PATCH NOTES 1.1
After a long break, I was finally able to devote some time to my mod for the game. Over these two years, I witnessed certain unit models getting corrupted due to the updates introduced to the game. However, after a week of intense effort, I managed to improve it significantly, making it much better than its previous version.
All images in this post have been replaced because they contained outdated models.If you carefully examine the new images, you can get an idea about the newly added models.
High Elves
-The High Elven Lituanted unit has been replaced with the Arcane Golem. As you can appreciate, the ax-wielding elf didn't quite embody the essence of High Elf. Additionally, I needed a mechanical building killer to fill the void left by the Siege Engine unit. The Arcane Golem adequately fills both gapsh.I thank @vindorei for sharing their highly successful model with us.
-The model of the Elven Ballista has been replaced with a new model that I find more successful.The previous model had too much of a Stormwind vibe.
- As mentioned in the previous patch, we have started using the Mana Wyrm model in place of the Strike Angel, and the Elven Knight model in place of the Elven Dame., Elven Dame a special model prepared by my friend @deme3s for me, became unusable due to being stuck in an old version, another model that @deme3s shared with us on this website saved the day. He and his brother Dari have been my biggest supporters, and I would like to thank them again."
NAGA
-In the past, due to the inadequacy of the model, I was using four classic building models. These buildings have been updated with new models.
-Added a new Naga Waverider Hero.She has amazing modeling riding a Seahorse. thx @vindorei
-A new wizard with a unique appearance and special upgrades has been added thx @Mr Ogre man
-Queen Azshara now has her own custom voice set (from WOW). She doesn't talk like a Sea witch anymore.
-Nagas had only 2 armor and weapon buffs, this has been increased to 4 as it should be. However, since the new buffs affect fewer units, their costs are cheaper
PATCH NOTES 2.0
-In the latest patch, the majority of the model processes have been completed, and the foundation of a specific gameplay has been established.This patch primarily aims to add new spells to heroes and wizards. Secondly, it addresses some unfinished models, visual glitches in certain units, and introduces some gameplay enhancements. Additionally, models of certain buildings and units have been updated.Lastly,Many spell animations and damage multipliers had to be redesigned to fit the theme. If I forgot to thank someone, they can contact me privately, and I can add their names to the Credits section.
The primary thanks for the spells go to @Daffa , followed by @Dark_Dragon and @-Berz- .
The primary thanks for the models go to @deme3s , fallowed by @Darious and @VictorZ .
Thanks for the feedback. @deepstrasz , @puck
High Elves
Hero Spells:
-Sword Master: 3 new custom spells have been added. Designed for a crowd control and damage-oriented combo. It is intended to pull opponents towards itself and deal Area of Effect damage.Use your Q to Rush into the midst of enemies, then gather them around with your W ability, and begin mowing them down with your Ultimate ability.
-Pyromancer : 4 new custom spells have been added. A primarily damage-oriented hero, they can become a nightmare for enemies if not countered effectively. However, their spells are fire-based and inflict damage over time, making them a hero that can be mitigated with proper precautions. Immediately getting away from the fire would be the most sensible option.
-Arcane Mage : 3 new custom spells have been added .He is designed for crowd control and continuous damage purposes. He lacks hight burst damage but provides irritating moments for opponents with his continuous damage and crowd control abilities.
-Ranger : 3 new custom abilities have been added, while only the aura model of the 4th ability has been changed.I don't want to change the heroes we're familiar with from the Campaign too much, but we've never played with a Sylvanas or Ranger hero model in the Campaign. Naturally, this didn't create a habit for us, so I didn't find it objectionable to redesign this hero specifically, which resembles Tyrande quite a bit in terms of gameplay. She was designed to have kite abilities and healing power, making her a enjoyable hero that requires a lot of micro-management.
Gameplay:
-Waywatcher and Archer units had similar characteristics, and one of them seemed unnecessary. So, I added an upgrade system to them, such as the Headhunter - Berserker transformation.However, the buffs they provide are not the same.
-Visual issues in the Elven Knight (now renamed as Lancer) unit have been fixed. Thx @deme3s
- @CaptainHec designed 4 new building models added to the game, but the construction and explosion visuals were missing. @deme3s made them playable for me.
-The Magical Barrier was providing too much value for its cost, so its price has been increased from 60 Gold to (100 Gold + 25 Wood). Additionally, its health points have been reduced from 2000 to 1000. Furthermore, I have redesigned the Magical Barriers to be viewable from 4 different angles, allowing you to use them more effectively.
-A new tower unit has been added, and due to the increase in the number of magical barriers and tower types, the Engineer limit has been raised from 1 to 2. Additionally, the Engineer model has been updated.
-If you upgrade Archers to Waywatchers, you can utilize the Hawk Companion feature exclusive to Waywatchers to spy enemies.
-The Endurance upgrade for Lancers, Dragon Hawks, and Mana Wyrms has been redesigned to provide attack speed instead of health points.
-High Elves' Wineyard (Farm) costs have been increased from 80 Gold + 20 Lumber to 110 Gold + 30 Lumber. Here's the rationale behind it: Human Farms provide 6 food at a cost of 80 Gold + 20 Lumber, while Orc Burrows provide 10 food and cost 160 Gold + 40 Lumber. Elf Wineyard provides 8 food. At this point, a fair value might seem to be around 120 Gold + 30 Lumber, but since Wineyard doesn't provide defensive advantages like Orc Burrow, a cost of 110 Gold + 30 Lumber is considered ideal.
