- Falcon Lightwielder and Sir Doyle's model has been changed.
- Border Guard Veteran's model has been changed.
- The "share" command displays a message to the team when used.
- Cinematics of the Dragon and Necromancer can be skipped if half of the players or more wishes it.
- Necromancer's cavern and cinematic has been improved.
- Dark Guard have a Demonic Aura that reduces armor of ennemies by 40%.
- Dark Guard's Rain of fire and War Stomp spells has been improved.
- A glitch for Pride of the Dwarves has been fixed.

VERSION 1.61 (23/09/2019)
- The "Grenade Launch' spell works completely differently now.
- Death Knights and Lichs's spells hotkeys has been fixed.

VERSION 1.60 (23/09/2019)
- Purple player have a new gate with a Fortified Guard Tower to prevent Dark Green zombie player to rush him too fast.
- "Grenade Launch" spell has been optimized again.
- Most of the starting zombies at Bulwark Wall frontline has been removed.
- Crashes, Towers's prizes and Skeleton Key that is not dropped has been fixed.
- Units in the Dawnfall Tavern has been fixed.

VERSION 1.59 (23/09/2019)
- "Smite" spell have a new animation/special effect.
- The "Grenade Launch" spell has been optimized.

VERSION 1.58 (22/09/2019)
- Toby the Special Boy's invisibility spell has been replaced by a "Beast Attack" spell.
- Purple player have few more units in his capital.
- Dark Green zombie player have 3 Heartless instead of 4 at the beginning.
- The decoration at the Bulwark Wall frontline has been changed.
- Starting votes display has been improved.

VERSION 1.57 (21/09/2019)
- Masons for the Dwarf Player has been replaced by Dwarven Workers.
- All ranged units has been changed and fixed.
- Many descriptions and buttons positions has been improved.
- A multiboard at the end of the game shows the game results.
- The undead paladin hero for human player who became undead can be upgraded with gold.
- Dark Guards are much powerful.
- Humans heroes who take Heart of the Moutain or Skeleton Key are slowered and can't cast spells.
- Toby the Special Boy can wield 1 item.
- Magic Arm spell has been replaced by a "Grenade Launch" spell.
- Ballistas are much more powerful.
- Minor bugs fixed.

VERSION 1.56 (18/09/2019)
- Many descriptions has been changed and improved.
- The bug with some undead researches has been fixed.

VERSION 1.55 (17/09/2019)
- The "Bow" and "Sword" abilities for the Dawnfall Warriors correctly use the "E" hotkey.
- The protector of the kingdom can again take the Durball Armour.
- Several descriptions and icons has been improved.
- "Damned Training" and "Invincible Power" researches are shared between zombie players.
- Lichs no longer have a hero glow and Paladin and Wolf Guard's portraits are fixed.
- There are no risks that undead players do the same researches at the same time.

VERSION 1.54 (16/09/2019)
- Flesh Giant and "Weapon Mastery" spell's icons has been changed.
- Few aesthetic and messages improvements. - All the abilities work with QWER hotkeys.
- A Cloaked Stranger (for Sunrise Healers) has been added for purple player and his "Assassin Sanguine" hero has been replaced by a ranged hero.
- Zombies and evolutions now have a remove ability to specifically remove a unit.
- All Fortified Guard Towers at Bulwark Wall has been replaced by Guard Towers but Graywall Infantry now have Medium armor instead of Light.
- Brown zombie player have a new "Portal' event.
- Protector of the Kingdom can no longer takes the Durball Armour.

VERSION 1.53 (14/09/2019)
- Orcs at north west of Brown player start location give gold.
- Many small discreet aesthetic improvements to the decorations and some models, icons and descriptions.
- Every dwarf units has been rebalanced and the glitches with the Northwall Pass/Alliance and the Horn of the Dwarf Lords has been fixed.
- The "Open tunnels" dwarf research now costs 1500 gold instead of 2000 gold.

VERSION 1.52 (11/09/2019)
- Rebalance of the Dwarven Rifleman.
- The event to takes control of the Ancient Horror now costs 3 souls and stop the progressive loss of life of the Ancient Horror.
- Several icons and "invisible" things has been improved.
- Type "-share" to give your vision and full shared control of your units to all your allies. Type "-share" again to take control of your units from them.

VERSION 1.51 (10/09/2019)
- "Robust Armor" ability has been fixed with the research.
- Undead players income has been changed to 800 gold instead of 750 gold.
- Starting info messages for each players has been replaced by one text for each team.
- The Protector of the Kingdom can no longer takes Heart of the Mountain, Skeleton Key and Orb of Dragonfire items.
- If the dwarf player closes the Northwall Pass, he lost the control of the Horn of the Dwarf Lords.

