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

Neatherland Conflict v0.34a

Neatherland Conflict v0.34a
Rise of the Shadows

Neatherland Conflict is an AoS-type map with improvements to make gameplay faster and more thrilling. Basicly there were 3 lanes and 6 flags, which can be captured, giving you an additional gold income, as well as a teleporterstation.
The item recipes are logic, no need for studing those the rest of your life.

Provides:
- 35 well built heros (i focus more on well built heros then on masses of boring ones) with
- 136 different 5 ary abilities
- 68 unique items
- 6 captureable flags
- 7 professions

Some more detailed information:
- newly developed item-recipe-system: raw materials (drop from creeps) -> basic items -> magical/rare items
- many hero- and item-abilities where programmed in jass, therefore they are unique and tactical ambitious
- internal delay damage/delay effect system supporting the map with incredible effects (test e.g. The Oracle to get an example ;) )

Type "-help" in game to get usefull information about modes, gameplay etc...!
- Info: map is protected -

Social group:
http://www.hiveworkshop.com/forums/group.php?groupid=470l
___________________________________________________



New:
  • Fear: affected units now flee
Fixed:
  • Improved performance of Flee-system
  • Shadow coming over you: buff now decays
  • Flags can´t be captured by dead units anymore
  • Reactivated siege timer
Balance:
  • Priests won´t heal themselfes anymore
  • Dawnblade: now costs 2800 gold
  • Decreased gold income for flags by 33%

New:
  • New Hero: Nightstalker (agility based hit and run caster)
  • Placed two more Smiths and Armories in the map
Fixed:
  • Removed debug msg: "unberserk"
  • Fixed golem spawn
  • Fied Teleporters
  • Fixed tooltip: unholy helmet
  • Blood God dmg issue
  • Removed leaking parts in the system
  • Basic items will now give back gold if ingredients are not met
Balance:
  • Creep drop rate increased by approx. 40%


___________________________________________________

CREDITS:

Made by Zacharias
Additional material: General Frank, crazyrussian, kelthuzad, donut3.5, happytauren, JetFangInferno, rondo, EnetheruAnuon, Daelin, DonDustin, Anachron, Pyramidhe@d, The_Silent, Illidan(Evil)X, james duckett, xlaz, WILLTHEALMIGHTY, olofmoleman, 67chrome, Mr.Goblin, Seung-Bum, Lee(Korean), Darky29

Keywords:
Neatherland Conflict, Neatherland, Neather, DotA, SMota, zacharias, AoS, aon of strife, hero, hero defence, flags, epic, items
Contents

Neatherland Conflict v0.34a (Map)

Level 7
Joined
Oct 21, 2008
Messages
234
-Banish (AOE, Sends enemies (possibly Allies too) into the “void” (or make them ethereal) and take damage on return.
good idea

-Void Shock (Sends Target into the “Void” and takes damage on return
same as above

-Push (Teleports target backwards (about the amount of blink) and takes damage)
Like pushing the physical body of the target faster away then its soul, maybe without teleport but a high speed push back. Name e.g.: Soul rip
+Cool and bloody effect, great idea

-Out of Reality (becomes ethereal for an amount of time)
FEAR ability. Just non-random.

- Step Through (Basically a Slow Blink) (can scale by increasing Distance and time) {such as you use it, disappear then re appear at the selected location after like 3 seconds or so}
Well, not bad but very simple.

-Throw Rift (Fires a Slow moving Rift (portal looking object) That pulls units in as it moves [can also do damage]
I also thought about that some time ago, but static. Well not bat but maybe too basic.

-Void Expulsion (Opens a rift That Does Line Damage) [Or acts like a turret]
Implemented in all AoS' i know...

-=Open Rift (Pulls in all surrounding units [strong pull] Then Launches Them forward (if possible Directed) doing damage and line Damage to anything that it hits.
Hmmm not bad.

-= A Void Dance (All heros on the map take damage)
(simulating the master teleporting to each one attacking.)
Just a simple map-dmg spell. Meh...

-= Void Clone (Creates A mirror image of all heros under their control that spawn near them, but also gives the master a Stronger clone or a version of himself with a few abilities
DotA ability (similar). Think hero is called spectre.

-= Void Clone (creates mirror images of all enemy heros under the master's control
Hmmmm... meh....



