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Pose RPG v1.81


v1.81 is here with a new hero and several changes/fixes.

Please make sure to check the changelog if you have played one of the earlier versions before.


Story

After decades of struggle, our heroes were finally able to slay Haydo, the manipulative mastermind of evil forces that has long ravaged the land of Arcadia. Just when they thought the threat was over, it turned out that Haydo was just a puppet of the stronger forces behind him. His death caused a massive portal to open from which the minions of Asmodeus, Haydo's master poured from. It seems like there is no rest for the fighters of justice as they prepare to face the worst.


About the map

Pose is a RPG styled map where you can choose from 15 different and unique heroes that are distinguished by their roles (DPS, Tank, Support) to take on the malicious forces of evil. It can be solo'd or played with up to 2 other players on 4 difficulty settings which are Easy (for solo), Medium (for solo / 2 players), Hard (for 2 players / 3 players) and Nightmare (for 3 players) difficulties.

Pose RPG takes a humorous approach to the ongoing situation with a lot of references to other games and events while making use of cinematics a lot to mix it with the story. Pose RPG includes both vanilla music from Warcraft 3 and custom music from various other artists in its gameplay.

Players can use utility commands such as -roll, -repick, -nuke and -ms. Players can also duel each other on 1v1 combat with the newly added -duel commands. The map also has a damage detection system and any damage dealt by players to enemies and by enemies to players will be shown above characters which can be turned on/off at the start. All usable commands and other useful information can be found under the optional quests tab in game.

All heroes have custom skills, some of them are heavily edited by triggers and custom effects. They are all balanced as much as possible however and none of them is overly exaggerated, meaning that no hero will have huge advantages over the others. Creeps (with the exception of bosses and special mobs) will respawn after a short while. Most boss fights are customized (some more than others) to make them more interesting and challenging.

This map is actually a sequel to my first map "P o s E", where players could play through Haydo's story and witness how he turned to the dark side but the map was pretty much unfinished / lost.


Heroes

Muiri - Soul Hunter (Melee DPS - Agility)
Shevarash - Hunter of the Night (Ranged DPS - Agility)
Saffron - Pyromancer (Ranged DPS - Intelligence)
Blarsa - Life Bringer (Support - Intelligence)
Taran Zhu - Pandaren Warlord (Tank - Strength)
Nergal - Demon Traitor (Melee DPS - Strength)
Lika - Shadowscale (Ranged DPS - Agility)
Rasputin - Unbeliever (Ranged DPS - Intelligence)
Lorkhan - Templar (Tank / Support - Strength)
Kirakishou - Agent of Dawn (Melee DPS - Agility)
Cynalru - Keeper of the Balance (Ranged DPS - Intelligence)
Magnus - Lone Wanderer (Melee DPS / Tank - Strength)
Ivy - Queen of Ice (Ranged DPS - Intelligence)
Razor - Bane of Darkness (Melee DPS - Agility)
Xantezza - Idiot Savant (Support - Intelligence)


Screenshots

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Changelog


- Added a new hero, Shadowscale.
- Added a small new area in Act 1.
- Nerfed the life steal items.
- Fixed some item descriptions / replenish intervals and added new drops.
- Fixed Demon Traitor's "Crushing Attack" skill, and it now has a higher chance to stun.
- Remade Pedobear's "Toughness" skill. It now gives a fixed scaler value of armor instead of percentage.
- Fixed Pedobear's conflicting skill hotkeys.
- Hunter of the Night's "Sharpshooter" skill now gives 10%, 20%, 30% bonus damage instead of 5%, 10%, 15%.
- Fixed Hunter of the Night's bugged skill icons.
- Fixed Hunter of the Night's Voltage Shield hitting friendly units.
- Regular mobs will now respawn after 90 seconds instead of 60 seconds upon their death.
- Increased the experience / gold gain per enemy killed.
- Incraesed the attack damage and health points of bosses in the Arena quest. Increased the attack damage of Brutallus and Asmodeus.
- Fixed a major bug concerning the Moon Key.
- Fixed a major bug where a player could permanently get stuck in Arena and Dreamstride quests.
-Fixed a major bug where players could board the zeppelin in Act 2 without talking to General Nuri, leading to being stuck at the nomads territory.
- Fixed a major bug concerning Pedobear not being able to attack air units, therefore making it impossible to continue the Arena quest successfully.
- Fixed a major bug where players could pass through the second part of Act 3 without having to kill the Gate Keeper.
-Fixed Mystic Ball giving +5 to all stats instead of +10.
- Fixed a minor bug concerning to some monsters in the beginning of Act 2 not giving experience upon death.
- Players can no longer attack / kill the non-essential allies inside the towns / camps.
- Improved the realism of cinematics, heroes will now face the NPC they are talking to as long as they are inside the cinematic boundaries, also disabled the selection circles during the cinematics.
- Added fog effect, fixed the time of the day, added ambient sounds to certain regions, and added over 1000 more doodads to create a better atmosphere.
- Changed the Arena song.
- Credits can now be found in the optional quests section, instead of showing at the end of the game.



-Fixed a major bug where the zeppelin in the dwarven encampment could just disappear, making it impossible to continue the storyline.
-The heroes will no longer get their healths replenished between the battles in the Arena quest. ( was still bugged in v.1.1 )
-Fixed a situation where Bollocks' cinematic would appear every time the heroes died if they have been unsuccessful in the Arena quest.
--Fixed arena song not stopping if the heroes are unsuccessful.
-Fixed Medallion of Corruption.
-Fixed Hunter of the Night's voice sound.
-Hunter of the Night's "Voltage Shield" will not damage Raphael the Brat anymore.
-Players can no longer kill the bosses until the cinematic sequence ends while using -cinematicskip.
-Fixed some item descriptions.
-Fixed some minor dialogue bugs.
-Updated the Credits section.


- Added a new hero, Unbeliever.
- Added an alternate route in Chapter 1.
- Added warping circles to Chapter 2 and Chapter 3. You can now go to the previous chapters whenever you want.
- The fight with the last boss Asmodeus is more interesting and a little harder now.
- The "Attribute Bonus" skill can now be increased for 10 more levels, giving the heroes additional strength, agility and intelligence.
- Increased the casting range of "Exculpate" skill, and now Shadowscale can cast it without having to get closer to the targeted enemy.
- All the monsters ( except the special ones and bosses ) now have a chance to drop health potion ( not mana potion ) upon death. Quality of the potion and the drop chance increase along with the monster level.
- Changed the preview image of the map.
- Updated the credits section.
- Made some minor changes and fixed some minor bugs.


- Fixed a major bug in v1.2 concerning the warping circles, added two more warping circles for safety. ( players will not get stuck on a certain chapter anymore )
- Nerfed Unbeliever's "Inferius" skill. It now has a 45 seconds cooldown instead of 25, and "Permanent Immolation" ( all three versions of it ) now do lesser damage.
- Changed Pedobear's name from "Lebron" to "Slender".


- Fixed Hunter of the Night's conflicting skill hotkey. ( "Shadow Walk" skill now has the hotkey "D" ).
- Changed some item / skill descriptions.


- Added difficulty setting, and now the host can choose between easy, medium or hard difficulties, easy being the default difficulty of the previous versions of Pose.
- Added 2 new items ( boss drops ), 2 new bosses ( with customized AI skills ), 2 new types of mobs, 2 new sections for the playable area ( concerning the 2 new quests ), and 2 new tracks. You can find the name and author of these tracks in the Credits section.
- Added two new quests named "Kirov Reporting" and "Make It Bun Dem". In order to activate the quest "Make It Bun Dem", you have to do S'kjor's first optional quest before talking to Kyrie after you return from the nomad encampment.
- Overhauled the ambient sound system, removed all of the ambient sounds from regions which were kind of buggy and could cause annoyance time to time, and added a backround music for each chapter, along with the new SoundCheck system, preventing sounds / musics getting mixed with each other.
- Remade "Angel Slayer", and now it gives the wielder 5% chance of evading incoming attacks instead of 10%, but gives +10 strength and agility bonus.
- Remade Safran's "Blast" skill, and changed the description of it. It is no longer an overpowered skill.
- Added over 1000 doodads to make the terrain look less empty.
- Added a new mob type to Chapter 2.
- Fixed a bug concerning the warping circles. The player could get stuck after dying in the beginning of Chapter 2 and be unable to continue the quest line properly, since the warping circle at witch camp teleports the player directly into the dwarven encampment.
- Fixed the mobs not being spawned and Asmodeus not using his customized skill during the last battle.
- Fixed a bug with Muiri's "Survivalist" skill, it gave a 60% chance to dodge incoming attacks instead of 6%.
- Fixed a bug concerning the "Sweet Dreams" quest. It was causing a bug if the player took the quest but went to the nomad encampment without finishing it.
- Fixed Infected Bandits giving 130 gold upon death instead of 13.
- Fixed some grammar errors during conversations.
- Fixed the item cagetories not being shown at shops.
- Fixed Stoned Skeletal Warriors' attack damage.
- Fixed some empty regions in Chapter 1 and 2.
- All the user-owned units can now use the warping circles, not just heroes.
- Changed some text colors, making them distinguishable amongst other texts.
- Added counter to "Sweet Dreams" quest.
- Changed the name of "Medicines" quest to "Kool-Aid".
- Changed the name of "Brave From Birth" quest to "Brave By Birth".
- Players can now find the informations which are shown in the beginning of the game under the optional quests section if they are in need of them later in game.
- Updated the credits section and remade the preview image of the map.


- Fixed a critical bug concerning the "Make It Bun Dem" quest. Rasputin can no longer reach the normally unreachable area early in game and possibly make the scenario unable to be finished.
- Added "Nightmare" difficulty level.
- Added a new Hybrid ( Tank / Support ) hero, Templar.
- Changed Hunter of the Night's "Voltage Shield" skill to a new skill, "Phoenix Barrage".
- Changed Demon Traitor's "Chaos Curse" skill to a new skill, "Chaoswave".
- Players can now see in what difficulty they have finished the game in the end.
- Fixed the medium and hard difficulties not applying to some of the enemies.
- Fixed some enemies not belogning to Player 10.
- Fixed a bug with one of S'kjor's skills, and it can now be used.
- V'rok no longer teleports the heroes to the beginning of Chapter 2 after they have made it to the dwarven encampment.
- Changed the misleading name of the warping circle in Chapter 3.
- Changed the arena song.
- Fixed the song of "Make It Bun Dem" quest, it now loops faster as it should be.
- Fixed all of the known grammar mistakes, along with the conversation bugs and buff descriptions.
- Made some changes to spesific areas of the terrain, attempting to make it look less empty as usual.
- Updated the credits section.


- Fixed the difficulty settings not being applied to mobs after they respawn.
- Every mob now has a chance to drop mana potions along with health potions.
- Fixed the idle icon of selection wisps.


- Fixed a critical bug in v1.32 where in easy difficulty the mobs would not respawn.
- Remade the item drop system. Mobs will now drop items even after dying for a second time, and now they have a chance to drop multiple items.


- Added a cinematic sequence in the beginning.
- Added bag system, and players can now change between two bags, making them able to carry more items.
- Most of the bosses now have new skills, making the fights against them a bit more interesting.
- Remade most of Pedobear's skills. "Ground Slam" and "Toughness" have been removed, "Power Slam" and "Pandaren Flow" skills took their place. Also nerfed his "Multiply" skill.
- Nerfed Muiri's "Lucky Hit" skill.
- Nerfed Shevarash's "Phoenix Barrage" skill.
- Most of the rare custom items now also have a custom icon.
- Added stat tomes to ingredient shops.
- Every quest related unit now has a quest icon to help players notice them in the beginning, middle, and end of the quests.
- Fixed the "Decent Mana Potion" item, and it is now usable. Also fixed its button position in witch market.
- Added visibility modifier to each quest related boss ( they activate when a player triggers a boss fight ), and to certain quest related units.
- Fixed some grammar errors during conversations.
- Updated the credits section.


- Fixed Blarsa's "Death Trap" skill having zero range at 2nd, 3rd, 4th and 5th levels.
- S'kjor can now use the warping circles.


- Added a new hero, Keeper of the Balance.
- Added a hidden quest.
- Turned the last boss fight into an instance where players can choose to do it whenever they wish. If all players die during the fight, boss will reset back to full health. This also allows players to still finish the side quests if they die after activating the fight unlike previous versions.
- It isn't the end of the game anymore if players fail the fight against The Forgotten One. It can be tried again multiple times. However, this boss will also reset back to full health if all players die during the fight.
- Fixed bugs regarding to the change bag system. Base Order ID was causing some spells to trigger at the same time as change bag skill. There is now also a 1 second delay before bag is changed and a floating text above players indicating it.
- Bosses are now a bit more aggresive.
- Nergal can now attack flying units.
- Made some changes with looping triggers in order to improve performance.
- Players can't attack certain friendly buildings anymore.
- The Dreamstride now gives +5 armor and +15 all stats instead of +3 armor and +5 all stats, however it doesn't give a chance to stun anymore.
- All skeletal minions are now weaker. This makes traversing through the beginning of Chapter 2 easier.
- Brutallus is now slightly stronger while Asmodeus is slightly weaker.
- Fixed all bugs concerning the zeppelins. Players can now safely travel between the dwarven encampment and Nomads territory using the zeppelins without having to die or get stuck.
- Farmer Bruce's wife no longer heals enemy units.
- Changed the place of the secret item.
- Added some doodads.
- Fixed certain sound bugs.
- Fixed major cinematic bugs.
- Fixed some grammatical errors during cinematics.
- Fixed / changed some character names.
- Updated the credits section.