VERSION 1.50 (10/09/2019)
- If the dwarf player is ally with the Humans, when he types "-undead" or that he loose his capital and main hero, the control of his remaining units will be given to the Humans players.
- Limit of 40 archers for Teal player has been fixed.
- Shockwave spell's hotkey has been changed.
- Gold Bounty Award for zombies has been changed:
Before-> sides per die = 2-1 and 5 -> 8 -> 10 -> 12 -> 15 gold
Now-> [sides per die = 2-1 and 10 -> 15 -> 20 -> 30 gold.
- Infected rats event takes 100 seconds to make instead of 40.
- Damage of T3 - T5 zombies has been increased.
- Dwarf player can now choose a path "Pride of the Dwarves!" instead of the Alliance with the Humans.

VERSION 1.49 (08/09/2019)
- When the Dwarf player is ally with the Humans, he doesn't lost his income but the income is reduced to 200 gold.
- Features of 1.47 has been added:
- Dark Green undead orc hero's "Shockwave" spell has been changed by an "Endurance Aura".
- Paladin Initiate and Dwarven Warrior have returned to their medium armor.
- Hellscreamer's "Death Hounds" spell has now only 1 level and so can summons a maximum of 2 Death Hounds only.

VERSION 1.48 (08/09/2019)
- Big terrain/decorations improvements.
- 3 new icons.
- Few icons positions and hotkeys has been improved.
- Hellscreamer must be level 4 to learn his "Death Hounds" spell.

VERSION 1.47 (05/09/2019)
- Dark Green undead orc hero's "Shockwave" spell has been changed by an "Endurance Aura".
- Paladin Initiate and Dwarven Warrior have returned to their medium armor.
- Hellscreamer's "Death Hounds" spell has now only 1 level and so can summons a maximum of 2 Death Hounds only.

VERSION 1.46 (03/09/2019)
- Gold earned from zombies and their evolutions has been reduced. From T1 to T5: 5->8->10->12->15.
- Guard Captain's voices lines has been redone.
- Humans can not enter in the Necromancer's cave and the Necromancer is invulnerable until his event is trigger.
- Many armor types of units has been changed.
- There is now absolutely no way to glitch the "Abandonned Church Quest".
- If dwarf player is ally with Humans and he type "-undead", the control of his dwarves will be given to the Humans.
- Hellscreamer's model has been changed by a Dreadlord and his "Endurance Aura" spell by a "Death Hounds" spell.
Death Eyes has enough mana to cast his Ultimate spell.
- The color of the orcs has been changed to green.
- Orc campment at east of Barkshire has been reinforced and if an undead player kill the chief, he has an strong undead orc.
- Dark Green player can have a second hero by killing the orc hero who keeps the Necromancer Gate.
- Death Eyes's ultimate spell has been improved.

VERSION 1.45 (01/09/2019)
- The way the inhabitants of Teredar transform in zombies has been completely changed in the script. There is normally no more risk of crash with this event.
- Many leaks has been removed in the map. The risk of a crash should have been drastically reduced.

VERSION 1.44 (31/08/2019)
- "Hard" and "Impossible" Bonus commands has been changed (check the 'commands' tab for more information).
- The admin can use "-troll on/off" to prevent players to hurt their allies (check the 'commands' tab for more information).
- It is now impossible that a hero teleport or blink in the yellow player secret quest before exploring the zone.
- Many voices and sounds has been added to dialogues.
- Few cinematics changed.
- Few script improvements to reduce the risk of crash/desync.
- Some units's selection circles and voices has been improved.
- Few spells's description, hotkey and power has been improved.
- Gold Bounty Award for zombies has been changed:
Before-> sides per die = 3-2 and 15 -> 18 -> 21 -> 24 -> 27 gold
Now-> [sides per die = 2 - 1 and 10 -> 15 -> 20 -> 30 gold.
- It is now possible to repair all the buildings (it wasn't possible before for many buildings because it costed souls (wood) to repair them).
- Fire Arrow Tower's damage has been reduced (200->150).
- Few bugs has been corrected and decorations has been added.

VERSION 1.43 (22/08/2019)
- Capitals are immune to spells.
- Red player name has been changed (Kingdom of Teredar->Royal Family).
- Book of Light's spells doesn't share their cooldown.

VERSION 1.42
- Zombies no longer auto spawn at the Graywall.
- The yellow player's secret quest is a bit more easier.
- The two easter eggs at the east of Yellow base has been changed.
- Countdown timer window at the beggining for the vote.
- The map has now his own discord server:Join the Medieval Zombie Apocalypse HEHA Discord Server!

VERSION 1.41
- Undead players can exchange ressources with commands (check the commands's tab).
VERSION 1.40
- Undead's income works.
- Undead players can no longer summon units behind the Northwall Pass.

VERSION 1.39
- Build time of the Crypt has been reduced (3min->2min).
- Few minor bugs fixed.

VERSION 1.38
- The Royal Commander who spawns at Barkshire Invasion showed properly.
- If red or grey player is in the undead team, he can't type "-hard" or "-impossible".
- There are no risks that a human player who joined the undead, received human reinforcements.

