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Requiem of The Gods 1.71

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.



Following on from 1.60's major revamp comes AI in the form of ROTG 1.71! Yes you can now play it solo! Enjoy!
This map is a hero arena featuring 38 heroes, 200 items, 200 custom powers, multiple game modes, duelling, boss fights, AI and a cherry on top.

Remember the website is still online at http://www.rotg.co.uk
Have fun Fellas!

ROTG 1.71 Changelog
--FEATURES--
Titan Cinematics are now disabled by default in templay mode.

--BUG FIXES--
Ai will no longer attempt to flee if badly injured in the end boss room.
Dark Rider's Curse of Doom now correctly requires level 6.
Ai will no longer stop responding after a Titan Cinematic.
When being teleported into the final boss duel custom camera heights will now be respected and re-applied.

ROTG 1.70 Changelog
--FEATURES--
Artificial Intelligence has now been included allowing for solo games of ROTG!
Any combo can now be done including:
4 AI vs 4 AI
1 Human, 3 AI vs 1 Human, 3 AI
2 Humans, 2 AI vs 4 AI
etc.
You can now play with any number of computer players that will function in both duel mode and teamplay mode. (Deathmatch)
The AI will take over from any leavers and itself can be taken over by watching referees.
The ability to turn the AI on and off for your team has been included for players who prefer to control leavers
themselves.
The AI will buy items including advanced decision making so item builds are more random from game to game, although each
hero has their own favourite items including upgrades so the AI develops different builds depending on which AI it is
controlling.
The Ai is written to give Titan Orbs they find to the human players. (They leave it in their home base)
In combat the AI will target badly wounded enemies over healthy ones and will retreat to heal if badly injured.
In teamplay mode the AI can be "controlled" towards the ritual game by trying to seize control of it yourself.
The Ai will attempt assist friendly heroes that are engaged by enemy heroes or titans.

--GAMEPLAY--
Some changes have been made to the game triggers including the base gates and other systems to allow the integration of
the AI. None of these should be noticeable by players.
Minor tweaks have been applied.

--SPELL BUG FIXES/BALANCE CHANGES--
Many spells have been re-based, tweaked or changed to allow the AI to utilise them. Most of these changes should not be
noticeable by human players.
The AI will use about 97% of the hero powers in the game.

--ITEMS/BALANCE CHANGES--
Hand Grenades will no longer dispel buff in the target area.
Some items abilities have been changed to work better with the AI.
Minor tweaks to some item powers have been applied.

--BUG FIXES--
Many miscellaneous bugs have been fixed with the internal programming, none of which is noticeable by the in-game players.



ROTG 1.60 CHANGES:
FEATURES:
====================================================
2 New Heroes, The Tauren Rockbreaker & The Naga Wrymguard have been added!
A New secret hero waits to be found..
Charged items will now stack in an inventory!
It is now possible to "split" stacks of charged items by double right-clicking on the stack.
A New item store has been added with 9 new items!
Healing & Sentry wards can now be purchased from the new store.
Mercenaries have been expanded to include undead and non-undead Mercenary contracts. (Rabid Ghouls & Healers)
New "Jewel of the Gods" item that improves the ritual bonus the hero receives.
2 New Artifacts that improve fighting abilities.
2 New Summons items that call in dragons to your side!
The game will now dynamically change the game mode chooser if the current one is afk or does not set a mode within 20 seconds.
All players are now informed who is setting the mode and how long they have left to do it.
It is now possible to swap back and forth between teams & for joining referees to swap teams after a join.

GAMEPLAY:
====================================================
Intro sequence has been shortened.
Titan cinematics are now disabled by default in easy QuickStart mode.
Base towers have been removed.
The way players enter/leave the base has changed. it now works on team based teleport portals.
The "slow aura" by the base doors has been removed.
The Ritual of the Gods will now upgrade at the end of the first, and second ritual, granting higher bonuses sooner.
All heroes wil now begin the game with a Gladiator's Net & a Hand Grenade.
All Revival times have been shortened by 10 seconds.
Xp Gained from killing enemy heroes has been reduced.
Xp Gained from killing lower levels creeps has been lowered, while killing higher level creeps has been increased, resulting in an overall bonus to Xp from creeping.
The first player to reach level 18 now gets 600 gold, down from 800.
Gold loss from dying to creeps has been reduced by 50 gold at all levels.
Hero bounty amounts/Gold lost by being slain by Titans has been reduced by 35%.
Titans no longer have truesight (Except Argonax)
Creeps will now upgrade faster.
Undead Revenants now generate corpses upon death. (So can be raised or eaten)
Undead Zombies now generate corpses upon death. (So can be raised or eaten)
creeps will now upgrade faster.
New undead level 6 creep, the Flesh Monstrosity is replacing Skeletal Orc Champions.
Naga's Super creep has been changed to a Hydra.
Purge ability has been changed to "curse" on Satyr Tricksters.
It is now possible for creeps to drop the new ward items.
It is now possible for creeps to drop Mercenary Archer & Spearman contracts.
Creep item dropping has been adjusted, it is now always possible for creeps to drop the lower end items, they never get out-dated.
The numbers of creeps in the camps has been adjusted over the levels & the mix of possible creeps has been expanded.
Base flags have been added.