Quick idea for an ability.
For 10 seconds whenever you are hit you teleport behind the target and do 100+0.5x agility. Call it battle frenzy or something. You'd still take full damage.
Dunno for what hero, just seemed cool for future ideas.
Well... i like it :grin:

As it takes some time, i´ll wrote a list with all reported issues, as well as my progress.


  • Contaminate: too strong *done*
  • Tau: ammo bug *done*
  • Tau: invisible even when reloading *done*
  • Tau: +10 base damage *done*
  • Reload: stun->error *done*
  • Skeleton Bomb: doesn´t work on normal skeletons *done*
  • Corpse Explosion: recheck limit of 3 bodies, maybe reduce dmg *done*
  • Nail Up: 1.5xSTR *done*
  • Heal (Paladin): scale *done*
  • Seraphim Cloak: limit stealth to 5-10sec *done*
  • Lay Dragon Egg: exchange ability with a dmg spell, e.g. scorched earth (aoe dmg)
  • Hellfire: 1.5xSTR *done*
  • Decay: -dmg+scaling *done*
  • Neather Field: decrease dmg *done*
  • Holy Bolt: timer pauses when target dies *done*
 
Last edited:
Level 4
Joined
Oct 17, 2008
Messages
123
Er, I know this is a random question, but whats neather field ? I don't remember that name. All the others I did though (which made me feel like a nerd.)

And can you finish up that last thing today? Would be awesome to have a new version to play later today.
 
Last edited:
Level 7
Joined
Oct 21, 2008
Messages
234
Er, I know this is a random question, but whats neather field ? I don't remember that name. All the others I did though (which made me feel like a nerd.)
Lol, its the ultimate of warlock.

And can you finish up that last thing today? Would be awesome to have a new version to play later today.
Well i simply dont know an ability that fits to the firedragon. But i´m on it now.

Edit: Ok found something nice :)
Will upload it tomorrow, maybe in the morning - i want to improve the terrain a bit.

Ok takes some more time, but i´m confident of uploading it in some hours. Fixed several bugs when repicking, debugged ar- and ap-mode. Added a new command (-random) and will include a ctf mod.

Edit: Wohooo here we go :)
 
Last edited:
Level 2
Joined
Oct 31, 2008
Messages
13
Hero Shot Number 3

Alright, Me and Hashinshin Put our heads together and thought up a cultist eske Hero. :thumbs_up:

Ok. An evil hero called the "blood cultist" who is a zealot acolyte for some blood god. The blood god will be brought up later. Hes sort of the evil mirror of the gaias mage with his own uniqueness.

-=Ability1: Blood sacrifice. The cultist stabs himself and leaves blood on the ground. After time some demons are summoned up. Its like the evil mirror of the deer, however it takes 20% of the cultist's max life to do, the demons only last a limited time, and they are stronger.

-=Ability2: Blood frenzy. The cultist does 20/30/40/50/60% more damage when under 30% life.

-=Ability3: Death Deal. The blood cultist deals 50% current life HP to a target unit. The blood cultist takes that much damage in return. (If he deals 1000 of 2000 remaining life to a unit and the blood cultist has 1000 life then the blood cultist will be 1 shot by his own ability.) Skill points reduce cooldown.

-=Ultimate: Sacrificial Summoning. The blood cultist kills himself and summons a temporary avatar of the blood god. The blood god has absurdly good stats, but only lasts 40 seconds. Blood god has some sort of AoE ability. The blood god avatar will scale off the blood cultist's stats, but generally have 2x damage and 2x life. After the time is up or it dies the blood cultist counts as having killed himself (loses gold.) 200 second cooldown. Skill points reduce cooldown.
(if you can i suggest his ultimate be usable under any circumstance like if hes stunned or something like that) [also give it a really cool effect =P]

Something else we've been thinking on is ways to make old heros cooler and up to date with some of the newer ones so either me or hash will get back to you on that,
 
Last edited:
Level 4
Joined
Oct 17, 2008
Messages
123
Firedragon!
-His ability 1 strength to damage should not do the AoE. Causes too much trauma.
-He should be unable to crit. Never able to crit. He just attacks too slow to crit. Getting 3x damage with 1/2 the attack speed leads to things like 1200 crits. Kinda unpredictable and just bad. Would be good to slightly lower his damage through inability to crit anyway. Ninja suggested just not letting him pick up swords but I think thats too much, just not letting him crit is good enough.
-His DoT scales kinda too good. I suggest a higher base damage but only 1/2 strength per second. In addition, increase the scanning range for it by just a bit. It seems to only be able to hit enemies in base contact who sit there. I don't think a big increase, just a tidbit. Possibly just leave it at 30 damage + 1/2 strength but increase the distance it can spread at.