VERSION 1.37
- The human victory countdown is paused during cinematics.
- One of the 4 starting Dawnfall Warriors has been replaced by a Dawnfall Captain.
- Many models and icons has been changed.
- Yellow player now have a Paladin Veteran to recruit x10 armies.
- Now when the Protector dies, the grey player will no longer be able to have the hero Toby but will have an ethereal ghost of the Protector. The ethereal ghost will revive all the time until Dawnfall Hold is destroyed. If Dawnfall Hold is destroyed and the Protector is in an ethereal ghost, the grey player will join the zombies.

VERSION 1.36
- The Grunts summoned by Kerrak the Cruel near the Dragonshrine, no longer give gold but 6 grunts have been added among the creeps at this location.
- The dwarf player's income has been corrected.

VERSION 1.35
The income system, especially with "Defenders" when someone type "-undead", has been improved.
VERSION 1.34
- The voting system at the beginning of the game has been improved, it is no longer possible for it to remain blocked: in case of a tie between "-tuto" and "-cinematic" or "-skip", the tutorials will start. In case of a tie between "-cinematic" and "-skip", the cinematic will start.
- The secret quest for yellow can no longer be glitched with abilities like "Blink".
- Flesh Giants no longer have fortified armor and can therefore be automatically attacked by units. On the other hand, they gain +2 armor.
- The 3 teal (brown) towers that could be attacked by a Flesh Giant from below were slightly moved to avoid this.
- Dwarven Rifleman has been improved: range (750->1200), base damage (50->65).
- Drain life for zombies now last 30 seconds instead of 5 seconds and Drain life for Hounds, Lichs and Flesh Giants last 60 seconds instead of 5 seconds.
- "Holy Drain" spell is now much more powerful.
- The Cannon Tower has been improved: life (2000->3500), base damage (60->110).
- "Twilight" spell which summons Death Knights now summons 2 Death Knights instead of 4.
- Brown zombie player obtains 6 Hounds instead of 12 when he obtains his 2nd hero Night Eyes.
- Income per important building has been redistributed, giving less importance to small bases for income.

VERSION 1.33
- The income system has been totally revisited (Now important buildings provide income).
- 2 new icons for the bows upgrade.
- Units that are on a bridge when it collapses die.
- Heroic Leap spell has been fixed.
- Paladin and Dwarven Berserker in Tavern has been fixed.
- Dawnfall Warrior/Ranger and Musketeer limit has been fixed.
- x10 armies of Heavy Footmen and Royal Defender with the Royal Veteran has been fixed.
- Several icons has been improved.
- All banners doodads has been changed.
- The spell "Dark Arrival" of the Great Necromancer has been debuff:cooldown (20->60), units teleport (24->12), casting time (5->10).

VERSION 1.32
- Now it's a vote at the beginning of the game between -tuto, -cinematic or -skip.
- Cloaked Stranger and Buildings which spawn x10 army doesn't have any animations so that we can understand that they are not units.
- Wolf Elder, Wolf Guard, Paladin, Lightward Paladin and Thane no longer have a hero glow.
- Many icons has been updated to fit more with their purpose and to facilitate understanding.
- Few minor bugs has been fixed.

VERSION 1.31
- Neutral hostile spiders don't spawn if the undead made the special event to take control of the Ancient Horror.
- Player 1 can now decide between advanced tutorials or cinematic at the beginning of the game.
- The dwarf player can now make a research to train riflemen.
- The DISBTN of the Ring of Valour item has been fixed.
- A spider sound has been added when they spawn.

VERSION 1.30
- The DragonShine now only ping for undead players.
- Added some appropriate colors to messages which warn of a capital destruction.
- There is a second "pause all units" action a bit after victory/defeat to avoid unpaused units because of a "create unit" action.
- Sintoras's icon fixed.
- 13 new models and 5 new icons for items.
- All the items except potions, are now indestructible.
- Luther's Armour item buff has been fixed.
- The information tabs have been updated.

VERSION 1.29
- Many items in the map have a new model and several have a new icon and the others have at least one color change to easily differentiate them all.
- The location of Aslyr, Blade of Northern Winds has been revisited.
- Several heroes have a new icon.
- Aslyr sword deals 70 damage now instead of 50.

VERSION 1.28
- The stone bench at the bottom of the statue in front of the entrance of red base has been replaced correctly.
- "I would gladly bear any curse to save my homeland" sound has been added when the Protector takes his legendary sword.
- New music at the end of game (in case of both victories):an extract from the music "My son" in World of Warcraft

VERSION 1.27
- The Heavy footman which could not been recruited at Barshire has been deleted as well as the Border Guard and Graywall Infantery in the Yellow Garrison Tower at South East of red base.
- The Ballista's icon in Tavern has been changed.
- Descriptions of the Protector's spells has been fixed.

VERSION 1.26
- Bug fixed: players who joined the zombies now have only 1 hero and everyone is warned of their defeat.
VERSION 1.25
- Ballista have a new icon.
- Icons for the mounted ability of the Graywall Knight has been changed.
- Limit of Dawnfall warriors has been fixed and set to 10.