SPELL BUG FIXES/BALANCE CHANGES:
====================================================
==General==
Fixed many tooltip glitches and mistakes.
Fixed a possible exploit with Multishot (Both types) \ Earthquake \ Vinewall \ Shapeshift \ Bear Frenzy \ Shield Breaker \ Berserker Rage \ Burrow \ Impale Thrust \ Spawn Burrowers \ Bladefury \ Symphony of Frost and Flame
\ Cursed Arrow \ Curse of Living Death \ Smoke Form \ Judgement \ Consume Magic \ Summons Mastery \ Maelstrom \ Electricity Nova \ Touch of Azshara \ Diabolic Displacement \ Lifesurge \ Force of Nature \ Shrink \ Icestorm \
Enchant Weapon \ Underworld Strike \ Hellfire \ Death Spasm \ Focus Magic \ Righteous Wrath \ Black Summoning \ Unliving Empowerment \ Saw Blades \ Maximum Power.

==Misc Powers==
Screamers silence ability now correctly lasts 5 seconds.
Small target (screamers & Wormtide worms) now grants 75/% evasion up from 50%.
Fixed potential problem with Dynamite/Hand Grenade and movement spells.

==Secret Powers==
Saw blades animations now reset properly.
Saw blades no longer bugs during a Titan Cinematic.
Saw blades is more efficient.
System Overload hotkey changed to [V].

==Arch Druid==
Vinewall now entangles for 2.5 seconds on heroes up from 2.
Vinewall's tooltip now correctly states damage at 10 per second. Vinewall's tooltip now correctly states that it does not effect titans.
Vinewall's damage no longer affects titans.
Fixed a memory leak with Vinewall.
Craft potion tooltip now correctly displays as channelling.
Potions created by craft potion are now only generated if casting is fully completed.
All the Druid's potions can stack up to a maximum of 3.
Druid's potions now sell for considerably more, 20,30,40,50 Gold.
Forest Hawks are now invulnerable.
Fixed bug with Druid's spells not returning properly if he died while shape shifted then revived early.
Levwl 3 Bear form's Frenzy power changed, no longer manually targeted, instead affects caster similar to "Roar".
Frenzy now has a hotkey of [C].
If Druid is under bear frenzy when he morphs back, the buff is correctly removed.

==Death Mage==
Soul Drain has been re-worked to be more efficient.
Soul Drain functions smoother, more reliably and interrupts more accurately.
soul Drain will now pause correctly during titan cinematics.
Soul Drain now calculates hp gain after damage is applied for each blast not before.
The caster of Soul Drain will face the target more accurately while channelling.
Soul Drain now fires up to 24 drain bolts over 6 seconds down from 24 over 13 seconds.
Soul Drain's max effective range has been lowered to 2000.

==Demon==
Demonic Zeal now grants a 6/8/10/12% chance to Critical/Evade down from 6/8/12/14%.
Apis Mellifera tooltip now gives exact radius of explosions.
Wheels of Infernos can no longer be effected by certain spells.

==Disrupter==
Mana Cataclysm will now stop immediately when interrupted, instead of finishing charging and then being interrupted.
Mana Cataclysm no longer hits burrowed or certain flying units.
Mana drain during Mana Cataclysm now drains at 5% of the caster's maximum mana every 0.20 seconds during the charging phase.
Mana Cataclysm interrupt message only appears if caster is still alive.
If any mana is left when Cataclysm is interrupted during charging that mana is saved and not lost.
Mana Cataclysm now charges for 3 seconds to generate the blast.
At level 3 Mana Cataclysm will deal 100% of the caster's mana in damage up from 90%.
Cataclysm will now work correctly with titan cinematics.
Fixed a memory leak with Mana Cataclysm.