The marine!
-His barrel ability does wayyyy too much damage and lasts wayyyy too long. It can do seemingly 4000 damage over duration. I suggest cutting down the damage by nearly 1/2 to 1/3 of it's current. Its not 1 shot a god damage now, but its still way too much.
-His barrel seems to last to infinity sometimes. The damage aura just sits there, forever. Causes what appear to be leaks too which lag the game.
-Is it possible his barrel is doing agility*5 instead of agility/5 ? Either way, SOMETHING is wrong with the calculations for damage.
-Typo on contaminate. Should read "...on their death" not "...on their dead."
-His ultimate seemed...er... buggy. It often wouldn't kill the marine, as the dragon I escaped it twice, and once only took 1000 damage. I've never seen it not kill the marine and everyone nearby completely before.
-Radioactive aura tooltips don't allign. The skill points tooltip says 5/10/15/20/25%. Once you get it it says much different %'s.

Uh, evil side apparently does NOT have a hunter's need store.

If you could uh... do a hotfix for these things. These two heroes are sorta imba and the evil side doesn't have a hunter's need. (They have a lumber mill.)
 
Last edited:
Level 7
Joined
Oct 21, 2008
Messages
234
-He should be unable to crit.[...]
His crits double or triple only the BASE damage. So e.g. he got a crit x2, he deals just damage as usuall (except the difference caused by +dmg items).
So don´t be afraid of 1200dmg crits ;)
-His DoT scales kinda too good. [..]Possibly just leave it at 30 damage + 1/2 strength but increase the distance it can spread at.
Organic Flame? Oh that´s just a tooltip typo, its STR/5 *fixed*

-Is it possible his barrel is doing agility*5 instead of agility/5 ? Either way, SOMETHING is wrong with the calculations for damage.
No, everything works fine, but it lasts to infinity everytime :wink: *fixed*

-His ultimate seemed...er... buggy. It often wouldn't kill the marine, as the dragon I escaped it twice, and once only took 1000 damage. I've never seen it not kill the marine and everyone nearby completely before.
He will just have to run out of the centre fast, then its possible to survive. It deals 2000dmg in the center, but only 500 in the border regions.
But it somtimes do not collapse, will rework the trigger (its one of my first triggers :grin: )
If you could uh... do a hotfix for these things. These two heroes are sorta imba and the evil side doesn't have a hunter's need. (They have a lumber mill.)
Yeah will fix that as fast as possible.
 
Level 4
Joined
Oct 17, 2008
Messages
123
Don't think perseverance is working correctly...

Hit a tauren with 2 dark shells for pretty much no damage and thought... that can't be right. I then proceeded to hit him with chaos, hellfire, more dark shells, and pretty much everything I could think of, and it did nothing. He was not in avatar, was not magic immune, I could still target him.

You can test this yourself. Get perseverance and run into the flood. You take almost no damage while drowning. Its spell reduction component is completely borked lol. Small note: This caused the bug with the marine's ultimate. I survive and enemies survive cause of the broken perseverance. Lots of people are figuring out the perseverance bug though heh... kind of annoying to try and play once somebody gets this ability.

If I could make a bold suggestion, can perseverance just be utterly removed ? Its causing some funkyness with the heroes out scaling creeps, its all funky with strength heroes being near god level (especially if they have heals.) Its just... its causing a lot of funk, even once you get past the broken aspect of it. At the very least, can we see a quick patch to fix that ?