VERSION 1.24
- The icon for removing all mutants has been fixed to the unit's icon.
- All bugs with Light blue's units has been fixed.
- Wolf Guard now begin with 200 mana when they spawn.
- Dwarven mage at the grey's tavern has been fixed.
- New secret quest on the map.

VERSION 1.23
- Ordinat'er's voice has been changed.
- New features now also appear at the beginning of the game.
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Contents

Medieval Zombie Apocalypse 2.57 (Map)

Reviews
deepstrasz
Why am I obligated to start with cinematic scenes or tutorial? What if I don't want any? Well, at least it doesn't last that much. So basically Warcraft III spells with changed icons and names. Even armour and attack icons are changed. Is there any...

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,361
"If one of the original developers sees this message, please contact me. I would be glad to discuss it with you. I have no intention of stealing your work and hope that you will understand my simple intentions."

So you haven't tried to contact any of them before editing their map?

For instance, there are other versions on the site already:
Medieval Zombie Apocalypse:Wolfblood (two of the authors you've mentioned have released this version)

Why would yours be better or so different?

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 8
Joined
Sep 8, 2017
Messages
97
"If one of the original developers sees this message, please contact me. I would be glad to discuss it with you. I have no intention of stealing your work and hope that you will understand my simple intentions."

So you haven't tried to contact any of them before editing their map?

For instance, there are other versions on the site already:
Medieval Zombie Apocalypse:Wolfblood (two of the authors you've mentioned have released this version)

Why would yours be better or so different?

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/


I tried to contact him but he doesn't seem to be active anymore. I talked to someone who used to play with him once and he told me it wouldn't bother him at all, but it's obviously not enough ^^
Nevertheless, I still hope to get an answer from Argos!
Apart from that, I would like to say that the changes I have made since then (31 updates to date) considerably improve the map.
I also always credit all the developers of this map before me, since the very first version I made.
 

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,361
  1. Why am I obligated to start with cinematic scenes or tutorial? What if I don't want any? Well, at least it doesn't last that much.
  2. So basically Warcraft III spells with changed icons and names.
  3. Even armour and attack icons are changed. Is there any difference between the original game's percentages and this map's?
  4. Spells like Rain of Chaos are heavily imbalanced compared to others. Also, the spell hasn't got its proper position when you learn it. It comes first instead of second as in the learn ability menu.
  5. Wolf Guards have hero glow but are units. The problem also is that they do not have a decay animation and the body will remain on the battlefield for a long time. Same: Paladin, possibly others.
  6. Wolf Elder looks alike. It's pretty confusing.
  7. Holy Burst=Shockwave.
  8. There's a strange issue when hovering over the Priest:
    MedApocaPriestVersion.png
  9. Stronger Construction (Ballista) should be a passive ability. It has an active ability icon. You can make it look passive with this: Button Manager v1.8.2 Same with Armour of Fate and probably others (+Mage Barrage, Gunspray etc.). This spell also has issues with its description in the learn ability menu.
  10. Confusing to have units as buildings training units.
Generally, it doesn't look like a bad map. Could be fun with full house.

Since, it's a legacy map, it's OK as long as the original authors don't ask for it to be taken down.

Approved.

(previous comments: Medieval Zombie Apocalypse HEHA 1.31)
 
Level 8
Joined
Sep 8, 2017
Messages
97
  1. Why am I obligated to start with cinematic scenes or tutorial? What if I don't want any? Well, at least it doesn't last that much.
  2. So basically Warcraft III spells with changed icons and names.
  3. Even armour and attack icons are changed. Is there any difference between the original game's percentages and this map's?
  4. Spells like Rain of Chaos are heavily imbalanced compared to others. Also, the spell hasn't got its proper position when you learn it. It comes first instead of second as in the learn ability menu.
  5. Wolf Guards have hero glow but are units. The problem also is that they do not have a decay animation and the body will remain on the battlefield for a long time. Same: Paladin, possibly others.
  6. Wolf Elder looks alike. It's pretty confusing.
  7. Holy Burst=Shockwave.
  8. There's a strange issue when hovering over the Priest:
  9. Stronger Construction (Ballista) should be a passive ability. It has an active ability icon. You can make it look passive with this: Button Manager v1.8.2 Same with Armour of Fate and probably others (+Mage Barrage, Gunspray etc.). This spell also has issues with its description in the learn ability menu.
  10. Confusing to have units as buildings training units.
Generally, it doesn't look like a bad map. Could be fun with full house.

Since, it's a legacy map, it's OK as long as the original authors don't ask for it to be taken down.

Approved.