==Berserker==
Relentless assault can now hit titans.
Relentless assault can now be used while in Rage.
Shieldbreaker now has cast message.
Berserker rage has been re-worked.
The "Taunt" ability has been removed from raging Berserkers.
Raging Berserker's Frenzy skill has been re-worked.
Raging Berserker's Frenzy skill now increases movement by 20% up from 10%.
Raging Beserker's "Ignore Pain" skill now reduces all incoming damage by 10 hitpoints.
Raging Berserker's now gain limited magical resistance.
Berserker Rage now grants the Berserker an additional 100 hitpoints on morphing.
Charged/Purchaseable items can no longer be used by AI in rage. (and benefits like bonus intelligence from Shamanic Totems will not apply)
Rage movement and attacking has been re-worked. Every 2 seconds the Berserker will check for nearby targets, if none are found he will move randomly.
If a target is found and the Berserker is not attacking it will attack a random target.
Target aquisition range has been changed to 800.
Rage targetting will prioritise Heroes over other units. (Including allied heroes)
Frenzy is casted randomly in rage, instead of at set intervals.
Berserker Rage targeting is less focused and more random distributing attacks better.
Raged Berserkers will activly attack units that are not attacking them already and thus now will aggro nearby creeps.
It is no longer possible for Raged Berserkers to summon units. These units die instantly.
When Rage ends the Frenzy buff is now correctly removed.
Rage will now end if the caster's hitpoints fall below 15%.
When Rage ends, the caster will "un-morph" correctly meaning it is no longer possible to have control of a raging Berserker.
When Rage ends the caster will stop instead of continuing the last order given in rage.
When Rage ends the caster is selected for the owning player.
Death triggers have been adjusted to work better with Berserker Rage.

==Elven Ranger==
Paralyzing Shot now has an 18 second cooldown up from 16.
Fixed a memory leak with multi shot.

==Burrower==
Burrow spell re-written to be more efficient
Burrow now has 0.4 sec burrowing/unburrowing time.
Burrow now has an animation on burrowing and unburrowing and creates dust FX during casting.
Burrow now grants 1,2,3,4 bonus armour.
Burrowers cannot go below 25 mana while underground and so will always be able to unburrow.
Fixed the death animation for underground Burrowers.
Impale Thrust ability has been changed. The Caster now tunnels towards the target point over 1 second then bursts up through the ground becoming un-burrowed and hitting nearby enemies with Impale.
Impale Thrust now correctly respects cooldowns and levels compared with Burrow.
Impale thrust cast range now 600.
Impale thrust damage reduced to 75,110,175,200.
AOE of Impale reduced to 200 from 250.
Impale thrust now has hotkey [C].
Mana cost of Impale thrust increased to 115.
Impale cooldown now 30 seconds up from 18.
Spawn Burrowers reworked, now instead of targeted spell it creates the eggsack in front of the caster.
The eggsack can no longer be affected by certain spells.
Quicksand can now be casted while burrowed!
Quicksand now has crater effect and changes the terrain when it is casted.
Quicksand has a slime/acid fx in addition to the dust one.
Quicksand uses less particle effects during its channelling.
Quicksand now lasts 4 seconds at all levels.
Quicksand will now correctly interrupt the if caster is killed.
Quicksand no longer effects certain units.
Quicksand no longer pauses enemies caught in it.
Quicksand no longer disables collision for units in it.
Quicksand no longer damages structures.
Quicksand's damage now ignores armour.
Fixed a memory leak with Quicksand.
Earthquake can now be casted while burrowed!
Earthquake has new cast effects when used underground.
Earthquake's damage increased to 40/60, 80/120, 120/180 (The 2nd values apply when target is close to the caster)
Earthquake's damage will now stop immediately if the caster is slain.
Earthquake's damage doesn’t affect certain units.
Earthquake's damage does not continue to injure during titan cinematics.
Earthquake now only slows enemy units.
Earthquake's damage calculation has been changed. Now deals damage every 0.5
seconds and will no longer hit units twice with each cycle.
Fixed animation glitches with Earthquake.

==Elementalist==
Ice Blast will stop moving the target if it is killed during the movement.
Fixed memory leak with Ice Blast.
Freeze is more efficient.
Freeze now costs 300 mana and has a 220 cooldown at all levels.
Freeze now channels over 7 seconds down from 10.
Freeze's max range is now 1600 rather than 2000.
The duration a target is frozen for is now dependant on the level of Freeze.
(3,6,9) from 8 seconds.
Freeze will now interrupt immediately upon being cancelled, or caster death.
Freeze now always fires the correct amount of ice blasts.
Freeze's interruption message will only appear if the caster is still alive.
Upon interruption the caster's animations will properly reset.
Freeze now pauses correctly during titan cinematics.
Freeze now checks range arguments more frequently.
Frozen units no longer take damage during titan cinematics.
The damage applied to frozen units will stop immediately upon the units' death.
Fixed special effect on the shattering of frozen units.
Freeze caster's animation now resets correctly upon spell completion.
Fixed a memory leak with shattering units.