Added notes.
-Haha... don't suppose you can go back and remove 5 damage from tau now :hohum: that guy seems really finnicky. Hes either doing too much or too little damage. Removing 5 (net gain of 5 since last patch) is a nice way to go though. Last time i'll suggest stuff on tau again lol.
-Chaos dragon. Don't suppose you could give his dark shell ability a cool stun effect like the black mage has ? Its just a non scaling instant damage bland meh ability now. his ability chaos nearly scales itself into uselessness. By rank 5 it spreads so far around and takes so long that the last 6 meteors are rarely useful. If I can suggest, increase the speed at which they come down at 5% by each additional rank, to +20% at rank 5. Additionally, I still think chaos is scaling a little weak. I suggest you tighten up the range the meteors spread out at (more centered on the dragon) and make them drop faster at higher ranks. That would make chaos once again a good ability. I think the lich and fire mage have better AoEs. Just flat out better, in all ways better lol. Chaos dragon has to run into the enemies, 90 second cooldown, the meteors all spread out and hardly hit people, and the last 6 or so keep falling even though the battle has moved on.
-Apon further testing, fire eyes is funky as heck. Its like it got imbued with the fire dragon's ultimate somehow.
-Reduce fire dragon's range to 400. Possibly 375. Hes got 500 now which he does not deserve. Chaos dragon has 400, I think reducing his range to 375 would balance out his hit and run tactics more.

Other comments posted in the social group thread.
 
Last edited:
Level 7
Joined
Oct 21, 2008
Messages
234
WOW this hurry got popular
Well not as popular as i want it. +500% would be great :wink:

Sorry for the short pause, semester start was hard....

But i wasn´t idle, i´ve boosted up effects and will add more in the next days.
I´m currently working on the Chain Totem for Lord of Chains, nearly finished.

Next will be the blood cultist, a really gory hero :grin:

Edit: Finished the spells, will now implement some effects, define stats for the hero and write some tooltips. Will be finished tomorrow or the day after tomorrow.
 
Last edited:
Level 7
Joined
Oct 21, 2008
Messages
234
... blood cultist will be included ?
Yes of course, its nearly finished, but i´m afraid i can´t finish it today. :cry:

Edit: Here we go! This update was actually a lot of work. I tried to add some cool effects to the Blood Cultist, hope you like it. I gave myself the permission to name the hero similar to its creator (Hashinshin already got the fire dragons name :p ).
 
Last edited:
Level 4
Joined
Oct 17, 2008
Messages
123
Ok, blood cultist is pretty cool.

Couple of things though!

-Death deal should work as it does now, but take 50% of the enemy's current HP. That way it stays strong against high HP targets, but doesn't instantly kill low health intellect targets. Its named death deal now, death pact might sound cooler.
-Blood god ultimate should have it's speed reduced probably. Blood cultist uses it to escape low life then chases down everyone. Great model, great implementation, but the speed increase just makes warlock chase people down who really can't fight back.

Anti magic shell has no CD and has no hotkey. I'd suggest making it a 20 second cooldown with 10 second duration. That way you can't just chain cast it and largely negate magic users trying to kill you.

Kinda big note. You can activate an ability then press stop (S) before it actually activates and the ability will go off. No cooldown, no mana, but the ability will go off. I Think you have the effect activated before it should. This sorta really needs to be fixed.

Chain master's totem that pulls in should be invulnerable. Only has 200 life right now.
 
Last edited:
Level 7
Joined
Oct 21, 2008
Messages
234
Ok, blood cultist is pretty cool.
-Death deal should work as it does now, but take 50% of the enemy's current HP. That way it stays strong against high HP targets, but doesn't instantly kill low health intellect targets.

Don´t you think thats too much for pvp?


Kinda big note. You can activate an ability then press stop (S) before it actually activates and the ability will go off. No cooldown, no mana, but the ability will go off. I Think you have the effect activated before it should. This sorta really needs to be fixed.

Does this happen at all abilities?
 
Last edited:
Level 4
Joined
Oct 17, 2008
Messages
123
Well right now theres 2 serious issues with blood cultist.

Death deal in blood god form. 50% of full life, I think its 200% life?, on a strength hero is MASSIVE. Especially when blood god form can already kill intellect heroes in 4-5 hits. Not to mention 50% of a strength hero's life can easily be 100% of a non strength hero's life. If you swap blood cultist to intellect though he will be very squishy. At least at 50% of their life the net effect is the same (as 50% of the blood cultist's life would be equal to 50% of any hero since he himself is a strength hero) except on lower life heroes. Right now he can do 50% of his life (which is basically 50% of the highest life in the game) to ANYONE. My suggestions would make him still do 50% of the highest life, but also only 50% to the weaker heroes who are currently getting 1 shot.