(previous comments: Medieval Zombie Apocalypse HEHA 1.31)

Hello, thanks for your precious advice and remarks, I've taken into account several of them in the 1.32 version if you're interested:

  1. Now it's a vote at the beginning of the game between -tuto, -cinematic or -skip (starts immediately the game without the cinematic). The game automatically starts with the cinematic after 20 seconds if there are no votes.
  2. The map has no intention of inventing new skills that are completely unique on Warcraft 3. On the contrary I want to stay as close as possible to warcraft 3 so as not to lose the player in this map already complicated enough ^^
  3. No it's the same stats/game's percentages in the map. Some armour and attack icons are changed to fit more in the map. I still put some of them back by default.
  4. The spell Rain of Chaos is very powerful indeed but it's not imbalanced at all. Each player have his specialities and his role in the map and trust me I played the map many many times and it's totally balanced. ^^ Also I fixed the spell's icon position.
  5. Wolf Elder, Wolf Guard, Paladin, Lightward Paladin and Thane no longer have a hero glow. I have tested and I see it in all the games I do, all the units have a decay animation and really none of them have the problem you're talking about.
  6. Cloaked Stranger and Buildings which spawn x10 army no longer have any animations so that we can understand that they are not units. They are now completely immobile.
  7. I changed the spell's name: Now it's called "Holy Shockwave".
  8. Indeed. I try several things but the issue remains :( But I noticed that it appears only at a specific point of the priest'icon, absolutely not everywhere on the icon.
  9. Every icons has been updated to fit more with their purpose and to facilitate understanding. I made what you said with Button Manager v1.8.2 and now all the icons are perfect. Thanks for the very useful tool ^^
  10. I solved the problem in the sixth point.
 
Last edited:

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,361
Indeed. I try several things but the issue remains :( But I noticed that it appears only at a specific point of the priest'icon, absolutely not everywhere on the icon.
Is it because of a hidden ability or something like that? You can hide it with triggers now and don't have to set its positions with negative numbers (e.g. X:-2, Y:-1).
I changed the the spell's name: Now it's called "Holy Shockwave".
The idea was that they are the same spell but just have different names. It's lacklustre.
No it's the same stats/game's percentages in the map. Some armour and attack icons are changed to fit more in the map. I still put some of them back by default.
Have nothing against fitting them to the theme but it's confusing when you see them the first time if you don't know the values since you can't see them in numbers, they're left with words as in the original game.
 
Level 1
Joined
Jul 12, 2019
Messages
1
I signed up today to write a post here. Keep up the good work.
Here are some of the glitches I found / Suggestions that I make. Please let me know what you think about them.

Game System Issues
1) Voting System: Voting system is broken. Yes, this is a critical issue. If there is a tie, nothing happens. There simply is no trigger to continue the game. I believe this should be an easy fix. Please do hotfix and release a new version with a better vote system.

Suggestion for vote system: Make people choose by clicking instead of typing. More people would be participating in the vote that way. When there is a tie, just show the tutorial.

2) Spider Event Trigger: I'm not entirely sure what's causing the problem, but spider event sometimes isn't triggered and everyone gets desyncd. Never had such a problem on version 1.30.

3) Flesh Giant: Currently two major issues with Flesh Giant.
a. Units ignore Flesh Giant because of its armor type. People have to manually click Flesh Giant to target it if there are other units around.
b. Flesh Giant being able to attack some of the turrets from down hill. This is rather a terrain issue. There are several towers that could be hit by Flesh Giant: Teal's tower at the ramp on the main castle, Purple's tower next to the main gate.

Balance Issues
1) Brown being too overpowered with early level 6 Death Knight rush. 4 death knights and hounds give Brown little too much power boost compared to other factions. Looking at same undead, DG's base hero is trash compared to Brown.
2) Drain Life for zombies should have a timer for its first use. At the moment, what Brown does is farm creeps, pool gold with DG to upgrade to tier2 while ignoring Dwarves and Bulwark. After that, they just get rid of tier1 zombies to deny XP/Gold for both Dwarves and Bulwark. Yes, it is effective but honestly much less fun for both Dwarves and Bulwark. I must say it's rather abuse of the system than strategy. In order to prevent such thing from happening, you could simply get rid of tier1 zombie removal or have a timer to it so that players cannot abuse it.
Suggestion 1: Have a timer to Tier1 zombie removal.
Suggestion 2: Make first wave of zombies uncontrollable, meaning, make them creeps just like orcs but rushing towards each base.
3) Cannon Tower (Dwarven Turret): I don't even feel like upgrading the turret when I play Dwarf. This turret is an utter garbage. Please change it or buff the damage.
4) Holy Drain (A skill acquired at lv6 for certain heroes): This locust swarm based skill needs a serious rework or buff at the moment. Considering the skill is an ultimate, it is hardly noticeable and when I actually tested it out, it did not even kill one Tier 1 zombie. (Did about 700 damage total)
5) Dwarven Rifleman: Dwarven Rifleman has 700 range and very slow attack speed, while damage is similar to Axe Thrower (Much lower DPS right now).
Suggestion: Increase range, damage, or attack speed. It's just the worst ranged unit out there for now.

My opinion based on the latest patch note (I haven't tried 1.33 yet, only 1.32)
1) Adding gold value to the base is a good idea, but they should never be the same value. First, it's very unlikely for each color to defend non-important base. Second, the importance of each building is completely different. There simply is no merit to defend the other base. Third, losing 500 gold income early on is very critical, and 0 gold without base is rather brutal.

Question: Are you trying to nerf human? If that's the case, how would you like to nerf it? These changes seem very radical.
 