- Cynalru now also has Attribute Bonus skill which now has a custom icon.
- Killing Floor now has a 20 seconds cooldown instead of 10 and does less damage.
- Gaia Unleashed now has a 10 seconds cooldown instead of 20.
- Fixed a minor cinematic bug.


- Pinpointed and fixed the bug where collision would get turned off and heroes could wander around the map freely, running over obstacles and cliffs. It was due to a leak in a skill used by one of the arena bosses.
- Arena bosses and Asmodeus will now always chase the players instead of returning to their initial positions if the heroes get too far away, making the fights more challenging.
- Fixed guard positions of several bosses and now they will not flee to absurd locations.
- Witch encampment now has a tome shop which also sells the potions instead of the equipment shop.
- Captain Isaac is no longer invulnurable after joining the heroes and can be killed until he's done his task. If he dies, game ends at that point.
- Rampage Mask doesn't give a +10 bonus to all stats or any health regeneration bonus anymore. Instead, when Rage is activated, it gives +50 bonus damage. Also, the item now has a 30 seconds cooldown instead of 45 and damage taken while Rage is active has been increased to 30% from 20%.
- Fixed the description of Eye of Brutallus. It also now gives 30 damage bonus with each critical strike instead of 45 and gives a 15% chance to dodge enemy attacks instead of 20%.
- Arcane shield now gives a 15% chance to dodge incoming attacks instead of 20%.
- Cynalru's Killing Floor skill now lasts 5 seconds at all levels instead of 4 / 5 / 6 / 7 / 8, it can also be cast on air units and summoned treants will now attack air units as well.
- Unbeliever's Cruciatus skill now deals 150 / 300 / 450 / 600 / 750 damage to target but it now lasts 5 / 6 / 7 / 8 / 9 seconds instead of 5 / 7 / 9 / 12 / 15.
- Unbeliever's Soul Steal skill now has a 10 seconds cooldown instead of 20.
- Unbeliever's Swarm skill now has a 60 seconds cooldown instead of 90.
- Lorkhan's Radiance skill now has a 10 seconds cooldown instead of 15.
- Shadowscale's Exculpate skill now has a 10 seconds cooldown instead of 15.
- Demon Traitor's Chaoswave skill now has a 8 seconds cooldown instead of 12.
- Kirakishou's Evasive Fury skill now has a 40 / 35 / 30 seconds cooldown instead of 45 / 40 / 35.
- Hunter of the Night's Shadow Walk skill now has a 10 seconds cooldown instead of 11.
- Fixed a bug with Hunter of the Night's Phoenix Barrage skill, correcting the description at the same time.
- Damage Detection system is now working properly.
- Players now get full shared control of Player 8, making additional units given to them during the playthrough easier to control.


- Added a new hero, Lone Wanderer.
- Added -repick command which allows players to choose another hero. Can only be used once.
- Added -roll command which will generate a random number between 1 and 100 which is intended to use for item sharing.
- Disabled the anti-cheat system since it was pointless on a multiplayer map.
- Blarsa's Death Trap skill now lasts 10 seconds instead of 20.
- Fixed the misleading description of Ring of Decent Protection.
- Changed the puzzle words of the secret quest to make it easier.
- Fixed some regional conflicts.
- Corrected some typos, fixed the descriptions of some skills and made a few name changes.


- Fixed a game breaking bug where attacking The Butcher would crash the game due to a leak in one of its skills.
- Lone Wanderer's ultimate skill now has 3 levels instead of 5, just like all the other heroes.


- Added a respawn counter which lets the players know how many seconds remain until their hero respawns.
- Revamped Shadowscale's ultimate skill. It's now named "Tetra Vortex", has different visual effects and will deal 250/350/450 damage per second to the target instead of 200/300/400. It also drains 5%/10%/15% of Shadowscales's maximum HP from her current HP which can kill her if her health is too low. She will still be able to cast the skill but will die after a short delay.
- Nerfed Lone Wanderer's "Eye of the Tiger" skill. It now lasts 4/5/6 seconds instead of 7/7/7 and has a cooldown of 60 seconds instead of 40.
- Lone Wanderer's bear companion Kishi can now attack air units.
- Added -nuke command which players can use to kill themselves if their hero gets stuck for some reason.
- Changed the name of "Bastard Sword" to "Runeblade."
- Fixed obsolete ancient artifact descriptions.
- Done several grammar / description / story fixes.


- Added -zfix command which fixes the issue where the zeppelin that is needed to proceed through the game disappears for some reason (possibly because of the usage of -cskip command).
- Added a new boss monster with an unique drop in Chapter 2.
- Added a new item cagetory named "Special".
- Added the option to use either locked or free camera (experimental, additional information about this can be found under side quests section).
- Shadowscale's "Poison Arrows" skill now works as intended. Poison DPS can now kill the affected enemies and the attack rate reduction does not stack. Also, it now deals 35/50/65/80/95 damage per second instead of 20/50/80/110/140.
- Shadowscale's "Tetra Vortex" skill now deals 150/200/250 damage per second instead of 250/350/450 and lasts 5/5/5 seconds instead of 5/6/7.
- Keeper of the Balance's "Killing Floor" skill now works as intended and there is no need to keep attacking the affected enemy in order for the treants to spawn.
- Keeper of the Balance's summoned treants now move faster.
- Fixed two minor bugs regarding Keeper of the Balance's "Nature's Comeback" skill.
- Demon Traitor's "Chaoswave" skill now does 130/250/370/490/610 damage instead of 90/150/210/270/350.
- Agent of Dawn's "Unleash" skill now does 50/100/150/200/250 damage instead of 70/140/210/280/350.
- Agent of Dawn's ultimate skill "Evasive Fury" is no longer available at the first level and becomes available at level 6 like all the other heroes.
- Soul Hunter's "Lust" skill now drains 3%/6%/9%/12%/15% of the damage dealt instead of 5%/6%/7%/8%/9%.
- Soul Hunter's "Feral Discharge" skill now does 170/220/270/320/370 damage instead of 130/180/230/280/330 and has a 5 seconds cooldown instead of 7.
- Fixed a minor bug regarding "Brave By Birth" quest.
- Fixed the camera bug that would occur if players tried fighting Asmodeus more than once.
- Fixed several minor bugs regarding buff/debuff icons.
- Fixed a minor conflict between Kyrie's side quest and the main quest.
- Fixed the button position of Sk'jor's "Highness Overload" skill.
- Corrected several grammatical mistakes in texts and wrong item descriptions.


- If Player 1 slot is unoccupied, Player 2 will now automatically become the host and so on (Player 1 > Player 2 > Player 3).
- Player 3's color is now yellow instead of cyan (in other words, Player 3 is now Player 5).
- Host player can now choose to skip the intro cutscene and the story explanation.
- Players can now repick their hero three times instead of just once and only before Act II.
- Gained experience and items in both bags will now be kept after choosing a new hero by repicking.
- Changed the maximum movement speed of heroes from 400 to 522.
- Added -ms command which can be used to see the current movement speed of the hero.
- Added -nuke hero 1, -nuke hero 2 and -nuke hero 3 commands. Detailed information can be found in game.
- Respawn timers for heroes will now show for all players.
- Added a new item as a reward for one of the side quests.
- Added stats to hero descriptions so that players can know more about them before deciding to pick.
- The item Moon Key can no longer be dropped.
- If any player leaves the game, remaining players will now have full control of the leaving player's hero.
- Changed the hero Slender - Pedobear to Taran Zhu - Pandaren Warlord.
- Changed the Pyromancer's name from Safran to Saffron.
- Agent of Dawn's "Vindicta" skill can now be turned on and off. It also passively grants 10/20/30/40/50 raw movement speed which can also stack with speed boosting items instead of 4%/8%/12%/16%/20%.
- Fixed Agent of Dawn's "Showdown" skill. It now has 9 seconds cooldown as intended.
- Hunter of the Night's "Burning Arrows" skill has been changed to Black Arrows (new icon + effect). In addition, it now deals 20/40/60/80/100 bonus damage with 10/15/20/25/30 mana cost instead of 9/18/27/36/45 bonus damage with 15 mana cost at all levels.
- Hunter of the Night's "Phoenix Barrage" skill has been changed to Soul Barrage (new icon + effect).
- Hunter of the Night's "Shadow Walk" skill now deals 100/150/200/250/300 bonus damage instead of 120/150/180/210/240.
- Changed the icon of Hunter of the Night's "Sharpshooter" skill.
- Lifebringer's "Death Trap" skill now works as intended and gives nearby allied units extra armor until it explodes.
- Unbeliever's summons can now attack air units.
- Lone Wolf's "Unnerving Presence" skill now deals 50/100/150/200/250 damage instead of 30/60/90/120/150.
- Lone Wolf's "Eye of the Tiger" skill now lasts 7 seconds at all levels as intended, instead of 4/5/6.
- Kishi's (Lone Wolf's summon) "Loyalty" skill can now only be used on one ally at once as inteded instead of two.
- Muiri's "Feral Discharge" skill now has a cooldown of 4 seconds at all levels instead of 5.
- Saffron's "Pyroball" skill now deals 200/300/400/500/600 damage instead of 200/250/300/350/400 and has a cooldown of 8 seconds at all levels instead of 7.
- Saffron's "Blast" skill now deals 20/35/50/75/90 damage per 0.33 seconds instead of 35/55/75/95/115.
- Saffron's "Enflame" skill now deals 50/75/100/125/150 damage per second instead of 40/60/80/100/120 and costs 15/20/25/30/35 mana per second instead of 5 at all levels.
- Saffron's "Enflame" skill no longer causes problems while changing between bags.
- Saffron's "Meteor Storm" skill now deals 100/200/300 initial damage per wave and 50/75/100 damage over time instead of 200/300/400 and 80/100/120. Its mana cost has also been increased to 250 from 180 at all levels.
- Lorkhan's "Radiance" skill now heals for 200/400/600/800/1000 and damages for 100/200/300/400/500 instead of 300/400/500/600/700 and 150/200/250/300/350.
- Pandaren Warlord's "Taunt" skill now works as intended and has a 10 seconds cooldown instead of 5.
- Pandaren Warlord's "Pandaren Flow" skill has been fixed and it now grants 40%/80%/120%/160%/200% health regeneration bonus as intended and 3/6/9/12/15 bonus armor instead of 2/4/6/8/10.
- Pandaren Warlord's "Power Slam" skill now stuns the target for 3 seconds instead of 2.
- Muiri's "Survivalist" skill now gives a 4%/8%/12%/16%/20% chance to dodge incoming attacks instead of 2%/4%/6%/8%/10%.
- Changed Muiri's "Lucky Hit" skill's name to "Exploit Weakness". In addion, it now has a chance to deal 5 times more damage on an attack instead of 3.
- Shadowscale's "Cloud of Unknowing" skill's descriptions are fixed. In addition, it now deals 100/150/200/250/300 damage per second to primary target and 50/75/100/125/150 damage to secondary targets instead of 100/200/300/400/500 and 50/100/150/200/250. Cooldown of the skill has been also reduced to 15 seconds from 20 at all levels.
- Nergal's "Spiked Carapace" skill now gives 3/4/5/6/7 bonus armor instead of 1/2/3/4/5.
- Fixed the bug with Cynalru's "Nature's Comeback" skill where the active buff would not end after casting multiple skills in a row.
- Added two new items to the Dwarven Market for purchase, removed one.
- Balanced the effects of some items so that they are no longer overpowered or useless.
- Balanced the prices and categories of most items based on their effect.
- Removed the ingame changelog under side quests section and added a seperate tab for commands.
- Done minor terrain enhancements in some areas along with a major change for the second chapter.
- Lots of fixes with skill and buff descriptions, buff icons and dialogues.


- Fixed a game breaking bug where the game would crash to desktop with an error after any cinematic with W3 patch 1.30 and onwards (thanks to Daffa the Mage for pointing it out and Dr Super Good for fixing the problem).
- Added duel system. Players can now duel each other using -duel hero 1, -duel hero 2 or -duel hero 3 commands. Detailed information can be found in game.
- Removed some of the trees in an area in Chapter 2 so that players can see the mobs easier.
- Changed the type of all trees in Chapter 3 to make it look more appealing.


General

- Changed the required level and level skip requirement of every ultimate skill to 10, meaning that new levels of those skills will only unlock at hero levels 10, 20 and 30.
- Added a new side quest which can be found in Chapter 2. This side quest can only be done after reaching a spesific point in the main quest.
- Added lore conversations for a few NPCs at friendly areas, shown by blue exclamation marks.
- Fixed a crucial bug with the yellow player's -repick. The newly chosen hero will no longer be stuck at the hero selection area.
- Fixed a crucial bug with the yellow player's "Change Bag" skill and it now works properly.
- Fixed a crucial bug where blue and yellow players wouldn't keep the items in their primary bags after repicking.
- Enhanced the soundcheck system to further prevent conflicts.
- Side quests will no longer be disabled after triggering the last boss fight.
- Changed the hotkeys of some skills for better access.
- Changed the selection scales of some units to make them easier to target.
- Most enemies now have an increased movement speed.
- Some boss skills have been tweaked in order to make the encounters a little more challenging and realistic.
- Slightly tweaked the damage done by most enemies by optimizing the number of dice and sides per die.
- Tweaked the health and mana points of some enemies (mostly bosses) for better balance.
- Animals at friendly areas now belong to Neutral Passive (except a few dogs), which means they can be killed.
- Added some more animals to certain areas.
- Shape Stalker and Shape Beast are now named Phase Stalker and Phase Beast.
- Changed the terrain in some areas, added/removed several doodads and fixed a few region conflicts.
- Fixed some skill descriptions.
- Several other minor bug fixes and polishments that I can't seem to remember.