The stop spam bug.... I don't know much about mapping, but I think you might have your triggers tied to start casting instead of finishing. You stop before the cast is "completed" but your effect goes off when you start.
 
Level 7
Joined
Oct 21, 2008
Messages
234
Death deal in blood god form.[...]
Ok.

The stop spam bug.... I don't know much about mapping, but I think you might have your triggers tied to start casting instead of finishing. You stop before the cast is "completed" but your effect goes off when you start.
Yeah thats right, otherwhise some problems will occur in the triggers. Just tell me if it only happens at some specific abilities or ALL (triggered) abilities in game.
 
Level 2
Joined
Oct 31, 2008
Messages
13
To add onto Hash's Blood Cultist suggestion

To add onto Hash's Blood Cultist suggestion,

2 ideas come to mind :

-keeping him STR but changing the effect to doing 50% of the opponents Current life to them and yourself,

- Changing him to Int making him a range unit

as far as his abilities not being able to be used while in avatar mode

possibly give him a new set of abilities as well as making him a melee unit

-a either charge or leaping ability to increase his mobility and close in on heros
-some sort of aoe or line damage spell
- and some way or form to damage him self but of coarse also doing damage
(just so its more common to get into his under 40% buff)

it would be changing him a lot but that's just an idea
 
Level 4
Joined
Oct 17, 2008
Messages
123
I think it happens with all non channeled abilities.

Well, it seems to happen with AoE abilities. I tested chaos, it can be broken. Firemage's fire AoE can be broken. Black mage's single target ability can NOT be broken. Tau's AoE ability can be broken. Aging (black mage's AoE debuff) can't be broken. Blood cultist's death deal can be broken.

I think it focuses on anything without an innate effect, which is mostly AoE abilities.
 
Last edited:
Level 7
Joined
Oct 21, 2008
Messages
234
@Hash: No its not because of aoe damage. I think i know where to search. Thx a lot.
@Psycho: K.

Edit: Ok i found the "bug" when casting spells, just a big mistake of mine. Also recognized and fixed a bug when Reloading+Lag (funny thing ^^)
I will update as soon as possible.

Edit: Cant finish it today, maybe tomorrow. New version comes with several improvements and a small trigger system, which loads trigger only when used. That would reduce running triggers during the game by approx. 40%. But this is currently the last point on my to-do-list.
 
Last edited:
Level 7
Joined
Oct 21, 2008
Messages
234
Got a crash. Most notably, death deal was just used.
Didn´t occur to me by now. Trigger seems to be ok.

This map is going better and better!^^
Thx :cool:

Btw, bnet updates to version 1.23 and you won´t find my map in your folder. To fix that simply rename it to "NeCo 028" - name is limited to 16 chars.

Edit: I´ve tested enough now, i will implement my list in the new map, some bug fixes, many balancing things.
I will also add some new gameplay features, maybe items and a new shop ;-)

Edit: So debugging and balancing done, tomorrow new features will be implemented =)

Edit: new ersion uploaded, hope you like it, gameplay is a bit different now. Found bug when using -random command, plz do not use.
 
Last edited:
Level 4
Joined
Oct 17, 2008
Messages
123
Ok, compilation:

Priests should spawn in waves of 1, not 2. Middle lane is too important now. Temples should also start off captured, and have double their current life. As of now its a rush to quickly pick your hero then capture temple.

Blood god should get strength bonus back. Blood frenzy could maybe add 1/2/3/4/5 armor when below 40%, so he has a little umph of. survivability. Blood demons could also use a little more life.

Anti magic shield still has no D hotkey.

Had a long nonsensical paragraph on curse master, let me just sum it up real fast.
-His daomonic curse should go to 45 seconds cooldown.
-Daomonic curse should get int/7 instead of int/8 damage, it does the same damage as the significantly less cooldown warlock DoT.
-Felguard needs more scaling, he turns into a puppy by end game. Not feared by any, more life scaling, slightly more damage. Possibly consider giving him
-Tentacles should get a no damage version of corrupted golem's pull ability. That way they can keep a hero off the cursemaster, gives him survivability

Chain totem should have invulnerability, or at least. Possibly a middle ground and 500 life?

Tau is still broken, not getting his 60% damage crits.