Level 8
Joined
Sep 8, 2017
Messages
97
I signed up today to write a post here. Keep up the good work.
Here are some of the glitches I found / Suggestions that I make. Please let me know what you think about them.

Game System Issues
1) Voting System: Voting system is broken. Yes, this is a critical issue. If there is a tie, nothing happens. There simply is no trigger to continue the game. I believe this should be an easy fix. Please do hotfix and release a new version with a better vote system.

Suggestion for vote system: Make people choose by clicking instead of typing. More people would be participating in the vote that way. When there is a tie, just show the tutorial.

2) Spider Event Trigger: I'm not entirely sure what's causing the problem, but spider event sometimes isn't triggered and everyone gets desyncd. Never had such a problem on version 1.30.

3) Flesh Giant: Currently two major issues with Flesh Giant.
a. Units ignore Flesh Giant because of its armor type. People have to manually click Flesh Giant to target it if there are other units around.
b. Flesh Giant being able to attack some of the turrets from down hill. This is rather a terrain issue. There are several towers that could be hit by Flesh Giant: Teal's tower at the ramp on the main castle, Purple's tower next to the main gate.

Balance Issues
1) Brown being too overpowered with early level 6 Death Knight rush. 4 death knights and hounds give Brown little too much power boost compared to other factions. Looking at same undead, DG's base hero is trash compared to Brown.
2) Drain Life for zombies should have a timer for its first use. At the moment, what Brown does is farm creeps, pool gold with DG to upgrade to tier2 while ignoring Dwarves and Bulwark. After that, they just get rid of tier1 zombies to deny XP/Gold for both Dwarves and Bulwark. Yes, it is effective but honestly much less fun for both Dwarves and Bulwark. I must say it's rather abuse of the system than strategy. In order to prevent such thing from happening, you could simply get rid of tier1 zombie removal or have a timer to it so that players cannot abuse it.
Suggestion 1: Have a timer to Tier1 zombie removal.
Suggestion 2: Make first wave of zombies uncontrollable, meaning, make them creeps just like orcs but rushing towards each base.
3) Cannon Tower (Dwarven Turret): I don't even feel like upgrading the turret when I play Dwarf. This turret is an utter garbage. Please change it or buff the damage.
4) Holy Drain (A skill acquired at lv6 for certain heroes): This locust swarm based skill needs a serious rework or buff at the moment. Considering the skill is an ultimate, it is hardly noticeable and when I actually tested it out, it did not even kill one Tier 1 zombie. (Did about 700 damage total)
5) Dwarven Rifleman: Dwarven Rifleman has 700 range and very slow attack speed, while damage is similar to Axe Thrower (Much lower DPS right now).
Suggestion: Increase range, damage, or attack speed. It's just the worst ranged unit out there for now.

My opinion based on the latest patch note (I haven't tried 1.33 yet, only 1.32)
1) Adding gold value to the base is a good idea, but they should never be the same value. First, it's very unlikely for each color to defend non-important base. Second, the importance of each building is completely different. There simply is no merit to defend the other base. Third, losing 500 gold income early on is very critical, and 0 gold without base is rather brutal.

Question: Are you trying to nerf human? If that's the case, how would you like to nerf it? These changes seem very radical.


Thank you very much for your feedback and precise remarks! It's good to see that people are interested in the map and are taking the time to make a constructive feedback.
I am active and open to any suggestions so don't hesitate to contact me, the versions can be released very quickly.
I have corrected some of the things you pointed out and agree with some of your comments.
I invite you to read the changelog of version 1.34 and then test it! ^^
Have fun!
Don't hesitate to leave a note on the map too ^^

Version 1.34:
- The voting system at the beginning of the game has been improved, it is no longer possible for it to remain blocked: in case of a tie between "-tuto" and "-cinematic" or "-skip", the tutorials will start. In case of a tie between "-cinematic" and "-skip", the cinematic will start.
- The secret quest for yellow can no longer be glitched with abilities like "Blink".
- Flesh Giants no longer have fortified armor and can therefore be automatically attacked by units. On the other hand, they gain +2 armor.
- The 3 teal (brown) towers that could be attacked by a Flesh Giant from below were slightly moved to avoid this.
- Dwarven Rifleman has been improved: range (750->1200), base damage (50->65).
- Drain life for zombies now last 30 seconds instead of 5 seconds and Drain life for Hounds, Lichs and Flesh Giants last 60 seconds instead of 5 seconds.
- "Holy Drain" spell is now much more powerful.
- The Cannon Tower has been improved: life (2000->3500), base damage (60->110).
- "Twilight" spell which summons Death Knights now summons 2 Death Knights instead of 4.
- Brown zombie player obtains 6 Hounds instead of 12 when he obtains his 2nd hero Night Eyes.
- Income per important building has been redistributed, giving less importance to small bases for income.
 