Heroes

Soul Hunter :

- "Feral Discharge" skill now deals 150/250/350/425/550 damage instead of 170/220/270/320/370 and has a mana cost of 100 instead of 95 at all levels.
- Changed the passive special effect of "Lust" skill.
- "Exploit Weakness" skill now deals 4x critical damage instead of 5x at all levels.

Hunter of the Night :
- "Soul Barrage" skill now deals 20/40/60/80/100 damage instead of 10/20/30/40/50 and sends 20 vengeful souls at all levels instead of 5/10/15/20/25, has a cooldown of 15 seconds instead of 10 and has a mana cost of 85/100/115/130/145 instead of 95 at all levels.
- "Shadow Walk" skill now has a mana cost of 90 instead of 70 at all levels.

Pyromancer :
- "Pyroball" skill now has a 135 mana cost instead of 70 at all levels.
- "Blast" skill now has a 125/150/175/200/225 mana cost instead of 150 at all levels.
- "Meteor Storm" skill now has a 275 mana cost instead of 250 at all levels.

Life Bringer :
- "Stasis Trap" now stuns enemies for 1.5/2/2.5/3/3.5 seconds as intended instead of 10 which was a bug. It now also deals 30/50/70/90/110 damage instead of 25/45/65/85/105.
- "Death Caress" skill now lasts 5/6/7 seconds instead of 4/5/6.

Pandaren Warlord :
- "Taunt" skill (which was crashing the game) has been replaced with a new skill, "Demoralize".
- "Power Slam" skill now deals 100 extra damage at all levels in addition to the 1x/2x/3x/4x/5x strength damage and has a mana cost of 80/95/110/125/140 instead of 95 at all levels.
- The illusion, which is summoned by "Multiply" skill now takes 1.5x damage instead of 2x and the skill has a mana cost of 175 instead of 110 at all levels and lasts 20/25/30 seconds instead of 15/20/25.

Demon Traitor :
- "Crushing Attack" skill now has a 4%/6%/8%/10%/12% chance to trigger instead of 5%/6%/7%/8%/9%.
- "Demonic Understanding" skill now gives 25/50/75 strength bonus. However, its attack speed bonus has been reduced to 15%/20%/25% from 15%/30%/45%, duration has been lowered to 10 seconds from 15 and cooldown has been increased to 35 seconds from 30. The skill now also has a 175 mana cost instead of 95 at all levels.

Shadowscale :
- "Exculpate" skill now has a mana cost of 110 instead of 55 at all levels.
- "Cloud of Unknowing" skill now has a mana cost of 90/100/110/120/130 instead of 110 at all levels.
- "Tetra Vortex" skill now deals 150/250/350 damage per second instead of 150/200/250 and has a mana cost of 200 instead of 110 at all levels.

Unbeliever :
- "Cruciatus" skill now deals 100/200/300/400/500 damage instead of 150/300/450/600/750. Its mana cost has also been increased from 85 to 120 at all levels.
- "Inferius" skill now has a mana cost of 120/140/160/180/200 instead of 110/120/130/140/150.
- "Soul Steal" skill now has a mana cost of 75/100/125/150/175 instead of 140 at all levels.
- "Swarm" skill now lasts 10/15/20 seconds instead of 10/20/30 and has a mana cost of 250 instead of 200 at all levels.

Templar :
- "Serenity" skill no longer conflicts with the "Change Bag" skill and has a 60 second cooldown as intended. In addition, it now has a mana cost of 300/275/250 instead of 300 at all levels.

Agent of Dawn :
- "Unleash" skill now deals 75/150/225/300/375 damage for each glaive instead of 50/100/150/200/250 and has a mana cost of 80/90/100/110/120 instead of 95 at all levels.
- "Showdown" skill now deals 0.4x/0.8x/1.2x/1.6x/2x movement speed damage instead of 0.3x/0.6x/0.9x/1.2x/1.5x and has a mana cost of 70/90/110/130/150 instead of 115 at all levels.
- "Evasive Fury" skill now has a mana cost of 145 instead of 155 at all levels.

Keeper of the Balance :
- "Killing Floor" skill now has a mana cost of 115/125/135/145/155 instead of 135 at all levels.
- "Gaia Unleashed" skill now deals 25/50/75/100/125 damage instead of 25/45/65/85/105 and has a cooldown of 10 seconds as intended instead of just 1. Mana cost of the skill has also been increased to 120/140/160/180/200 from 120/130/140/150/160.
- "Sleep Paralysis" skill no longer conflicts with "Change Bag" skill and has a cooldown of 60/50/40 seconds instead of none (which kept freezing the game). Its mana cost has also been reduced from 245 to 225 at all levels.

Lone Wanderer :
- The companion, which is summoned by "Summon Kishi" skill now has a passive skill which unlocks at level 2 and improves at level 4.
- "Originate" skill now deals 225/300/375/450/525 damage instead of 175/250/325/400/475 and has a mana cost of 95/115/135/155/175 instead of 110/120/130/140/150.


General

- Added TWO new heroes ! Details can be found in the "Heroes" part of this changelog.
- Added a new hero tavern since the game now has 14 heroes and one wasn't enough and distributed the heroes between them evenly.
- Fixed the bug with enemy respawns, they now respawn exactly where they are supposed to after dying.
- Added a small new area in Chapter 1.
- Added a new type of enemy to Chapter 3.
- Pirates at a certain area no longer respawn after death.
- Fixed several grammar errors and mini bugs.

Heroes

New Hero : Ivy - Queen of Ice (Intelligence DPS)
Skills : Ice Bolt, Frostwave, Glacial Blast, Mana Shield

New Hero : Razor - Bane of Darkness (Agility DPS)
Skills : Open Wounds, Evoke Reality, Shukuchi, Recall Technique

Hunter of the Night :
- "Shadow Walk" skill now increases movement speed by 10%/20%/30%/40%/50% instead of 20%/30%/40%/50%/60%.

Life Bringer :
- "Death Trap" skill is now called "Death Ward" and the wards summoned by it now deals 40/80/120/160/200 damage instead of 25/45/65/85/105 and stuns for 2/3/4/5/6 seconds instead of 1.5/2/2.5/3/3.5 seconds with an increased cooldown of 20 instead of 15.


Heroes

Bane of Darkness :
- "Shukuchi" skill now does increasingly more damage (90/180/270/360/450) with each level like it says in its description instead of 90 at all levels.


General

- Added a brand new side quest in Chapter 2.
- Added a second secret area in Chapter 2 with several puzzles and a surprise companion at the end.
- Reduced the experience gain from killing enemies by approximately 30%.
- Added -resetmusic command which resets the currently playing music to the default chapter theme. Affects all players. Doesn't do anything if the default chapter theme is already playing.
- Added a floating text notification that follows the hero for a certain boss skill since Reforged refuses to display lightning effects.
- Ring of Minor Protection now gives +3 armor instead of +2 as intended.
- Changed the name of the side quest "Kool-Aid" to "High Times".
- Several minor bugs were fixed along with a few polishes.

Heroes

Bane of Darkness :
- "Open Wounds" skill now does 3/6/9/12/15 bonus damage with each attack instead of 5/10/15/20/25.
- "Open Wounds" skill now does 100/150/200/250/300 AoE damage after an enemy is killed instead of 100/200/300/400/500.
- "Evoke Reality" skill now has a cooldown of 20 seconds at all levels instead of 15.
- "Evoke Reality" skill now reduces the affected enemy's attack damage by 5/10/15/20/25 percent insteaad of 10/20/30/40/50 percent. Also fixed its incorrect skill description.
- "Shukuchi" skill now does 60/120/180/240/300 damage instead of 90/180/270/360/450. Its visual effect has also been changed which also fixed the looping sound effect.
- Melee attack can now hit air units without the need of an orb item.


General

- Added a new hero. Details can be found in the "Heroes" part of this changelog.
- "Nightmare" difficulty is now x2 harder than "hard" difficulty instead of x1.5.
- Fixed the bug with some of the enemies respawning when they shouldn't.
- Players can no longer use the -repick command while their hero is dead.
- Bosses will now use their skills more reliably, making the fights a little more challenging.
- Fixed the bug with the secret hero not being able to use the warping circles.
- Added an ultimate skill for the secret hero.
- Fixed a bug with the soundcheck system where finishing a quest with a song after using the -resetmusic command would stop any theme from playing afterwards.
- Reduced the drop rates of potions from killed enemies and removed two irrelevant items from the drop tables.
- "Mystic Ball" item now increases all stats by +5 instead of +10.
- "Rampage Mask" item now increases attack and movement speed by 10% instead of 30% when used.
- "Angel Slayer" item now has a correct description.
- Slightly boosted the summon that players get as a reward from one of the secret areas.
- Added a few more lore related information, shown by blue exclamation marks.
- Changed the name of one of the bosses.
- Changed the name of the final main quest.
- Fixed the stone door opening sound effect on classic version of the game.
- Removed some unused variables.
- Several other minor bug fixes, polishes and grammar corrections.

Heroes

New Hero : Xantezza - Idiot Savant (Support - Intelligence)
Skills : Refresher Salvo, Shellshock, Avarice, Perfectheart

Bane of Darkness :
- "Evoke Reality" skill now lasts 5 seconds at all levels instead of 3/4/5/6/7 seconds.
- Fixed the sound effect that plays when an enemy dies with the "Open Wounds" buff.

Queen of Ice :
- Fixed the sound effect of "Frostwave" skill on reforged version of the game.

Pandaren Warlord :
- "Power Slam" skill's damage now equals strength x ability level + 150. Looping sound effect of the skill has also been fixed.

Life Bringer :
- "Chain Healing" skill now costs 100 mana instead of 80 at all levels.

Templar :
-"Serenity" skill now also prevents death if an enemy manages to drop the hero's health to zero instead of below 500 with a single attack.



Credits

Warcraft 3 World Editor, Audacity, IrfanView


Intro Song - Chaoz Japan by ParagonX9
Arena Song - Power of the Horde by L70ETC
Last Boss Song - Lilith's Club by Noisia
"Kirov Reporting" Quest Song - Garden Party by blarsa
"Make It Bun Dem" Quest Song - Make It Bun Dem by Skrillex feat. Damian Marley
Secret Area 2 Ending Song - Main Theme of "Return of the Obra Dinn" by Lucas Pope


CRAZYRUSSIAN, PeeKay, 67chrome, Cryophoenix, Hemske, Anachron, Jerkus, The_Silent, Apheraz Lucent, The D3ath, bigapple90, Palaslayer, Paladon, Mc !, Dmazzz, Mr.Goblin, L_Lawliet, 4eNNightmare, Juan_Ann, Hellx-Magnus, kola, NFWar, GooS, Darkfang, Anachron, Hiruty, Sin'dorei300, San, JesusHipster, The Panda, BLazeKraze, darkdeathknight, Edge45, Kuhneghetz, T4COBELL, Chen


-Berz-, Tiche3, Just_Spectating, cyberkid


SeedinAethyr, Dr Super Good


Notes
  • v1.81 was created using v1.32k (6114) of W3 WE.
  • Versions 1.5 to 1.81 were uploaded only on HIVE.
  • Last legacy version (v1.7) for W3 v1.29 and below, don't play it on v1.30+ or you will experience crashes : Download
  • I appreciate any positive / negative feedbacks as they are usually a big help for improving Pose RPG further.
Contents

Pose RPG v1.81 (Map)

Reviews
Approved Pose' RPG (Version 1.2) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D RateScorePercentLetter 1/550-69%F Overview: Gameplay "Pose'" is a...
Daffa
This game causes a fatal error after a pop up asking Damage Detection to be on or off appeared. Patch 1.30 (last version before 1.31). You might want to look into this first. I will be forced to have this at Awaiting Update to sort out the issue.
deepstrasz
It's an OK classic which could use improvements. Approved. 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...
Blasterixx
Ok here is my "small" review for this cute RPG map.(Btw i only played this solo on hard treating the map as a campaign) - Sometimes the mobs respawn in different places from where they died(their own little group) resulting in creating groups of...
Level 5
Joined
Aug 7, 2012
Messages
68
It was a bit too hack-and-slash and linear for my taste...
Too many 'orb' items at start that were not working with my archer's flaming arrows.
The spells were the same old Warcraft spells and, at least for the archer hero, not fitting the hero profile.
I didn't like the terrain either.
I played until after the witches and got bored. :(

It gets much more interesting in Chapter 2.

Pose v1.4 is done and it has been uploaded. You can see the changes in the map description.
 