Fire archer could use some spiffying up.
-Her reveal is virtually useless. I suggest changing it to a stun or something, something for her survivability.
-Her ultimate could use a reworking. I suggest something like a phoenix that moves in a line and does the passive damage shots that the phoenix has. So its an AoE, but it works better the fewer units in the area.

Chaos dragon, paladin, and fire mage are missing scaling on their single target damage/stun abilities.

Do the life siphon units from the evil golem scale ?

In addition, I think it'd be interesting if each side got 1 unique unit. like every 3 minutes each side got a necromancer or a paladin in a random lane. You know, something even little to differentiate the teams. Every say 1.5 minutes 1 side gets an uber powerful necromancer or paladin in a random lane, only one side. They get similar abilities, raise dead. However, the necromancer gets a damage spell while the paladin gets an AoE heal. So basically one side focuses on damage and the other living.

You can get stuck behind the taverns. At least the bottom one.

Paladin's heal should go to 1.5x strength. Late game paladin is uh... hilarious ?

devour still not returning mana.

Fire dragon devour and chaos dragon ultimate have debug messages.

Mummy is summoning the wrong skeletons or they are named wrongly. For example, rank 5 "grave warriors" are summoning "heavy skeletons." In addition, could you reduce his ult's cooldown to 120 or 100 ? Right now its at a very large 140.

Issue with heroes very rarely going away. Completely removed from the game, no potrait on the side.****important.
 
Last edited:
Level 4
Joined
Oct 17, 2008
Messages
123
I saw tau on and off getting his 60% damage crits, seemingly random.

In a non-reproducable seemingly random situations the heroes are removed from the game. Their portrait goes away, they never respawn, they don't have a timer, they no longer exist.

This is of course after they die their hero is removed. Not in the middle of a battle.
 
Last edited:
Level 7
Joined
Oct 21, 2008
Messages
234
I saw tau on and off getting his 60% damage crits, seemingly random.

In a non-reproducable seemingly random situations the heroes are removed from the game. Their portrait goes away, they never respawn, they don't have a timer, they no longer exist.

This is of course after they die their hero is removed. Not in the middle of a battle.

Omg i´m on it.

Edit: please write down which heros are involved at the battle, important to know who died first!
 
Level 2
Joined
Oct 31, 2008
Messages
13
Well to add to hash's thoughts

We both kinda agreed that the blood cultus is a one trick guy just trying to get a gank with death deal.

The deampns just need a bit more health cause thier dmg is fine just needs more survivabilty

As for blood rage or whatever. He should get that bonus armorbut maybe even more than what hash said cause it's never usable in the presence of any hero or your asking to get killed

On a side note you could keep it the same but have it be activateable possibly even togglesble just draining life when it's on or increased damage taken
 
Level 7
Joined
Oct 21, 2008
Messages
234
Ok thx. Will increase hp of daemons, increase activation hp to lets say 55%. What about death deal? Decrease %-dmg and increase cooldown?

Edit: Next update is pretty comprehensive. Found several bottlenecks in the code which caused bugs, lets hope this fixes the main issues. Will take some more days, i want to release a clean version.
 
Last edited:
Level 2
Joined
Oct 31, 2008
Messages
13
Sorry about Getting back to you kina late but I think death deal is fine just think he needed a bit more appeal for his other moves

Edit:
I reduced it to 25%, i think thats the best way to deal with it. Its useable but not too strong.

Sounds good
 
Last edited:
Level 7
Joined
Oct 21, 2008
Messages
234
Sorry about Getting back to you kina late but I think death deal is fine just think he needed a bit more appeal for his other moves
No problem man, its still in progress :wink:
I reduced it to 25%, i think thats the best way to deal with it. Its useable but not too strong.

Edit: I´m finally working on the new item system. Currently the system performs well, all triggers set. Will now take some hours to link the items, update tooltips and re-balance some stats. Feel free to suggest new items ;-)

Edit 13. Apr. 09: Updated the map to 0.30. Note that the changelog is incomplete - it was just impossible to log all things i´ve changed ^^ the changelog lists up the main points
Have fun with that. Hope you like it.
Just realized that i forgot to mention the item depot in the changelog ^^

Edit: Found bugs till now: Boots dont work, fury activated on wrong item, devour doesnt kill the unit, "not enought..."+sound should only be visible/hearable for the player buying an item
 
Last edited:
Level 18
Joined
Mar 13, 2009
Messages
1,411
I have just been playing an older version (0.27 to be exact) and found some problems.
I don't know if those count for the newer versions.