Level 8
Joined
May 28, 2009
Messages
78
Just discovered this one on bnet and instantly got addicted to it. Great concept, good balancing and a lot of detail. Very cool viarity on units and events.
It is a little bit like eras zombie invasion but actually done right.
Here some criticisms and recommendations:
1) Hero abilities could need some work. Some of them are much stronger then others e.g. frostnova is stronger than chainlightning on the melee wizard hero.
2) Team colours of red and dark red are too similiar. It often gets confusing. Also it is weird in the game lobby since teal is not actually teal.
3) Human heroes have brutally strong spells but die very quick. This leads to melee heroes beeing not even used in battle and them standing around for some time.
I would recomend: give melee heroes about double HP or give them some escape mechanism like an ability or an item.
4) It would be nice if you could indicate which factions is which in the lobby. This could be done by creating a Team for each human player which are titled with the faction name.
Also an difficulty indicator for the different slots would be neat.

But everything else is very nice! Keep up the good work!
 
Level 1
Joined
Oct 30, 2019
Messages
2
I like the new changes. And the new village looks good. Haven't figured out what it does though..
 
Level 2
Joined
May 21, 2014
Messages
16
The fact this map is continuing to be worked on again is nice.

I've liked the recent changes in balancing terms.
 
Level 1
Joined
Oct 30, 2019
Messages
2
Just came back to the game after like 10 year to play some old school cotum maps: Hero Sieg, Helms Deep, Racoon City, etc. Found this map and been playing it non-stop for over a week. The 8 human and dwarf faction are have a very uniqe gameplay. I tried out all of them and i still have not figured out all their tricks. The undead are the same except the heroes but have very different objectives. The game feels very different every time as you play with different people and have different outcomes. I think i will be coming back for a long time. Especially as it has regular updates.
 
Level 3
Joined
Jan 17, 2017
Messages
45
I really love the map, both the old and this map as well. But I really can't find players to play with (since I mostly play with a small group of friends only). This may not be easy but can you add AI players?
 
Level 8
Joined
Sep 8, 2017
Messages
97
I really love the map, both the old and this map as well. But I really can't find players to play with (since I mostly play with a small group of friends only). This may not be easy but can you add AI players?
I could but we already discussed it many times with the community and it would be completely unnecessary. The work would be really too much high for what it will give. Just a constant feed, the AI will never have the level of a real player. I know it could be a bit fun if you want to play it solo or just few people but as I said before, it's too much work what it is. Also I don't judge you if you only want to play with friends but if you need players you should know that we have a discord server and a large community who hosts the map very often. You can almost always have a lobby at any times on Warcraft 3.

Last thing: Don't hesitate to rate the map : )
 
Level 3
Joined
Jan 17, 2017
Messages
45
I could but we already discussed it many times with the community and it would be completely unnecessary. The work would be really too much high for what it will give. Just a constant feed, the AI will never have the level of a real player. I know it could be a bit fun if you want to play it solo or just few people but as I said before, it's too much work what it is. Also I don't judge you if you only want to play with friends but if you need players you should know that we have a discord server and a large community who hosts the map very often. You can almost always have a lobby at any times on Warcraft 3.

Last thing: Don't hesitate to rate the map : )
Don't worry. It just a suggestion/selfish idea. Your map/work is great. I will rate the map to 5 :)
 
Level 1
Joined
May 21, 2020
Messages
1
I have discover this game a few weeks ago, it's so nice. You have to learn the game a bit to enjoy it.
There is a discord for the community with people ready to play with you and give you some pro tips. You can exchange about your feedback there.
Game is still worked on, i didn't crash a single time using classic graphic.

5 on 5 !
 
Level 1
Joined
Jun 24, 2020
Messages
1
One of the best experiences with custom maps in w3 so far. I'm playing warcraft 3 since my dad bought this for my 7th birthday and this is one of the maps I'm coming back to everyday. I remember the old Wolfblood version and it's fantastic to be continued. It's true that it takes some time to learn all the mechanics etc but it's really satisfying and fun to play with a pack full of experienced players. Many different factions and many paths to win the game. There's also a discord server dedicated to the map with an active base of players. Arathorn, who keeps updating the map is very active and every player can add a suggestion on discord which makes the whole community even better.
100% recommending, 5/5
Come and play with us!
iKom, the Falcon Order Defender
 
Level 8
Joined
May 28, 2009
Messages
78
Cool you are updating this so frequently! I have a little suggestion. A toggable auto build ability for corpse storages and crypts. When a building finishes the trainig of a unit and the ability is active, the unit is qued again. It is very easy to implement with GUI triggers and maybe whould it make the gamplay as undead less 'clicky'. But maybe it is intentional to make the game more skill based which i can also understand.
However, keep up the great work:)
 
Level 8
Joined
Sep 8, 2017
Messages
97
Cool you are updating this so frequently! I have a little suggestion. A toggable auto build ability for corpse storages and crypts. When a building finishes the trainig of a unit and the ability is active, the unit is qued again. It is very easy to implement with GUI triggers and maybe whould it make the gamplay as undead less 'clicky'. But maybe it is intentional to make the game more skill based which i can also understand.
However, keep up the great work:)

Thanks for your comment and your rate, I appreciate it a lot!