Last edited:

SeedinAethyr

Spam Moderator
Level 11
Joined
Dec 2, 2012
Messages
168
That changelog looks pretty full of changes for 1.4.
Time to test this new hero and everything else!
EDIT: Okay, I loved that intro cinematic. I also loved how it lead into the introduction text. Great work Sercy! However, the anti-cheat system doesn't work like that. Anti-cheat systems are a bit more complicated than that. To make an anti-cheat for whosyourdaddy, put a cheat unit for red, blue, and teal somewhere out of the way. Give them locust ability and zero sight range, so they can't be clicked. Also, give them no model file or make them a really small unit. Give them say, 100 damage and an attack cooldown of 1. Then, make an anti-cheat unit for pink next to each cheat unit. On map initialzation, order each cheat unit to attack the respective anti-cheat. Anti-cheat units should have 2000 health, 500health regeneration, and be really small/have no model. Also, both units should not show up on the minimap. (All of these functions can be found in object editor, except for the trigger to make the cheats attack the anti-cheats.) Now, in map initialization, make all anti-cheats hold position. Give victory with no score screen to all players if an anti-cheat dies. Players cannot lose in regular gameplay because the anti-cheats are impossible to kill without whosyourdaddy. I haven't tested this, but I think you can ban thereisnospoon by giving the cheat units searing arrows and setting it to autocast. Gve them 30 mana, and make Searing Arrows 10. Give them 10 mana per second. I think there is a trigger that says if X unit reaches 30 mana, do something. I may be mistaken though. For keysersoze, either make a player that does not have units, or make sure player 8 has absolutely no way to get gold. Make a trigger that if X player's gold is greater than or equal to 1, give victory to all players with no score screen. Same with lumber. To ban iseedeadpeople, I BELIEVE there is a trigger that says if X unit is masked to player... you know what to do. I'm not sure how to ban thedudeabides, but I've seen a RPG map ban it somehow. There was an anti-thedudeabides unit and it summoned a unit whenever thedudeabides was used. I believe I know how he did it. The map maker had it summon one unit on map initialization, and then the trigger activated. An unimaginable time was given for the cooldown, and all the while the unit was constantly ordered to use the same spell over and over again. This might be complicated, but make two triggers, one too make up for the first summon, and one for the defeat spell. Put a region south the anti-thedudeabides unit, and make it so if a unit enters that region, turn the first trigger off, and turn the victory no score screen trigger on, because when anti-thedudeabides summons a unit, it will enter the region. And then put if a unit enters that region, give victory to all players with no score screen. Now, with the other stuff. The new hero is very cool. Very nice custom spells. I also love the bag system! Carrying items just got so much easier! I also love the new preview image! Red is my favorite color! I do like how we can buy tomes because money can stack up in the end if the heroes grind a lot. I know I shouldn't, but I really want to look for that secret item with iseedeadpeople. (I won't though. I'll get it in a proper playthrough.) I like how you took my suggestion and made "Undead" into "Enemy", but you didn't put that into the changelog. Another thing I forgot to tell you about in my other reviews is that my personal opinion on the icy plains, before the dwarf base, has too many creeps. You don't have to take out a lot (or any, if that is how it is supposed to be), but I'd like the numbers of the enemy to be decreased a bit. I actually don't have time to test out the bosses right now, but I bet they're awesome. Great update Sercy! (I have changed my rating.)
EDIT2: Also, be sure to test my methods. They may not work. (I'm pretty sure they do though, atleast the whosyourdaddy one.) You also shouldn't warn people about cheating. Let them find out for themselves.
 
Last edited:
Level 5
Joined
Aug 7, 2012
Messages
68
That changelog looks pretty full of changes for 1.4.
Time to test this new hero and everything else!
EDIT: Okay, I loved that intro cinematic. I also loved how it lead into the introduction text. Great work Sercy! However, the anti-cheat system doesn't work like that. Anti-cheat systems are a bit more complicated than that. To make an anti-cheat for whosyourdaddy, put a cheat unit for red, blue, and teal somewhere out of the way. Give them locust ability and zero sight range, so they can't be clicked. Also, give them no model file or make them a really small unit. Give them say, 100 damage and an attack cooldown of 1. Then, make an anti-cheat unit for pink next to each cheat unit. On map initialzation, order each cheat unit to attack the respective anti-cheat. Anti-cheat units should have 2000 health, 500health regeneration, and be really small/have no model. Also, both units should not show up on the minimap. (All of these functions can be found in object editor, except for the trigger to make the cheats attack the anti-cheats.) Now, in map initialization, make all anti-cheats hold position. Give victory with no score screen to all players if an anti-cheat dies. Players cannot lose in regular gameplay because the anti-cheats are impossible to kill without whosyourdaddy. I haven't tested this, but I think you can ban thereisnospoon by giving the cheat units searing arrows and setting it to autocast. Gve them 30 mana, and make Searing Arrows 10. Give them 10 mana per second. I think there is a trigger that says if X unit reaches 30 mana, do something. I may be mistaken though. For keysersoze, either make a player that does not have units, or make sure player 8 has absolutely no way to get gold. Make a trigger that if X player's gold is greater than or equal to 1, give victory to all players with no score screen. Same with lumber. To ban iseedeadpeople, I BELIEVE there is a trigger that says if X unit is masked to player... you know what to do. I'm not sure how to ban thedudeabides, but I've seen a RPG map ban it somehow. There was an anti-thedudeabides unit and it summoned a unit whenever thedudeabides was used. I believe I know how he did it. The map maker had it summon one unit on map initialization, and then the trigger activated. An unimaginable time was given for the cooldown, and all the while the unit was constantly ordered to use the same spell over and over again. This might be complicated, but make two triggers, one too make up for the first summon, and one for the defeat spell. Put a region south the anti-thedudeabides unit, and make it so if a unit enters that region, turn the first trigger off, and turn the victory no score screen trigger on, because when anti-thedudeabides summons a unit, it will enter the region. And then put if a unit enters that region, give victory to all players with no score screen. Now, with the other stuff. The new hero is very cool. Very nice custom spells. I also love the bag system! Carrying items just got so much easier! I also love the new preview image! Red is my favorite color! I do like how we can buy tomes because money can stack up in the end if the heroes grind a lot. I know I shouldn't, but I really want to look for that secret item with iseedeadpeople. (I won't though. I'll get it in a proper playthrough.) I like how you took my suggestion and made "Undead" into "Enemy", but you didn't put that into the changelog. Another thing I forgot to tell you about in my other reviews is that my personal opinion on the icy plains, before the dwarf base, has too many creeps. You don't have to take out a lot (or any, if that is how it is supposed to be), but I'd like the numbers of the enemy to be decreased a bit. I actually don't have time to test out the bosses right now, but I bet they're awesome. Great update Sercy! (I have changed my rating.)
EDIT2: Also, be sure to test my methods. They may not work. (I'm pretty sure they do though, atleast the whosyourdaddy one.) You also shouldn't warn people about cheating. Let them find out for themselves.

I kind of knew there would be more to this "anti-cheating" system. Although I would like to know why the current system wouldn't work. I guess people can easily manipulate that or something. I will try to implement what you told me about the anti-cheat triggers but it does seem a bit complicated.

Making "Undead" into "Enemy" didn't seem like something I would want to put in the changelog since it's like a really minor change :p

The reason that Icy Plains has way too many creeps is not because of the initial number of creeps that stay there, it is because of their summons. The key there is to kill the demonic weavers before they can spawn those minions, since they hit hard when there are like 5-6 of them or more.

Custom skills of the bosses are the reason why I couldn't upload v1.4 like 5 days earlier, because it was more complicated then I thought, and it took a while. It is definitely harder to implement custom skills to an AI rather than a player controlled hero.

Thanks for your new rating, I hope you will have time to try it all out soon, and good luck with finding the secret item ~
 

SeedinAethyr

Spam Moderator
Level 11
Joined
Dec 2, 2012
Messages
168
I actually don't know why the current anti-cheating system does not work. I've tried it in my map and it didn't. (Player types a cheat and loses.) It might do something with the game not registering the cheat as the player actually typing words. That's why mappers have to come up with much more innovative ways to make anti-cheat systems. With the bosses, if you want to see awesome boss fights, check out Aeroblyctos's stuff if you haven't already played his campaign. I don't expect your bosses to be as awesome as his, but you can learn from his maps. They are open source. (Don't steal his stuff, just learn from it.)
Also, I appreciate you contacting me before putting my name in the credits.
EDIT: Okay, I've found some bugs. First of all, with the new hero Agent Of Dawn. (Don't worry, this is minor.) If she is near a region which transports you to a new region and she casts her unleash spell, your camera gets transported to that region because the dummy unit entered it. It's somewhat annoying, but it is bearable since it doesn't happen often. Next, something seems to be wrong with the enemy respawn. At first, it seemed okay. However, after I'd been grinding for about five or six respawns, the Infected Bandits began respawning at odd places. Soon, there were no bandits at the second camp and about eight at the third. There were also only two bandits left from the first three bandits. After some exploring, I found the missing bandit hanging out with the Shape Beasts. I'm curious, what is your respawn trigger? Also, there is no tome/potion shop in the Witch Camp. Is this intentional? Shouldn't the Witches have a whole array of potions and books? Also, do you remove visibility modifiers when you finish a boss fight? I'm asking this because a modifier is still there after I kill Gruz'Yaruk. Also, it seems IMPOSSIBLE to make it through the snowy plains with the Agent Of Dawn alone. Her Vindicta ability, although very cool, makes it impossible to target the Demonic Weavers. It also draws large amounts of enemies to her position. This makes for more attacks against her, and more of her flailing about on the screen. And then I die. :( I'm also impressed by your boss fights in the Arena. They were quite good. (And dang, they were hard. I died on the Fallout Scorpion! However, I was playing on Normal with only a level 33. Maybe I should have been a higher level.) Another bug I found is that the Forgotten One was not invulnerable before the battle. -cinematicskip was his doom. You should probably fix that. Also, did you forget to put my name in the ingame credits?
EDIT2: 2690 downloads? Dang, your map has become popular!
 
Last edited:
Level 5
Joined
Aug 7, 2012
Messages
68
I actually don't know why the current anti-cheating system does not work. I've tried it in my map and it didn't. (Player types a cheat and loses.) It might do something with the game not registering the cheat as the player actually typing words. That's why mappers have to come up with much more innovative ways to make anti-cheat systems. With the bosses, if you want to see awesome boss fights, check out Aeroblyctos's stuff if you haven't already played his campaign. I don't expect your bosses to be as awesome as his, but you can learn from his maps. They are open source. (Don't steal his stuff, just learn from it.)
Also, I appreciate you contacting me before putting my name in the credits.
EDIT: Okay, I've found some bugs. First of all, with the new hero Agent Of Dawn. (Don't worry, this is minor.) If she is near a region which transports you to a new region and she casts her unleash spell, your camera gets transported to that region because the dummy unit entered it. It's somewhat annoying, but it is bearable since it doesn't happen often. Next, something seems to be wrong with the enemy respawn. At first, it seemed okay. However, after I'd been grinding for about five or six respawns, the Infected Bandits began respawning at odd places. Soon, there were no bandits at the second camp and about eight at the third. There were also only two bandits left from the first three bandits. After some exploring, I found the missing bandit hanging out with the Shape Beasts. I'm curious, what is your respawn trigger? Also, there is no tome/potion shop in the Witch Camp. Is this intentional? Shouldn't the Witches have a whole array of potions and books? Also, do you remove visibility modifiers when you finish a boss fight? I'm asking this because a modifier is still there after I kill Gruz'Yaruk. Also, it seems IMPOSSIBLE to make it through the snowy plains with the Agent Of Dawn alone. Her Vindicta ability, although very cool, makes it impossible to target the Demonic Weavers. It also draws large amounts of enemies to her position. This makes for more attacks against her, and more of her flailing about on the screen. And then I die. :( I'm also impressed by your boss fights in the Arena. They were quite good. (And dang, they were hard. I died on the Fallout Scorpion! However, I was playing on Normal with only a level 33. Maybe I should have been a higher level.) Another bug I found is that the Forgotten One was not invulnerable before the battle. -cinematicskip was his doom. You should probably fix that. Also, did you forget to put my name in the ingame credits?
EDIT2: 2690 downloads? Dang, your map has become popular!

I know about that respawn problem, however I have no idea why that is happening, the triggers look normal to me. It kind of pisses me off when I don't know the reason of a problem on Posé, and this is such a case.

Witch Camp is supposed to sell potions. However, I didn't add tomes there for no particular reason actually. I may with the later versions.

I also noticed that it's hard to get through that area with Agent of Dawn, but since the skill looked cool, I didn't want to remove it. I will probably reduce the triggering chance of it.

I've informed the players in the beginning of the map that -cinematicskip command can cause bugs, so it's kind of normal. Still, I will make sure that the Forgotten One is invulnurable at all times before the battle triggers.

I couldn't put your name on the ingame credits, because the map was uploaded before you replied me. It will be done in v1.42 ~

Thank you for your continued support of Posé, Aethyr.

P.S. : Can you tell me on which difficulty were you in Arena while you were level 33 ? ( if it was Nightmare then it's normal, that difficulty is not really for solo players )
 

SeedinAethyr

Spam Moderator
Level 11
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Messages
168
I was playing on Normal.
(Maybe I'm just not good at fast paced bosses. I'm much more used to Aeroblyctos, APproject, and LotK bosses. They are pretty drawn out bosses with lots of abilities.)
 
Level 5
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Messages
68
I was playing on Normal.
(Maybe I'm just not good at fast paced bosses. I'm much more used to Aeroblyctos, APproject, and LotK bosses. They are pretty drawn out bosses with lots of abilities.)

Hmm, I know you have told me before that you have finished the map on Hard difficulty, therefore I doubt it's about your skills. I will try those bosses on each difficulties again myself and see if they need a nerf. Thanks ~

P.S. : I tried the current basic anti-cheat system with a friend on Garena and it looked like it was working.
 
Level 2
Joined
Mar 26, 2014
Messages
28
Could use improvements

I played with people who kept pressing escape during cinematics (not that i blame them) but this made figuring out how to open the gate to the west very tricky. I searched for a hidden lever well before i realized i got control of the captain and needed to take him to the gate.


Would be nice if witch village had tomes too (or better equipment available)

After getting teleported to the north from witch village the monster aggro was crazy---easy to get 20+ creatures attention and we didn't have a way to deal with it (unbeliever and paladin on medium) (I could do decently for a while but then my skills were on cooldown and i'd fall fast)---we decided it wasn't worth trying to finish and quit



My opinions of unbelievers skills:
Cripple didn't seem particularly useful; perhaps add some damage as well?

Would be nice if infernals got bonus hp or armor based on your level/stats or if ability levels made more of a difference but were spread out over higher level requirements.

Soul leech was very useful; although being ranged (and having summons) i rarely tanked and when i did there were typically so many of them and any of the possible targets died fast from soul leech leaving me waiting (or dieing) for it to cooldown and lacking in ability to take on multiple units

The swarm ability was similar to soul leech--healing me somewhat while damaging enemies; could be rather useful but I could also get overwhelmed and die easy.--the long cooldown and "cast and forget" aspect left me desiring something with a short cooldown i could keep using rather than waiting on cooldowns

Abilities were quite nice when they were cooled down but then i'd have stretches inbetween where i'd die or not have much to do.