- The tooltip on Constrict does not show levels.
- The tooltip on Inflame says arows (arrows)
- Not my one, someone else told me this: Iron Helmet won't upgrade.

We played a mode with towers that make units sacrifice life and I didn't really get the mode :p
 
Level 7
Joined
Oct 21, 2008
Messages
234
I have just been playing an older version (0.27 to be exact) and found some problems.
I don't know if those count for the newer versions.

- The tooltip on Constrict does not show levels.
- The tooltip on Inflame says arows (arrows)
- Not my one, someone else told me this: Iron Helmet won't upgrade.
All issues fixed since 0.30 ;)

We played a mode with towers that make units sacrifice life and I didn't really get the mode :p
Send as many soldiers to the monolith as possible and try to hold off the hostile creep waves. Its just extremly hard :grin:
 
Level 18
Joined
Mar 13, 2009
Messages
1,411
Oh hi, fast response :wink: (thought you had been unactive for a while)

Send as many soldiers to the monolith as possible and try to hold off the hostile creep waves. Its just extremly hard :grin:

But there isn't a description on that gamemode?
 
Level 7
Joined
Oct 21, 2008
Messages
234
Oh hi, fast response :wink: (thought you had been unactive for a while)
I´m online daily, loogink for feedback ;)

But there isn't a description on that gamemode
There is, type -help ;) But when entering the mode a text is displyed, giving you all nesseccary infos anyway. If you suggest improving it, feel free to design a text for me :)
 
Level 9
Joined
Oct 2, 2008
Messages
406
I got idea for item as well.Make Darkcutter of Millenium Wrath.And when player has,it hears voices that are driving him crazy.Eventually he becomes like neutral hostile,I mean alone against all of them.Make sword undropble and very powerful,like I dont know,200 extra attack,5600 extra hp,3400 extra mana.Very power ful.And then that player wins by capturing either of flags.
 
Level 4
Joined
Oct 17, 2008
Messages
123
Just got to testing.

New item system is messy. Normal items don't have bonus stats ? They also steal your gold if you don't have the requirements. I do not like it.

Played new hero.
-Mobs HATE HIM. ALWAYS try to attack him.
-Ultimate doesn't show cooldown on tooltip.
-Seems to take massive damage randomly.
-Soul catchers do no damage.
-Stun seems to last a lot longer than intended.
-His aura doesn't seem to turn off on 0 mana.
-His ultimate needs to scale off 2x agility. Its fine on damage, just needs more scaling. High damage + 1x agility = late game weakness.
-Over all great ideas, just seems buggy, and his ultimate seems weak for the 180 second cooldown, set up time, skinny path. Even with 2x agility... I dunno, might need more.

Fatal crashes. LOTS AND LOTS of fatal crashes.

Rank 1 of lightning gnoll's proc ability (8% chance) has 100% chance. Might be all ranks too.
 
Last edited:
Level 2
Joined
Oct 31, 2008
Messages
13
Agree, Items

to be really honest, i'm not a fan of the new system either.

its one of those if it isn't broken its fine how it is things i mean could be improved to be fun but with the materials using up item slots and some items just seeming like a farm to get =\ can't say i really enjoy it

as for new hero haven't played him yet so i can't say
 
Level 7
Joined
Oct 21, 2008
Messages
234
New item system is messy. Normal items don't have bonus stats ? They also steal your gold if you don't have the requirements. I do not like it.
Shouldn´t steal your gold, was a bug.
Well it needs some improvements, should i add some small boni to the basic items? I will take it into consideration.

-Mobs HATE HIM. ALWAYS try to attack him.
Priority is equal to all other heros, dunno whats wrong, its not happening to me either :bored:

-Ultimate doesn't show cooldown on tooltip.
-Seems to take massive damage randomly.
-Soul catchers do no damage.
-His aura doesn't seem to turn off on 0 mana.
Fixed.

-Stun seems to last a lot longer than intended.
Soulless time = time in which unit has the fewest hp, not the stun time. I´ve adapted the tooltip.