About your suggestion, it is indeed on purpose I'm not doing that. If you are playing zombie you won't win simply by spamming and if you are playing right you don't have to click that much. Also every abilities, training, etc have hotkeys that simplify the gameplay a lot.

If you want to discuss and propose more suggestions or find players to play the map, don't hesitate to join the discord server!
 
Level 3
Joined
Jul 22, 2008
Messages
32
Original Creator here, see credit for original map going to Argos, I was the OG creator made made the vast majority of the base game. Would just like some credit here <3 I know I've been inactive for the last near decade though and gave permission for people to edit my game! Starting with Argos and said it was alright for others to do the same :)
 
Level 8
Joined
Sep 8, 2017
Messages
97
Hey!
Glad to see you alive ; )
I didn't know you were the original creator but I made my researches and it turned out to be true. I changed the description and gave you the credit!
If you are curious to see how the map is today you're more than welcome to join the community on Discord! You'll see that the map has drastically changed on every aspect.
Discord link: Join the Medieval Zombie Apocalypse Discord Server!
 
Level 24
Joined
Dec 6, 2022
Messages
519
According to the description of your map, the game looks very interesting:)
It's a pity that the map supports version 1.36 of the game, and also I don't have friends to play the full campaign:(
I'm very glad that you liked my Bandit Pack :)You immediately use two of my Big Guys :)xD
I also noticed that I am not in the list of credits :)
 
Level 8
Joined
Sep 8, 2017
Messages
97
According to the description of your map, the game looks very interesting:)
It's a pity that the map supports version 1.36 of the game, and also I don't have friends to play the full campaign:(
I'm very glad that you liked my Bandit Pack :)You immediately use two of my Big Guys :)xD
I also noticed that I am not in the list of credits :)
Thanks, you're most welcome to play the map!
The map runs on the latest patch indeed so you'll have to play on official servers to play it.
If you do so, you'll find all the players you need on Discord or directly on the game to play the map.
Yes I'm roaming very often Hive and saw your models very recently just before I released my new 2.50 version ; they're pretty cool and a good fit for a region in my map!
Thank you for letting me know about the credits, I try my best to keep it updated but with the thousands of imports I use, I sometimes loose track a bit...
Anyway, I just added you!
 
Level 2
Joined
Apr 8, 2024
Messages
7
Tried an older version. The map has so much stuff. So much variety for the factions too. Just think the zombie hordes themselves could behave more organically? They just beline forward at crazy speeds. Lower their speed by 15%?

Nevermind that was another map. Still played this map before so might as well review it while here lol. Well the faction veriaty is also really good in this map and so are the graphics. The terrain and doodads are very well done too. The castles and all. Maps obviously needs zombie ai option like any zombie map.
 
Last edited:
Level 8
Joined
Sep 8, 2017
Messages
97
Tried an older version. The map has so much stuff. So much variety for the factions too. Just think the zombie hordes themselves could behave more organically? They just beline forward at crazy speeds. Lower their speed by 15%?
Hi, thanks! It's a lot of work over the years indeed and more updates are coming :thumbs_up:
What do you mean "behave more organically"? You mean overall zombie units are moving too fast?
I'm not sure about that but I invite you to join the server and suggest it there! We have a Discord forum for the community to suggest and debate on anything about the map.
 
Level 8
Joined
Sep 8, 2017
Messages
97
This was against ai zombies. Just felt uncanny when fighting them. standardize all soldier and zombie model sizes, especially the zombie ones. It somehow is really immersion breaking when some zombies have huge size discrepancies between them even though they are still just dead humans. This excludes any special animal or orc zombies of course.

Also there is another map called MZA so it makes finding this map on youtube hard and confusing. Maybe add more to the title for distinction?
Against AI zombies? I think you played the wrong map because I never made any AI in this map... We might not takling about the same map.
If you're looking for the right map, just look for MZA made by Arathorn#21714 and get the latest and official version on Discord or this Hive page.
There is no other MZA map to this level.
 
Level 8
Joined
Sep 8, 2017
Messages
97
Tried an older version. The map has so much stuff. So much variety for the factions too. Just think the zombie hordes themselves could behave more organically? They just beline forward at crazy speeds. Lower their speed by 15%?

Nevermind that was another map. Still played this map before so might as well review it while here lol. Well the faction veriaty is also really good in this map and so are the graphics. The terrain and doodads are very well done too. The castles and all. Maps obviously needs zombie ai option like any zombie map.
Haha better not confuse the maps indeed but thanks for your review! I invite you to play the map again, as I continue to add important content regularly. I've just released another major update (MZA 2.55).
About having AI in my map, this has already been discussed many times but all the discussions have come to the same point that AI would be too stupid, boring and useless. The amount of work it would require just isn't worth it. The map and strategies are far too advanced for proper AI.
Finally, if you play the map as a zombie, you'll see that it's not at all a tedious role where you just have to send waves of units.
Undead players have real gameplay with multiple strategies and are fun to play.
 
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