I'd give it 3.5 stars if that were an option but can't bring myself to give it a 4
 
Level 5
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v1.5 is done.

and ...

I fixed some minor things and uploaded v1.5b. Both versions are pretty much the same except Cynalru doesn't have the Attribute Bonus skill in v1.5 which is kind of sad.

I played with people who kept pressing escape during cinematics (not that i blame them) but this made figuring out how to open the gate to the west very tricky. I searched for a hidden lever well before i realized i got control of the captain and needed to take him to the gate.


Would be nice if witch village had tomes too (or better equipment available)

After getting teleported to the north from witch village the monster aggro was crazy---easy to get 20+ creatures attention and we didn't have a way to deal with it (unbeliever and paladin on medium) (I could do decently for a while but then my skills were on cooldown and i'd fall fast)---we decided it wasn't worth trying to finish and quit



My opinions of unbelievers skills:
Cripple didn't seem particularly useful; perhaps add some damage as well?

Would be nice if infernals got bonus hp or armor based on your level/stats or if ability levels made more of a difference but were spread out over higher level requirements.

Soul leech was very useful; although being ranged (and having summons) i rarely tanked and when i did there were typically so many of them and any of the possible targets died fast from soul leech leaving me waiting (or dieing) for it to cooldown and lacking in ability to take on multiple units

The swarm ability was similar to soul leech--healing me somewhat while damaging enemies; could be rather useful but I could also get overwhelmed and die easy.--the long cooldown and "cast and forget" aspect left me desiring something with a short cooldown i could keep using rather than waiting on cooldowns

Abilities were quite nice when they were cooled down but then i'd have stretches inbetween where i'd die or not have much to do.

I'd give it 3.5 stars if that were an option but can't bring myself to give it a 4

Sorry for the late reply, I really couldn't make time for the map lately and thanks for your review.

I know it can get hard to figure out what to do if cinematics are skipped but they aren't really supposed to be skipped in the first place. I originally made the command for testing but then I thought it could be useful for anyone who wanted to play for a second time ( I doubt anyone has, but still ).

I may put tomes at witch camp in later updates.

I made the skeletal minions which are summoned by the demonic weavers easier to kill in this update. They also do lesser damage now. I also thought it was kind of hard to get through that area alone, even on easy difficulty.

Sometimes I also get the feeling that some skills become useless later in the game but I just can't find replacements for them. I will look into Unbeliever's cooldowns, thank you for the report.

Note : Command to skip cinematics ( the one that you use on your own risk ) is now -cskip.
 
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Hey man,i rly like your map!There is actually something i wanna ask you,i'm currently at the Nomads place(i have allready beat their boss) and i found 3 ancient artifacts,i went south-east to the pillars where it asks me for the code.I tried the letters from the artifacts but nothing happens,are there more artifacts or is it something that i will have to do l8er on the game? It rly bothers me ;p
 
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Level 5
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Hey man,i rly like your map!There is actually something i wanna ask you,i'm currently at the Nomads place(i have allready beat their boss) and i found 3 ancient artifacts,i went south-east to the pillars where it asks me for the code.I tried the letters from the artifacts but nothing happens,are there more artifacts or is it something that i will have to do l8er on the game? It rly bothers me ;p

If you are certain you have the right code, you have to enter it without a "-" and with spaces.
 
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If you are certain you have the right code, you have to enter it without a "-" and with spaces.

Is it in code? I feel like it is an anagram? I feel like the last part is a reference to a person, but after looking everywhere I could think of, I have no idea who it may be referencing?:vw_wtf:
 
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Also Apparently the Paladin may be able to walk through or over many walls. Also I was not able to use the bag with him. I did find where my friends bag was stashed...
 
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Also Apparently the Paladin may be able to walk through or over many walls. Also I was not able to use the bag with him. I did find where my friends bag was stashed...

I can use the bags with all heroes without any problems, I'll look into it again. It's normal that you've found where your friend's bag was stashed since you could reach that normally unreachable area because of the collision glitch.

It wasn't just the Templar who could walk through obstacles and cliffs. It was a bug caused by a glitched skill used by one of the arena bosses. It isn't me who originally made that skill so I didn't know that there was a leak. Took me a while to figure it out but I fixed in v1.5c which I am going to upload soon.

Also, the code for the extra area is working, tested it again. Again, you have to type it without "-" and with spaces between the three words. You won't lose much if you skip it, just an easter egg kind of thing.

Thanks for the report ~

Edit : v1.5c has been uploaded. Was going to name it v1.6 since there are many fixes / changes but didn't since there's no new hero.
 
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#bump [7] days passed

I have no idea what you are talking about ...

The problem with this is that loading the game crashes Warcraft in LAN.

I tested it earlier and it didn't crash for me, weird.

Edit : I am working on v1.6 but it won't be adding many new features since I am out of map space (and ideas), so it may very well be the last version of this.
 

deepstrasz

Map Reviewer
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I tested it earlier and it didn't crash for me, weird.
I don't really know much about how networks work especially when it comes to different internet providers. When I mean LAN, I mean that but with the real server as an external one (GameRanger). Basically, it's LAN through the internet. Thing is, I've encountered quite a few number of maps with this issue. It could be a Windows problem too. I don't know what it is.
 
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I don't really know much about how networks work especially when it comes to different internet providers. When I mean LAN, I mean that but with the real server as an external one (GameRanger). Basically, it's LAN through the internet. Thing is, I've encountered quite a few number of maps with this issue. It could be a Windows problem too. I don't know what it is.

I've tested it multiple times and can confirm that the map is working.

v1.6 has been uploaded ~

It's been a good ride, a big thanks to everyone who played Posé RPG. I will most likely leave it here but who knows.

v1.61 has been uploaded ~

There was a game breaking bug in v1.5 and v1.6 and it just had to be fixed. I am sorry for the inconvenience. If you have downloaded v1.6 and don't want to download v1.61, just avoid attacking The Butcher boss.

Goddamn custom spells and their leaks.
 
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My opinions(i'm writing this as I play, alone with the archer)

1) make the intro and cinematic skipable. There's nothing more annoying than wasting time for a story I don't care. That alone greatly diminished the fun I was having.(EDIT I found that it can be skipped, so that's good. Still the intro cinematic is annoying)

2)some camera controls would be nice

3)Why repick only once? there's absolutely no reason for that...it's not a dota. I should be able to repick until I like my hero.

4)I personally don't like the bag system... Make a currier something you can buy (maybe give it auras if you really want to,teleport and some other perks).Or make it a permanent wisp.

5)Shortcuts being QWER would be nice

6)Give a reason to try a difficulty. Maybe some starter items, or some bonus quests...otherwise why do it ? make it worthwhile to play on hard instead of easy. Saying that, I don't know if you intended it that way, but easy is way to easy. I can solo everything with the archer without any problems.

7)Readjust the armor values, it's to easy to get 70-80%.make it half or even 1/4 so you can feel the difference if you are a tank


There's a lot more stuff. Your map is good but it needs work to make it great. If you wish I will continue my review later
 
Level 5
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My opinions(i'm writing this as I play, alone with the archer)

1) make the intro and cinematic skipable. There's nothing more annoying than wasting time for a story I don't care. That alone greatly diminished the fun I was having.(EDIT I found that it can be skipped, so that's good. Still the intro cinematic is annoying)

2)some camera controls would be nice

3)Why repick only once? there's absolutely no reason for that...it's not a dota. I should be able to repick until I like my hero.

4)I personally don't like the bag system... Make a currier something you can buy (maybe give it auras if you really want to,teleport and some other perks).Or make it a permanent wisp.

5)Shortcuts being QWER would be nice

6)Give a reason to try a difficulty. Maybe some starter items, or some bonus quests...otherwise why do it ? make it worthwhile to play on hard instead of easy. Saying that, I don't know if you intended it that way, but easy is way to easy. I can solo everything with the archer without any problems.

7)Readjust the armor values, it's to easy to get 70-80%.make it half or even 1/4 so you can feel the difference if you are a tank


There's a lot more stuff. Your map is good but it needs work to make it great. If you wish I will continue my review later

Sorry for the late reply :

All the cinematics are skippable with the exception of the intro cinematic. I don't think it should be skippable, it gives the players a slight backround of what's going on and it isn't that long.

Extra camera controls could be added, I'll give it a shot next time.

Players can only repick once because otherwise they could repick again and again until there were no heroes left, being stuck with the selection wisp.

Bag system works just fine, it allows players to switch items in the middle of a fight easily.

I agree with the DotA 2 style hotkeys ( QWER ), may add later.

On harder difficulties, players could start with a higher amount of gold, yes. Bonus quests wouldn't be fair for players who just want to play on Easy difficulty since I doubt people will replay the map just for them and yes, Easy difficulty was intended to be like that.

Tanky heroes have tanky skills that make them what they are. They also start with a higher armor rating than other heroes already.

Thank you for the review, new ideas are always good.
 
Level 2
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Messages
7
Really fun map 5/5. No noticeable bugs. Beat 2 player on normal/moderate. Heroes have interesting skills. The custom sound track was fun. Little to no grinding with fast mana/healing sources scattered throughout the map. Some adult language if you are sensitive to that sort of thing.

Will play again.
 
Level 5
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Messages
68
im really crazy with this code from artifacts!

I've made it much easier compared to the older versions and besides it's completely optional anyways.

Really fun map 5/5. No noticeable bugs. Beat 2 player on normal/moderate. Heroes have interesting skills. The custom sound track was fun. Little to no grinding with fast mana/healing sources scattered throughout the map. Some adult language if you are sensitive to that sort of thing.

Will play again.

Thanks for the nice feedback, I'm glad you were able to enjoy it :)

Note : I've uploaded v1.62 twice, forgot to enable the selection circles (green thing) around controlled characters, the first 7-8 people who downloaded it won't have them ... though some people actually prefer to play without those, I may add a command to enable / disable them at will with the next version.
 
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Level 3
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Apr 16, 2018
Messages
69
Excellent work. 4/5
+Most of the look of heroes, creeps etc are common. People became so choosy and pursuing so called "custom", that some customs just hurts eyes or looks ugly:confused:
+Some skills are really unusual
-Saved game can not be loaded, crashes with an error. Means i have to complete the game at one sitting))
-Agent of Dawn`s "Vindicta" skill must be redone, fixed in some way. Often it results you can not escape due to low health because attacks make skill to return her to the enemies so you die))
 
Level 5
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68
I will be updating this very soon to v1.7.

Excellent work. 4/5
+Most of the look of heroes, creeps etc are common. People became so choosy and pursuing so called "custom", that some customs just hurts eyes or looks ugly:confused:
+Some skills are really unusual
-Saved game can not be loaded, crashes with an error. Means i have to complete the game at one sitting))
-Agent of Dawn`s "Vindicta" skill must be redone, fixed in some way. Often it results you can not escape due to low health because attacks make skill to return her to the enemies so you die))

I don't know about the loading problem you've had, I'll take a look at it but the map is short enough to be completed in one go anyway. Also, Vindicta can now be turned on and off. Thank you for your feedback and sorry for the one year late reply :)

Edit : Updated to v1.7. I want to thank everyone who at least bothered to try the map out in these last seven years ~
 
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Level 9
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Nov 24, 2013
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521
Okay so did you tested this map on 1.31? Because my game instantly crashed upon ending a cutscene.
 
Level 5
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68
This game causes a fatal error after a pop up asking Damage Detection to be on or off appeared. Patch 1.30 (last version before 1.31).

You might want to look into this first. I will be forced to have this at Awaiting Update to sort out the issue.

Looks like I will have to update my game. Thanks for pointing it out, going to take care of it as soon as I can.
 
I figured out the issue. It seems to be tied with the opening cinematic. If one skips it, the game will play out properly. Might want to take a look into that. Tried 1.29 and 1.30 no cinematic and run perfectly fine. Hope this helps.

EDIT:
1.30 crash on any cinematic ending. 1.29 doesn't exhibit this behavior.
 
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68
I figured out the issue. It seems to be tied with the opening cinematic. If one skips it, the game will play out properly. Might want to take a look into that. Tried 1.29 and 1.30 no cinematic and run perfectly fine. Hope this helps.

EDIT:
1.30 crash on any cinematic ending. 1.29 doesn't exhibit this behavior.

Seems like 1.30 and onwards have a problem with the cinematics in the map. Someone else also reported it but I thought it was just -cskip command being stupid.
 
Level 5
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Aug 7, 2012
Messages
68
Indeed, and it's concerning. You might want to consult to WEHZ about it. Someone might have better insight on the underlying issue than I do.