-His ultimate needs to scale off 2x agility. Its fine on damage, just needs more scaling. High damage + 1x agility = late game weakness.
-Over all great ideas, just seems buggy, and his ultimate seems weak for the 180 second cooldown, set up time, skinny path. Even with 2x agility... I dunno, might need more.
Ok increased to 2xAGI, i will test it and see what i could do.

Fatal crashes. LOTS AND LOTS of fatal crashes.
Why doesn´t that happen to me? :cry:

Rank 1 of lightning gnoll's proc ability (8% chance) has 100% chance. Might be all ranks too.
There is a bug, right, will check and fix that.
I think the lightning Gnoll causes the fatal errors, please give me input, i really dunno whats wrong. I need accurate descriptions in which situations errors occur.

Edit: found the bug.... omg... wc3 has a shows a strange behavior when using with logical operators :D
 
Level 4
Joined
Oct 17, 2008
Messages
123
This version does look fun, fire archer looks great, but i seem to... crash a lot. And the new hero is just too buggy to try o_O

Fix that stuff up and I can test, but its crashed in every game now ><

You know, I almost suggest making the new hero's ultimate 3x agility. It just takes SO long to use that anything touched by it should just explode in a terrible death beam. That would at least be unique.
 
Last edited:
Level 7
Joined
Oct 21, 2008
Messages
234
Fix that stuff up and I can test, but its crashed in every game now ><

Even if no lightning gnoll is in the game? :S

So b version is a hotfix, also balancing some things out. Not all things done with the Revenant abilities are listed there, take it as a complete rebalancing of him (especially the Dark Rage ability).
 
Last edited:
Level 4
Joined
Oct 17, 2008
Messages
123
Ok, notes on the new gold system:

Gold income now is WAY too high. I'd suggest reducing it by about 30%. I'd also reduce chance for items to drop by about 35%. However, I'd give "basic" items a +5 stat. Axe is +5 damage, sword +5 strength, leather armor +5 agility. You know. Damage has become way too high since we can stack the ultimate weapons in like 5 seconds. I had the ashbow before level 8. Needs a fairly big tune down to slow down damage and make the game more enjoyable. Just too fast, too too fast right now.

On the new hero:
Death beam still does too little damage. I suggest 3x agility. I mean, it SHOULD be the single largest damaging ability in this game with all those drawbacks. I'd give it 3x agility, and a good 20% boost in base damage. His stun is a little too long, however.

For now, I recommend just a 2.1C version with a slowed down gold gain and item drops and minor improvements to the new hero. Its very wearing right now how you have to make items fight make items fight get items get items get items because of how fast the income is.

-Ok, more refined suggestion- (Three suggestions)
-Cut the gold gained from killing mobs to 50% of what it is now. Reduce item drop rate by 20%. Make capturing flags award only 150 gold. Cut starting down down by 200.
-Reduce the drop rate of items by 50%. Reduce the cooldown of buying raw materials to maybe 30 seconds. Let people spend excess gold on raw materials. This one would be interesting because it'd make killing someone and stealing their items a big deal.
-Tune down item drop rate maybe 20%, but add a "stepping stone' item. You go from axe to advanced axe to the better versions of it. That way more gold is consumed by the super high items.

Whatever you do though, put minor stats on basic items.
 
Last edited:
Level 1
Joined
Apr 19, 2009
Messages
7
New opinion and a new name ^^

to be really honest, i'm not a fan of the new system either.

its one of those if it isn't broken its fine how it is things i mean could be improved to be fun but with the materials using up item slots and some items just seeming like a farm to get =\ can't say i really enjoy it

as for new hero haven't played him yet so i can't say

first things first,
-New name (Yokienshi)

-New opinion)
definitely a fan of the item system now.

though one thing that could be updated is that once you start getting items things become pretty crowded in your inventory. if you could find a way to make it a bit friendlier would be a nice upgrade

though this problem may be fixed when the item drops slow and your gold income also slows making it so you have less items

other than that keep up the good work :thumbs_up:

oh and the new hero works well but seems like he has a few twists

early game he has the ability to stun and do quite a bit of damage by the end of it causing the enemy to continually run back and forth
(namely the first levels of stun and the soul collector ability)

also as hash said the cast time and damage of his ultimate just seems unbalanced doesn't do enough damage for how its avoidable

and one even more thing: the message for the flood says something around the lines of "try not to get drown sounds kinda awkward try "try not to drown"
 
Top