NAGA
Hero Spells:
-Sea Quenn : 4 new custom spells have been added.The spells have been designed to have hybrid skills such as healing, damage, and summoning.A versatile and enjoyable character that can adapt to any situation.
-Naga Waverider : 4 new custom spells have been added. An amazing combo that pulls enemies towards you and allows you to take on the role of a tank in battle. With E, you can taunt enemies, causing friendly units to heal whenever enemies hit you. With W, you can greatly reduce the damage taken for a certain period and reflect the absorbed damage back to enemies with a certain multiplier. Additionally, if things go south, you can use your Q ability to deal damage to enemies and scatter them, allowing you to retreat to a safe area.Lastly, although your ultimate ability deals low area damage, it serves as a mobile ability that can not only transport you to the most ideal spot to execute your combo but also allows you to retreat when needed.
-Illidan (Demon Hunter) and Sea Witch characters have not been altered due to the gameplay styles we are accustomed to from the Campaign.
Unit Spells:
-Mind Flayer mage unit has been enhanced with 4 new abilities (2 passive and 2 active depending on upgrades). Now, it has completely uniqe gameplay and evolved into a disruptive character that stands out with survival skills, causing chaos and disruption in enemy lines.Additionally, can temporarily take control of enemies' minds and doesn't hesitate to intimidate enemies with negative spells while roaming among enemy ranks.
-Naga Coral Gardener's 3 abilities have been replaced with 3 custom abilities. Now, he has transformed into a protective wizard who provides barriers to friendly units and creates an aura that blocks enemy spells.
-Naga Siren unit is one that we are familiar with from the Campaign, so I didn't want to disrupt her spell set. However, although her first ability (Parasite) is an original Naga spell, her second and third abilities, along with their icons, didn't fit the Naga theme. Therefore, I changed their icons and animations to align with the Naga theme, at least.
Gameplay:
- Naga Queen (Azshara) didn't have Hero Glow, and after I communicated this, @VictorZ updated the unit model. Thx @VictorZ
-Model changes have been made to 3 buildings.
-3 Town Center models have been changed, along with their names. Thx @CaptainHec
PATCH NOTES 3.0
- NERUBİAN race has been added to the map. The greatest thanks go to @deme3s , who has helped me immensely in preparing this race and has created many of the military units.
- The majority of unique mechanics used in this map belong to @Wa666r . After obtaining permission from @Wa666r , I adapted them to fit the Reforge map.Of course, I had to make some modifications to them.
-I made most of the building models myself. However, for 2 buildings, @deme3s made @Zaffar ' s ported building models suitable for Reforge, and of course, I made some adjustments to them.
-The interface and cover photo for the map related to Nerubians were taken from @Maxwell .
- Custom interfaces have been added to all races! Check out the new images!
HİGH ELF
- The Arcane Storm ability of the Arcane Mage was causing significant lag in the game, so I completely removed this ability and replaced it with Arcane Disruption. The new ability provides a small amount of healing and mana increase to allied units, while causing opponents to lose mana and health when applied to them.
- The Improved Lumber Harvesting upgrade has been reduced from 2 levels to 1 level, and the Improved Gold Harvesting upgrade has been added.
NAGA
- The food consumption of the Naga Royal Guard unit has been increased from 7 to 8.
PATCH NOTES 3.1
HİGH ELF REWORK
In the early stages of development, High Elves lacked the uniqueness in gameplay comparable to Naga and Nerubian races, appearing somewhat akin to a reskinned version of the Human race. Over time, I endeavored to make them distinct by adding unique abilities to all heroes and preparing new upgrades.
In this update, numerous mechanics were added to make them more unique.
-High Elves, unlike their cousins the Night Elves, draw their powers from the Sun instead of the Moon. I've long wanted to add a mechanic related to this, and I found a system in an old @Wa666r map that closely resembles the mechanic I had in mind.
Blessing of the Sun: High Elf units have low health at night, but during the daytime, they gain +150 health and 20% damage reduction.
The technical implementation of this system is as follows: Let's assume a High Elf unit should have 400 health under normal conditions. During the night, this High Elf unit would have 325 health. However, during the daytime, it would have 475 health and a +20% damage reduction. Therefore, you would need to adopt a more defensive gameplay approach at night, while during the day, you could be more daring.
-High Elves do not possess the Call to Arms ability, and a mechanic was needed to make them feel safe in defense.
Evoke The Sun: This is a Town Center ability. When activated, an artificial sun appears at the Town Center, burning nearby enemies with solar rays.
-The cost of the Sun Fury Tower has been doubled, and the Sun Fury ability has been added.
Sun Fury: During daytime, the damage of the Sun Fury Tower increases fivefold.
-Added upgrades version to Sky Fury and Guard Tower.
-Additionally, a Sunstone item has been added to the Botanist Garden to assist you during the night. This item will temporarily turn the in-game time to daytime.
- The Arcane Storm ability of the Arcane Mage was causing significant lag in the game, so I completely removed this ability and replaced it with Arcane Disruption. The new ability provides a small amount of healing and mana increase to allied units, while causing opponents to lose mana and health when applied to them.
- The Improved Lumber Harvesting upgrade has been reduced from 2 levels to 1 level, and the Improved Gold Harvesting upgrade has been added.
- Some upgrades , abilitys and icons have been changed.