I will definitely fix it, I am just not sure when ... and yeah, I will ask for help if I can't figure it out. I would have no idea a problem like this even existed if you didn't explain it in detail, thanks again.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,883
  1. Music should be played through its channel not the one for sound.
  2. Haydo should have hero glow: How to add Hero Glow without Modeling
  3. The doom guards in the intro die by themselves suddenly not after/while being hit.
  4. The hero selection zone should be put under black mask after heroes are chosen.
  5. Why are the bandits with their back to the part of the road where you're coming from?
  6. Since you're not using any cameras than the game's original bird's view, why the need to lock talks under cinematic mode?
  7. Spells are pretty much Warcraft III ones. There are some custom ones. Not sure how much will Taunt do later in the game. Is the panda that strong to hold so much damage?
  8. I don't think damage numbers should have the dot and some numbers afterwards but only the proper numbers.
  9. Terrain is flat in most parts. Use some height variation to make it look natural.
  10. Cages in the middle of the road?
  11. Items are somewhat OK later on.
  12. Should find a way to stack potions and some items.
  13. Multiply doesn't say how much the illusion lasts (at least in the hero learn ability panel).
  14. Jack the Terrible is a weakling alone, doesn't use any mana.
  15. Are you supposed to play this in multiplayer so the west door would open? Alright, so Isaac was supposed to unlock it but why not make him an NPC which needs protection on the way? Well, the road there isn't too long.
  16. Is the ultimate supposed to be learnt 2 by 2 levels and not after each 6 levels?
  17. What's a Shape Beast, as in Square or Round or Polygon Beast?
  18. Map layout is mostly linear and the gameplay repetitive. You should compensate with bosses that aren't just stronger units.
  19. The kid is too near the farm.
  20. The Butcher's selection scale is too small. Solo units like theses are weak against more.
  21. Units don't stop when cinematic mode starts (witch, drug lord and big skeleton scenes; actually most scenes don't stop the heroes or units).
  22. How many Attribute Bonus levels? The description doesn't say.
  23. Learned Attribute Bonus should have a passive looking icon. You can make it so with this: Button Manager v1.8.2
  24. Stone Skeletons are too weak. They should be tougher than the Butcher or at least the same.
  25. Playing on Easy because I'm solo.
  26. Taunt crashes the map. I suggest you change this with some sort of Roar/Howl of Terror spell.
  27. Well, from chapter 2, things start getting tougher. After you get past them, it's easy, especially if you get the 5% life steal item.
  28. No idea what the bandits were infected with or why are nomads supposed to infest dreams.
  29. What after level 40?
  30. Nomads are weak anyways, since you fight them 1 on 1.
  31. No dream nomad boss?
  32. No spectators for the arena and the bullocks man is too far to see anything.
  33. Shouldn't you get full HP and mana after each beast fight?
  34. Ancient Artifact #2, kslneoets on the ground in nomad territory?
  35. That lightning strike doodad could cause damage.
  36. You can pass through Vaas' house.
  37. The Moon Key could be a variable not to occupy inventory space.
  38. If you press ESC, cinematic mode appears and quickly turns off.
  39. Why is Krosis summoning Dwarven Workshops?

It's an OK classic which could use improvements.

Approved.


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Level 12
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204
Ok here is my "small" review for this cute RPG map.(Btw i only played this solo on hard treating the map as a campaign)
~~Bugs/negatives:~~

- The dialog disappears too fast, some people might not be fluent in english and can take more time reading it(heck i'm even fluent in english and there were some times were i couldn't finish reading the whole dialogs, now imagine usually when people read those they take their time as well to maybe impersonate the character that is speaking as well), so beeing this fast will make ppl ignore it all together and that's bad, because you want them to enjoy the story.

- The player should be able to skip any dialog at any time, the reason beeing of course replaying the map for various reasons, so that player knows already all the dialogs and should be able to skip them.(pressing esc to skip would be nice). ~~The current esc button only makes the text disappear but the time in cinematic mode stays the same.~~

- The hotkeys on some heroes seem to have weird spots like h, t, etc , i suggest changing them to q w e r, or z x c v for a better gameplay experience.

- It seems like at the start of the game the player can choose between showing the damage dealt by enemies and heroes to eachother, but from what i saw no matter what i picked the damage will always be showed against my hero(even when i choose to turn it off).

- When opening the "hero abilities" all spells have the word "learn" and then the name of the spell, but after u pick 1 spell sometimes the word "learn" remains in the spell name after you learned it already,ex. of this bug:
Templar class: holy hand spell it's called "Learn holy hand" instead of just holy hand.

- All the animals like sheep,frogs,etc can block the path and be very annoying especially if they are invulnerable(at the farm where the child runs away and in the first town), i suggest making all of them vulnerable.(evil smirk)

- There is this tight ramp that makes the hero confused when i try to go back to the first town, i suggest making that space larger, it seems like the hero gets confused when i try to click to go back only when he is inside the red square i drew.
Confused hero because of tight ramp.png

- Sometimes the mobs respawn in different places from where they died(their own little group) resulting in creating groups of mobs larger than intended.

- The butcher(abomination) mini boss that drops medallion of corruption is too weak for dropping such a strong item(i kept this item untill the end of the game), i suggest buffing his overall stats and his spell(which i think it healed him? for like 10% hp, i killed him in 5 sec, solo(on hard).

- I see there are a lot of barrels lying around all over the place, but after i destroyed them all i found nothing, i suggest putting something inside them like pots and tomes.

- I made lvl 40(max lvl) pretty fast right when i entered the Nomad lands, i suggest maybe increasing the lvl cap to 50 and giving the heroes a new last spell when they hit the cap, like a bonus of stats or a new spell/passive or the choice of upgrading 1 of their current spells sounds cooler.

- I killed the first demon guardian semi boss in 4 sec(well i was pretty op myself but still) he needs more hp and armor, and his spells were pretty weird, him summoning those buildings(workshops) caused some fps drops(might cause crash), his flame strike was decent.

- The fight with Asmodeus, even tho it was a decent challenge, i feel like he should have been able to do more than just stun and summon some demons from the portal behind him, i suggest the followings:
-Stage I:When Asmodeus gets under 70% hp he becomes invulnerable and starts a channeling animation, while he does that the first demon guardian is beeing summoned to fight the heroes + 1 melle and 1 range demon, after he and the demons are defeated Asmodeus becomes vulnerable and the fight resumes.
-Stage II:When Asmodeus gets under 40% hp he becomes invulnerable again channeling and summons the second boss(that blue ground dragon) + 2 melle and 2 range demons, after their defeat Asmo becomes vulnerable once again and the fight resumes.
-Stage III:When Asmodeus gets under 20% hp he gets bonus stats and enters rage mode(attacks faster but takes more damage) while demons are beeing summoned from the portal behind him every 4 seconds + he summons 1 more portal depending of the difficulty chosen at the start(ex. On easy he summons 1 more portal arround the heroes, on normal 2 portals, on hard 3 portals and on nightmare 4 portals, each portal summons a demon every 4 seconds).
Yea i know,this looks like a lot of work to be done, but i hope i gave u some new ideas with this :D

--- Some heroes are weaker than others~~ This topic is vast~~ Just some things i noticed from testing a bit all heroes:
_I will rate all the heroes as well(the rating is based on these traits:damage capability(solo and in a team), healing capability(solo and in a team), survivability and late game usefulness aka scaling with stats/items.)
_If i don't say anything about a Hero's spell that means i liked it the way it was_
_The order of my second ratings:_ (Very bad > Bad > average > decent > good > strong > very strong)

~1.Soul Hunter[9/10] --> (Bad early game, strong mid game, very strong late game) One of the strongest hero in terms of damage and mainly survivability for soloing especially(i would say he is the strongest overall since it has huge potential with his crits and lifesteal passives).
And yes i finished the map using this hero.

-Feral discharge (just a bad spell, low dmg, and a very weak stun) It needs a x agi effect, maybe a x 0.5 agi on first level and it gets + 0.5 each level , so on lvl 5 will be x 2.5 agi.

~2.Hunter of the night[6/10] --> (Bad early game, average mid game, average late game) Average damage dealer overall, has decent survivability with high armor, has only 1 spell that scales late game"the trueshot aura"(which can help its team if the other 2 are range as well), the other 3 spells are either very weak or just useless.

-Black arrows (deals too low dmg) since it takes the spot of an orb effect already, it should deal much more than just flat weak damage.(needs either a new effect to the orb or the damage needs buffed)

-Soul barrage (deals next to no damage) weakest dps spell in the game, either remove it or somehow manage to buff it that it deals full aoe damage like other hero's spells(ex. Demon's Chaoswave)

-Shadow walk(decent dmg early game but falls off mid and late game) i suggest giving it a bonus effect that scales with the ranger's stats or damage.

~3.Pyromancer[9/10] --> (strong early game, very strong mid game, good late game) Certainly the strongest damage dealer in the game! His survivability it's sure lackluster but his spells balance the scales overall, all his spells are offensive spells with good damage, the only problem is again the fact that all his spells don't have effects based on his stats, making him fall of in late game.

-Pyroball (even tho deals decent dmg with a cute low stun, the spell itself is too weak, i think this spell needs an effect of x2 or x3 int stats the most from his arsenal of spells.)

-Enflame (similar to immolation) it's a really strong spell, only 1 problem tho, the pyro is a ranged hero so he needs to get in melle range to be able to use the spell therefore taking huge ammounts of damage, i suggest increasing the aoe range of the spell from 100(melle range) to 250 range.

-bugs: Pyroball has a typo on the oder of numbers of the levels(ex. lvl 1 - etc, lvl 2 - etc, lvl 3 - etc, lvl 4 - etc, lvl 1 - etc, the last one should be called lvl 5 not 1, 2 more heroes got this typo on their spells).
pyroball typo.png

~4.Pandaren Warlord[4/10] --> (bad early game, average mid game, bad late game) What can i say.. Panda race is one of my favorites from War3 but oh boi, is this hero bad, all his spells are pretty useless, i guess he is a decent tank, but thats it.

-Taunt (here we go, yes taunt is a spell, but lets be honest, its not a hero spell, there is a reason blizzard put this one on an unit and not on a hero because is pretty shit, oh and don't forget they actually buffed this spell with the last patch as well since it was that useless) i suggest giving this spell another effect beside taunt like aoe damage and armor reduction for 20 seconds, that will get the spell from very bad to good.
!~~!Oh and this spell actually crashes the game as well, so it really needs to be fixed asap, might make players think the map is unfinished or unplayable.!~~!

-Power Slam (good idea with the x str damage effect) but unfortunately its too weak, i suggest doubling thex str effect on each lvl to up this spell from bad to strong.

-Pandaren Flow(i like this spell) it only need a small buff to the hp regen or armor to get it from decent to good.

-Multiply (nice idea but still too weak overall) it needs an increase in either: number of clones or the damage the clones do.

~5.Life Bringer[8/10] --> (strong early game, strong mid game, strong late game) Best support class by far, all his spells seem good enough to me.

-Death trap is a good spell, but i feel it's a little bit underwhelming, i suggest increasing its damage and giving it multi shot pasive for later levels.

-bugs: Death trap has a typo on the order of the number of levels.

~6.Demon Traitor[6/10] --> (good early game, good mid game, bad late game) Interesting hero, i like the idea of a demon traitor beeing on the good side, now about the spells, his only good spells are Chaos wave(but even that spell falls off in late game and spiked carapace).

-Chaos wave (good spell) i think it only need a bonus effect for the last level, like a damage over time or armor reduction.

-Crushing attack (bad spell) First off, it doesn't fit the hero, i suggest the following changes:
-increase the % chance of the passive by 6% for each level
-change the stun effect with armor and damage reduction for 5 seconds or with the chance to do aoe dmg based on his str and healing him for x str(ex. lvl 5 spell-> 15% chance to do 500 dmg + 2.5 str in 250 aoe and heal the demon for 1.25 x str).

-Demonic Understanding (really bad spell for an ultimate), i suggest either increasing the attack speed % or making the spell give bonus damage to the hero based on his str(ex. lvl 5 spell-> 80% attack speed increase for 15 sec or 45% attack speed increase for 15 sec and increasing his base damage for x 2.5 of his str).

~7.Shadowscale[7/10] --> (good early game, good mid game, decent late game) I like this hero, every spell seems to combine well with her poison theme.

-Poison arrows (this is indeed a good spell, but still for taking the spot of an orb effect its too weak overall) I suggest increasing the poison damage per sec. by 50 for each level.

-Exculpate (basically shadow strike) the damage is too low, needs increased by either 200 dmg on all levels or giving it a x agi effect(ex. lvl 5 spell-> 300 + 5 x agi initial damage and 125 dmg over 2 sec. for 12 sec.)

-Cloud of unknowing(basically acid bomb) it needs an increase in armor reduction by 2 on all levels and an increase in damage per sec. by 100 for all levels.

-Tetra vortex(too weak for an ultimate) it needs increased damage by either 200 on all levels or a bonus effect based on her agility.

~8.Unbeliver[9/10] --> (strong early game, strong mid game, decent late game) One of my favorite heroes, perfect hero for soloing, he has everything, beeing a summoner as well, love all the spells, works well with the necro/darkness theme, i would have given this hero the perfect score of 10 if only he had atleast 1 spell based on his int stats.

-Cruciatus (good spell), my only suggestion its to give it a bonus effect of damage based on his int stats.

-Inferius (its a good summon, but i feel like he dies too fast) my only suggestion is buffing his armor by 5 on all levels.

~9.Templar[6/10] --> (decent early game, average mid game, average late game) Decent hero, half tank/half healer(like a true paladin) but the problem comes again with his spells, they will fall of pretty fast later in the game, all his spells are "good" but not great.

-Radiance (really strong for early game, but like any other spell that is not based on stats will fall off eventually), i suggest giving it a x stats effect at max lvl(x5 int, or x 3 str).

-Holy Hand (decent passive for an off tank) could get a small buff, but not necessery.

-Mighty Swing (his only "dmg" passive) the cleave % is a bit too low in my opinion, needs buffed with 20% on all levels atleast.

~10.Agent of Dawn[2/10] --> (baaaaaaaaaaaaaaaaad) I see you tried something new with her spells but nope, ain't working, i think this is the worst hero by far!(to be fair i only played with her untill lvl 6 so maybe she becomes really strong late game somehow? i doubt it tho)

-Unleash (very bad spell) similar to dark ranger's spell, the damage is way too low, it needs like a 500% dmg increase on all levels to make the spell decent even, i noticed after using the spell it drops some fps as well, might cause a crash later in the game if not fixed.

-Showdown (i really have no idea whats the deal with damage based on move speed) i just see the spell dealing non existent dmg, thats it, i guess keep working on this dmg based on ms thing, i guess increasing the dmg by 1x ms on all levels will be a good start).

-Vindicta (i like the way you thought of this spell, it has potential BUT the way the spell works for now its just bad) I say replace the Hero moving to the target with a clone of her, so the hero is not affected and stays in the same place(especially since this hero has good attack speed and the way she moves back and forth makes her attack speed useless, stopping her attacks), that will make this passive work, now the dmg as well seems like it needs a buff of 1x agi on all levels to make it decent.

-Evasive fury (As for the ultimate i find it average, it needs a 2x damage buff on all levels to make it a good spell/ultimate).

~11.Keeper of balance[4/10] --> (average early game, average mid game, bad late game) This hero's spells need some changing.

-Killing floor (bad dmg over time) needs to be doubled, the trees should be able to spawn even if the target didn't die, otherwise u will use this spell only to last hit and thats bad, now about the trees, their hp and dmg needs doubled as well OR make their dmg and hp be based on the keeper's int.

-Gaia unleashed (this seems like a joke spell similar to dark ranger's aoe spell)
-first off, make the spell have a 10 sec cd on all levels.
-triple the damage on all levels atleast.
-give the affected targets a bonus dmg per second based on the keeper's int.
-the stun seems fair, so stays the same.

-Nature's comeback (just double the attack speed and damage on all levels)

-Sleep paralysis (As an ultimate spell, this seems like a joke spell again) i suggest giving the spell a bonus effect similar to the shadowscale's ultimate, but make it deal less dmg.
-bugs: all his first 3 spells have typos on the order of numbers of the level.

~12.Lone Wanderer[5/10] --> (average early game, average mid game, bad late game) Again an interesting hero with nice spells, but they need some buffs/reworks.

-Summon kishi (very weak summon)She needs double the stats on all levels + some passives for last levels like bonus attack speed, and crit maybe.(similar to the real Misha of Rexar from the campaign)
- The loyality spell from kishi doesn't seem to work,i assume its supposed to be similar to spirit link(from the spirit walker from melle games), but it doesn't seem to distribuite any damage.

-Originate (average aoe stun spell) It needs an increase in damage by 200 on all levels

-Unnverving presence (a good passive but it lacks 1 thing and that is damage based on his stats) Make it deal a bonus damage on all levels based on his str and increase the % chance by 5% on all levels.

-Eye of the tiger (again with that dmg based on ms thing) by the looks of it it needs the % damage of ms doubled on all levels to deal decent dmg.


~~Positives:~~

- Mobs dropping hp/mp pots, really nice.

- Having a backpack, great!

- Beeing able to use multiple pots at the same time without any cd, fantastic! (i wished we could be able to stack the pots, maybe in the future).

- Mobs beeing able to respawn, gives the players the oportunity to farm a bit more before adventuring further into the map, great!
- Even tho i love the fact that mobs respawn, i feel like they are doing it a bit too fast, sometimes trapping the players and taking them offguard when they try to run back to return a quest or maybe falling back from a tough battle, i suggest reducing the respawn time of all mobs by maybe 10 seconds.

- Interesting and funny NPCs with their dialogs/quests!(the orc shaman is my favorite).

- I really liked the concept of the arena(especially Bollocks, he is one funny guy), but i feel like the dragon boss was pretty weak, the strongest monster was the scorpion since he was the only one that almost killed me with his stuns and snakes, i suggest increasing the stats of the dragon and giving him some death coil spell that deals 1k dmg or something, cuz for a final boss he was very underwhelming.

- Loved the 3 Ursa team mini bosses,i have an idea,i would love to see the Big Ursa getting some bonus stats and maybe Avatar form after his other 2 brothers are slain(him going into a rage mode), i think that will make the fight waay cooler.

- Overall a really nice rpg map, a classic!:infl_thumbs_up:
 
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Level 5
Joined
Aug 7, 2012
Messages
68
Ok here is my "small" review for this cute RPG map.(Btw i only played this solo on hard treating the map as a campaign)
~~Bugs/negatives:~~

- The dialog disappears too fast, some people might not be fluent in english and can take more time reading it(heck i'm even fluent in english and there were some times were i couldn't finish reading the whole dialogs, now imagine usually when people read those they take their time as well to maybe impersonate the character that is speaking as well), so beeing this fast will make ppl ignore it all together and that's bad, because you want them to enjoy the story.

- The player should be able to skip any dialog at any time, the reason beeing of course replaying the map for various reasons, so that player knows already all the dialogs and should be able to skip them.(pressing esc to skip would be nice). ~~The current esc button only makes the text disappear but the time in cinematic mode stays the same.~~

- The hotkeys on some heroes seem to have weird spots like h, t, etc , i suggest changing them to q w e r, or z x c v for a better gameplay experience.

- It seems like at the start of the game the player can choose between showing the damage dealt by enemies and heroes to eachother, but from what i saw no matter what i picked the damage will always be showed against my hero(even when i choose to turn it off).

- When opening the "hero abilities" all spells have the word "learn" and then the name of the spell, but after u pick 1 spell sometimes the word "learn" remains in the spell name after you learned it already,ex. of this bug:
Templar class: holy hand spell it's called "Learn holy hand" instead of just holy hand.

- All the animals like sheep,frogs,etc can block the path and be very annoying especially if they are invulnerable(at the farm where the child runs away and in the first town), i suggest making all of them vulnerable.(evil smirk)

- There is this tight ramp that makes the hero confused when i try to go back to the first town, i suggest making that space larger, it seems like the hero gets confused when i try to click to go back only when he is inside the red square i drew.

- Sometimes the mobs respawn in different places from where they died(their own little group) resulting in creating groups of mobs larger than intended.

- The butcher(abomination) mini boss that drops medallion of corruption is too weak for dropping such a strong item(i kept this item untill the end of the game), i suggest buffing his overall stats and his spell(which i think it healed him? for like 10% hp, i killed him in 5 sec, solo(on hard).

- I see there are a lot of barrels lying around all over the place, but after i destroyed them all i found nothing, i suggest putting something inside them like pots and tomes.

- I made lvl 40(max lvl) pretty fast right when i entered the Nomad lands, i suggest maybe increasing the lvl cap to 50 and giving the heroes a new last spell when they hit the cap, like a bonus of stats or a new spell/passive or the choice of upgrading 1 of their current spells sounds cooler.

- I killed the first demon guardian semi boss in 4 sec(well i was pretty op myself but still) he needs more hp and armor, and his spells were pretty weird, him summoning those buildings(workshops) caused some fps drops(might cause crash), his flame strike was decent.

- The fight with Asmodeus, even tho it was a decent challenge, i feel like he should have been able to do more than just stun and summon some demons from the portal behind him, i suggest the followings:
-Stage I:When Asmodeus gets under 70% hp he becomes invulnerable and starts a channeling animation, while he does that the first demon guardian is beeing summoned to fight the heroes + 1 melle and 1 range demon, after he and the demons are defeated Asmodeus becomes vulnerable and the fight resumes.
-Stage II:When Asmodeus gets under 40% hp he becomes invulnerable again channeling and summons the second boss(that blue ground dragon) + 2 melle and 2 range demons, after their defeat Asmo becomes vulnerable once again and the fight resumes.
-Stage III:When Asmodeus gets under 20% hp he gets bonus stats and enters rage mode(attacks faster but takes more damage) while demons are beeing summoned from the portal behind him every 4 seconds + he summons 1 more portal depending of the difficulty chosen at the start(ex. On easy he summons 1 more portal arround the heroes, on normal 2 portals, on hard 3 portals and on nightmare 4 portals, each portal summons a demon every 4 seconds).
Yea i know,this looks like a lot of work to be done, but i hope i gave u some new ideas with this :D

--- Some heroes are weaker than others~~ This topic is vast~~ Just some things i noticed from testing a bit all heroes:
_I will rate all the heroes as well(the rating is based on these traits:damage capability(solo and in a team), healing capability(solo and in a team), survivability and late game usefulness aka scaling with stats/items.)
_If i don't say anything about a Hero's spell that means i liked it the way it was_
_The order of my second ratings:_ (Very bad > Bad > average > decent > good > strong > very strong)

~1.Soul Hunter[9/10] --> (Bad early game, strong mid game, very strong late game) One of the strongest hero in terms of damage and mainly survivability for soloing especially(i would say he is the strongest overall since it has huge potential with his crits and lifesteal passives).
And yes i finished the map using this hero.

-Feral discharge (just a bad spell, low dmg, and a very weak stun) It needs a x agi effect, maybe a x 0.5 agi on first level and it gets + 0.5 each level , so on lvl 5 will be x 2.5 agi.

~2.Hunter of the night[6/10] --> (Bad early game, average mid game, average late game) Average damage dealer overall, has decent survivability with high armor, has only 1 spell that scales late game"the trueshot aura"(which can help its team if the other 2 are range as well), the other 3 spells are either very weak or just useless.

-Black arrows (deals too low dmg) since it takes the spot of an orb effect already, it should deal much more than just flat weak damage.(needs either a new effect to the orb or the damage needs buffed)

-Soul barrage (deals next to no damage) weakest dps spell in the game, either remove it or somehow manage to buff it that it deals full aoe damage like other hero's spells(ex. Demon's Chaoswave)

-Shadow walk(decent dmg early game but falls off mid and late game) i suggest giving it a bonus effect that scales with the ranger's stats or damage.

~3.Pyromancer[9/10] --> (strong early game, very strong mid game, good late game) Certainly the strongest damage dealer in the game! His survivability it's sure lackluster but his spells balance the scales overall, all his spells are offensive spells with good damage, the only problem is again the fact that all his spells don't have effects based on his stats, making him fall of in late game.

-Pyroball (even tho deals decent dmg with a cute low stun, the spell itself is too weak, i think this spell needs an effect of x2 or x3 int stats the most from his arsenal of spells.)

-Enflame (similar to immolation) it's a really strong spell, only 1 problem tho, the pyro is a ranged hero so he needs to get in melle range to be able to use the spell therefore taking huge ammounts of damage, i suggest increasing the aoe range of the spell from 100(melle range) to 250 range.

-bugs: Pyroball has a typo on the oder of numbers of the levels(ex. lvl 1 - etc, lvl 2 - etc, lvl 3 - etc, lvl 4 - etc, lvl 1 - etc, the last one should be called lvl 5 not 1, 2 more heroes got this typo on their spells).

~4.Pandaren Warlord[4/10] --> (bad early game, average mid game, bad late game) What can i say.. Panda race is one of my favorites from War3 but oh boi, is this hero bad, all his spells are pretty useless, i guess he is a decent tank, but thats it.

-Taunt (here we go, yes taunt is a spell, but lets be honest, its not a hero spell, there is a reason blizzard put this one on an unit and not on a hero because is pretty shit, oh and don't forget they actually buffed this spell with the last patch as well since it was that useless) i suggest giving this spell another effect beside taunt like aoe damage and armor reduction for 20 seconds, that will get the spell from very bad to good.
!~~!Oh and this spell actually crashes the game as well, so it really needs to be fixed asap, might make players think the map is unfinished or unplayable.!~~!

-Power Slam (good idea with the x str damage effect) but unfortunately its too weak, i suggest doubling thex str effect on each lvl to up this spell from bad to strong.

-Pandaren Flow(i like this spell) it only need a small buff to the hp regen or armor to get it from decent to good.

-Multiply (nice idea but still too weak overall) it needs an increase in either: number of clones or the damage the clones do.

~5.Life Bringer[8/10] --> (strong early game, strong mid game, strong late game) Best support class by far, all his spells seem good enough to me.

-Death trap is a good spell, but i feel it's a little bit underwhelming, i suggest increasing its damage and giving it multi shot pasive for later levels.

-bugs: Death trap has a typo on the order of the number of levels.

~6.Demon Traitor[6/10] --> (good early game, good mid game, bad late game) Interesting hero, i like the idea of a demon traitor beeing on the good side, now about the spells, his only good spells are Chaos wave(but even that spell falls off in late game and spiked carapace).

-Chaos wave (good spell) i think it only need a bonus effect for the last level, like a damage over time or armor reduction.

-Crushing attack (bad spell) First off, it doesn't fit the hero, i suggest the following changes:
-increase the % chance of the passive by 6% for each level
-change the stun effect with armor and damage reduction for 5 seconds or with the chance to do aoe dmg based on his str and healing him for x str(ex. lvl 5 spell-> 15% chance to do 500 dmg + 2.5 str in 250 aoe and heal the demon for 1.25 x str).

-Demonic Understanding (really bad spell for an ultimate), i suggest either increasing the attack speed % or making the spell give bonus damage to the hero based on his str(ex. lvl 5 spell-> 80% attack speed increase for 15 sec or 45% attack speed increase for 15 sec and increasing his base damage for x 2.5 of his str).

~7.Shadowscale[7/10] --> (good early game, good mid game, decent late game) I like this hero, every spell seems to combine well with her poison theme.

-Poison arrows (this is indeed a good spell, but still for taking the spot of an orb effect its too weak overall) I suggest increasing the poison damage per sec. by 50 for each level.

-Exculpate (basically shadow strike) the damage is too low, needs increased by either 200 dmg on all levels or giving it a x agi effect(ex. lvl 5 spell-> 300 + 5 x agi initial damage and 125 dmg over 2 sec. for 12 sec.)

-Cloud of unknowing(basically acid bomb) it needs an increase in armor reduction by 2 on all levels and an increase in damage per sec. by 100 for all levels.

-Tetra vortex(too weak for an ultimate) it needs increased damage by either 200 on all levels or a bonus effect based on her agility.

~8.Unbeliver[9/10] --> (strong early game, strong mid game, decent late game) One of my favorite heroes, perfect hero for soloing, he has everything, beeing a summoner as well, love all the spells, works well with the necro/darkness theme, i would have given this hero the perfect score of 10 if only he had atleast 1 spell based on his int stats.

-Cruciatus (good spell), my only suggestion its to give it a bonus effect of damage based on his int stats.

-Inferius (its a good summon, but i feel like he dies too fast) my only suggestion is buffing his armor by 5 on all levels.

~9.Templar[6/10] --> (decent early game, average mid game, average late game) Decent hero, half tank/half healer(like a true paladin) but the problem comes again with his spells, they will fall of pretty fast later in the game, all his spells are "good" but not great.

-Radiance (really strong for early game, but like any other spell that is not based on stats will fall off eventually), i suggest giving it a x stats effect at max lvl(x5 int, or x 3 str).

-Holy Hand (decent passive for an off tank) could get a small buff, but not necessery.

-Mighty Swing (his only "dmg" passive) the cleave % is a bit too low in my opinion, needs buffed with 20% on all levels atleast.

~10.Agent of Dawn[2/10] --> (baaaaaaaaaaaaaaaaad) I see you tried something new with her spells but nope, ain't working, i think this is the worst hero by far!(to be fair i only played with her untill lvl 6 so maybe she becomes really strong late game somehow? i doubt it tho)

-Unleash (very bad spell) similar to dark ranger's spell, the damage is way too low, it needs like a 500% dmg increase on all levels to make the spell decent even, i noticed after using the spell it drops some fps as well, might cause a crash later in the game if not fixed.

-Showdown (i really have no idea whats the deal with damage based on move speed) i just see the spell dealing non existent dmg, thats it, i guess keep working on this dmg based on ms thing, i guess increasing the dmg by 1x ms on all levels will be a good start).

-Vindicta (i like the way you thought of this spell, it has potential BUT the way the spell works for now its just bad) I say replace the Hero moving to the target with a clone of her, so the hero is not affected and stays in the same place(especially since this hero has good attack speed and the way she moves back and forth makes her attack speed useless, stopping her attacks), that will make this passive work, now the dmg as well seems like it needs a buff of 1x agi on all levels to make it decent.

-Evasive fury (As for the ultimate i find it average, it needs a 2x damage buff on all levels to make it a good spell/ultimate).

~11.Keeper of balance[4/10] --> (average early game, average mid game, bad late game) This hero's spells need some changing.

-Killing floor (bad dmg over time) needs to be doubled, the trees should be able to spawn even if the target didn't die, otherwise u will use this spell only to last hit and thats bad, now about the trees, their hp and dmg needs doubled as well OR make their dmg and hp be based on the keeper's int.

-Gaia unleashed (this seems like a joke spell similar to dark ranger's aoe spell)
-first off, make the spell have a 10 sec cd on all levels.
-triple the damage on all levels atleast.
-give the affected targets a bonus dmg per second based on the keeper's int.
-the stun seems fair, so stays the same.

-Nature's comeback (just double the attack speed and damage on all levels)

-Sleep paralysis (As an ultimate spell, this seems like a joke spell again) i suggest giving the spell a bonus effect similar to the shadowscale's ultimate, but make it deal less dmg.
-bugs: all his first 3 spells have typos on the order of numbers of the level.

~12.Lone Wanderer[5/10] --> (average early game, average mid game, bad late game) Again an interesting hero with nice spells, but they need some buffs/reworks.

-Summon kishi (very weak summon)She needs double the stats on all levels + some passives for last levels like bonus attack speed, and crit maybe.(similar to the real Misha of Rexar from the campaign)
- The loyality spell from kishi doesn't seem to work,i assume its supposed to be similar to spirit link(from the spirit walker from melle games), but it doesn't seem to distribuite any damage.

-Originate (average aoe stun spell) It needs an increase in damage by 200 on all levels

-Unnverving presence (a good passive but it lacks 1 thing and that is damage based on his stats) Make it deal a bonus damage on all levels based on his str and increase the % chance by 5% on all levels.

-Eye of the tiger (again with that dmg based on ms thing) by the looks of it it needs the % damage of ms doubled on all levels to deal decent dmg.


~~Positives:~~

- Mobs dropping hp/mp pots, really nice.

- Having a backpack, great!

- Beeing able to use multiple pots at the same time without any cd, fantastic! (i wished we could be able to stack the pots, maybe in the future).

- Mobs beeing able to respawn, gives the players the oportunity to farm a bit more before adventuring further into the map, great!
- Even tho i love the fact that mobs respawn, i feel like they are doing it a bit too fast, sometimes trapping the players and taking them offguard when they try to run back to return a quest or maybe falling back from a tough battle, i suggest reducing the respawn time of all mobs by maybe 10 seconds.

- Interesting and funny NPCs with their dialogs/quests!(the orc shaman is my favorite).

- I really liked the concept of the arena(especially Bollocks, he is one funny guy), but i feel like the dragon boss was pretty weak, the strongest monster was the scorpion since he was the only one that almost killed me with his stuns and snakes, i suggest increasing the stats of the dragon and giving him some death coil spell that deals 1k dmg or something, cuz for a final boss he was very underwhelming.

- Loved the 3 Ursa team mini bosses,i have an idea,i would love to see the Big Ursa getting some bonus stats and maybe Avatar form after his other 2 brothers are slain(him going into a rage mode), i think that will make the fight waay cooler.

- Overall a really nice rpg map, a classic!:infl_thumbs_up:

That was pretty fun to read. I will make sure to put your feedbacks into consideration for the next version :psmile: However, I feel like some of the skills you have mentioned would be too OP if I doubled or tripled their damage (at least on Easy and Medium difficulties). One other thing is that you have tried to solo the map on Hard difficulty which is meant to be played with at least one other player. This could also be a reason why some of the skills seemed underpowered.

For example, "Soul Barrage" skill may seem like it deals low damage but on the last level, it deals 50 damage per beam and sends 25 beams at the same time. If you get close to a boss and use it, that's around 1250 damage. If I triple that ... well, too much. I could double the damage and increase the cooldown though.

It is a challenge to make each hero feel different from each other while also making sure that none of them comes up short :pcry: Good thing I've decided to focus on polishing the existing ones instead of creating more.

Thank you for the high rating by the way :plol:
 
Last edited:
Level 5
Joined
May 23, 2015
Messages
142
What posé stands for?

All I can think is José like in the spanish name and its killing me, but gona give it a shot.


Edit: Finished single player with demon, you use cursing and slang in dialog that kills the immersion of the game, but as you put drug dealers in it I suppose immersion not really your thing, also making the last boss say Quotes from Vampire: Bloodlines is kind of lame, I loved that game but again it is out of place.
 
Last edited:
Level 12
Joined
Mar 4, 2014
Messages
204
Just finished replaying this map, i played solo, on the latest War3 version (1.32.9).
~ I played once on hard with the demon hunter hero and again on Nightmare with the Dark ranger (yea i can't remember names, i am bad at that)

- Played them on Local Area Network, both games took me 3 hours in total to finish (yes i am kind of an addict at playing rpg maps solo :D, what can i say...i like the challenge), the dark ranger hero is one of the best heroes to solo this map on nightmare cuz of her range and her good spells, wind walk, trueshot aura and that "E" spell is decent.
here is the proof
hard.png
nightmare.png

- This time i tried to go through the map and finish all the quests and find all the secrets, i think i did that, the only thing i didn't complete was that annoying puzzle behind the house of the Bandit Drug Lord, i had no clue how to do it, there were no clues or tips as well, kinda bad, the first puzzle was easy cuz it showed you in which order to do the levers, but the second one?, Nothing!

- I liked the skeleton secret :D, at first i had no idea what to do with those weird words, and finally i got it, that there were anagrams!
Spooky scary skeletons indeed!:vw_death: The reward was kinda meh to be honest, that skeleton summon was pretty weak and died to normal creeps lol

~ Other things to say:

-The last boss died pretty fast even on nightmare difficulty, he should have more hp and he should be more aggressive, as in he should always follow the player and try to kill him.

-There were some weird bugs i encountered:

First one it was with the faceless ones boss, this guy
this guy.png
, In one game i played, i somehow managed to kill him but one of his clones survived or something and he kept reviving and cloning himself, in the end there were like 30 clones in that zone, i even gave up trying to kill him and moved on :D
epic.png

The same thing happened again with the skeletons summoned by the nerubians in the second chapter, it looked like the skeletons somehow respawned after i killed them, and in the end there were like 20+ of them, they kept respawning near the entrance to the city, and the towers kept killing them, i think i got some xp from those while i was doing other things on the map :D

- Random Rant: Just saying that i tested a few heroes again, and that damn spell from the Warden/Maiev hero, her passive that deals agi damage when she is attacked, yea that spell, is still super broken and bad, i think i did say to make it in such a way that she doesn't teleport to the enemy when the passive activates, that is just super bad and annoying, it doesn't make sense, the hero becomes totally useless with that passive activated, I couldn't even use other spells or move the hero cuz of her constant teleporting to the enemy :ogre_rage: haha, the damage should be instant and without her teleporting to them, that is the only way yo fix this spell/passive! I tried to play on hard with that Warden/Maiev hero just to see maybe this spell gets better in the late game... but nope, still as bad in the late game as it is in the early!
 
Level 5
Joined
Aug 7, 2012
Messages
68
Just finished replaying this map, i played solo, on the latest War3 version (1.32.9).
~ I played once on hard with the demon hunter hero and again on Nightmare with the Dark ranger (yea i can't remember names, i am bad at that)

- Played them on Local Area Network, both games took me 3 hours in total to finish (yes i am kind of an addict at playing rpg maps solo :D, what can i say...i like the challenge), the dark ranger hero is one of the best heroes to solo this map on nightmare cuz of her range and her good spells, wind walk, trueshot aura and that "E" spell is decent.
here is the proof
- This time i tried to go through the map and finish all the quests and find all the secrets, i think i did that, the only thing i didn't complete was that annoying puzzle behind the house of the Bandit Drug Lord, i had no clue how to do it, there were no clues or tips as well, kinda bad, the first puzzle was easy cuz it showed you in which order to do the levers, but the second one?, Nothing!

- I liked the skeleton secret :D, at first i had no idea what to do with those weird words, and finally i got it, that there were anagrams!
Spooky scary skeletons indeed!:vw_death: The reward was kinda meh to be honest, that skeleton summon was pretty weak and died to normal creeps lol

~ Other things to say:

-The last boss died pretty fast even on nightmare difficulty, he should have more hp and he should be more aggressive, as in he should always follow the player and try to kill him.

-There were some weird bugs i encountered:

First one it was with the faceless ones boss, this guy , In one game i played, i somehow managed to kill him but one of his clones survived or something and he kept reviving and cloning himself, in the end there were like 30 clones in that zone, i even gave up trying to kill him and moved on :D

The same thing happened again with the skeletons summoned by the nerubians in the second chapter, it looked like the skeletons somehow respawned after i killed them, and in the end there were like 20+ of them, they kept respawning near the entrance to the city, and the towers kept killing them, i think i got some xp from those while i was doing other things on the map :D

- Random Rant: Just saying that i tested a few heroes again, and that damn spell from the Warden/Maiev hero, her passive that deals agi damage when she is attacked, yea that spell, is still super broken and bad, i think i did say to make it in such a way that she doesn't teleport to the enemy when the passive activates, that is just super bad and annoying, it doesn't make sense, the hero becomes totally useless with that passive activated, I couldn't even use other spells or move the hero cuz of her constant teleporting to the enemy :ogre_rage: haha, the damage should be instant and without her teleporting to them, that is the only way yo fix this spell/passive! I tried to play on hard with that Warden/Maiev hero just to see maybe this spell gets better in the late game... but nope, still as bad in the late game as it is in the early!

Thanks for replaying it and taking the time to point out the annoyances and bugs you've encountered once again !

- I've fixed all the bugged respawns including the faceless one boss, should be good in the next version. :psmile:
- Those pressure plates should have floating texts on them to give you an hint of the pattern. I've tested both with classic and reforged graphics, it works. :pshock:
- That passive skill you're talking about (Vindicta) can be turned on and off. I've actually made it like that because of your previous post. :pgrin:
 
Level 5
Joined
Sep 16, 2019
Messages
80
I played the game today solo medium difficulty.
It was fun.
Razor is a nice version of my favorite hero. Custom skills, nice.
Map is decent/good, as is.
Story has a good structure. I am not so sure though that this layout of the map serves your story in the best of ways.
It feels like you squeezed things a bit.
Pointers for some fun dialogues.
Game play was a bit tiresome in the early stages.
In total I liked the game, i liked it. Its good effort. I enjoyed playing most of it.
I think the rating should be 3/5.
Ofc taking into consideration that i played one Hero and all the work you put into balancing custom skills for all heroes
is a lot. Something has to give afterwards, its only logical.
So, maybe i should consider being supportive of the effort and give it a 4/5.
 
Level 5
Joined
Aug 7, 2012
Messages
68
I played the game today solo medium difficulty.
It was fun.
Razor is a nice version of my favorite hero. Custom skills, nice.
Map is decent/good, as is.
Story has a good structure. I am not so sure though that this layout of the map serves your story in the best of ways.
It feels like you squeezed things a bit.
Pointers for some fun dialogues.
Game play was a bit tiresome in the early stages.
In total I liked the game, i liked it. Its good effort. I enjoyed playing most of it.
I think the rating should be 3/5.
Ofc taking into consideration that i played one Hero and all the work you put into balancing custom skills for all heroes
is a lot. Something has to give afterwards, its only logical.
So, maybe i should consider being supportive of the effort and give it a 4/5.

Thanks for playing and leaving a nice rating :plol:

And you're right about the heroes, the skills do take considerable time to optimize.
 
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