==Shadow Ranger==
Cursed Arrow is more efficient.
The Dark Familiar is now magic immune.
Dark Familiar’s can be summoned in Argonax's chamber if the Dark Ranger is in the room.
The special effect on Dark Familiars now properly destroys upon death.
Fixed a memory leak with Multishot.
Curse of living death no longer affects allies.

==Swordmaster==
Swordmaster's movement speed has been increased to 330.
Combat Mastery now grants 100% evasion while moving.
Evasion granted by Combat mastery no longer shows on the command card.
Blade fury now lasts 4,6,8,10 seconds with an 9,8,7,6 second exhaustion.
Blade fury is more efficient.
Counter Attack's sound effect is now centred on the unit.
Fixed memory leak with Counter Attack.

==Hill Giant==
Taunt has been replaced with a new "Tremor" ability that slows nearby enemies.
Mighty Blow now costs 110 mana down from 120.
Fixed memory leak with Mighty Blow.
Rampage's damage bonus has been increased to 25 dmg up from 20.

==Dud'Jin'Kai==
Pounces damage and stun will now only "hit" the target if the caster is close enough after the movement has been applied.
Cry of the Ancients now has a 750 radius up from 500.

==Vampire==
Craft Vampiric Potion is more efficient.
Craft Vampiric Potion tooltip now correctly displays as channelling.
Potions created by craft vampiric potion are now only generated if casting is fully completed.
All the Vampire's potions can stack up to a maximum of 3.
Vampire's potions now sell for considerably more, 20,30,40,50 Gold.
Vampires are now invisible at all levels of Smoke form.
Smoke form now costs 75 mana down from 120.
Smoke form is no longer duration based and instead lasts forever, however the Vampire's mana will drain away while it is active.
Vampires in smoke form can no longer be targeted by certain spells. (Even if they can be seen)
Vampires will now transform back from Smoke form if their mana falls below the cost of the spell.
Cacophony of Darkness can now summon Vampire Bats in Argonax's chamber.

==Witch Hunter==
Witch Hunter's movement speed has been reduced to 290.
Witch hunters now have a slightly slower attack speed and deal slightly less damage.
Banishment is more efficient.
Banishment now has additional overhead messages to inform whether target is undead or not.
Banishments targeting has been improved.
Banishment now has a 28 second cooldown up from 24.
Purify now deals less damage to summons. 200,300,400,500.
Purify's tooltip now states correct AOE.
Judgement is more efficient.
Caster animation for Judgement has been fixed.
Judgement will now only execute if the caster survives the cast time.
Judgement's duration and radius have been corrected in the tooltip.
Judgement's targeting no longer considers magic immune, structures, dead or certain units.
Judgment now damages, 600,800,1000 but the damage decreases far more dramatically over range.
Judgment now heals, 350,500,700 but the heal decreases far more dramatically over range.
Judgement's damage and healing now scale correctly to distance.
Fixed memory leak in Judgement.

==Dark Rider==
Death Waves's targeting no longer considers magic immune, structures, dead or certain units.
Fixed memory leak with Death Wave.
Consume Magic is more efficient.
Consume Magic's targeting no longer considers magic immune, structures, dead or certain units.
Unholy sustenance is more efficient.
Unholy sustenance now works properly with titan cinematics.
Unholy Sustenance's interrupted message will only show if the caster is still alive.
Unholy Sustenance now gives feedback messages overhead if the casters Mana is empty or their hitpoints are full.
Curse of Doom has been re-worked.
Curse Of Doom's timer now displays exact time remaining in 4 decimal places and updates much faster.
Curse of Doom's movement debuff now applies and removes correctly and no longer shows on the caster's command card.
Curse of Doom has an additional floating text message to show when movement is slowed.
Curse of Doom can no longer be used on, or passed to magically immune units.
Curse of Doom can no longer be used on or passed to structures.
Curse of Doom cannot be passed to certain units.
Curse of Doom passes back and forth between units much more quickly and effectively and the timer no longer resets to the nearest second.
Curse of Doom makes an additional final check that caster and target are still alive before ending its execution. (Dooming the target)

==Court Wizard==
Illusion mastery used on grown Pit Daemons now creates an illusion of the correct size.

==Jungle Troll==
Placing Traps animation / casting times have changed. Now a message appears over caster to show he is preparing a trap.
An additional message is shown to show the Trap has been placed.
All Traps are now immune to certain spells.
Fixed a memory leak with laying Traps.
Explosive Traps now show the remaining duration when selected.
Explosive traps now deal less damage at levels 3 & 4. (150/300, 200,400)
Explosive Traps cooldown is now 90 seconds down from 100.
Explosive traps now last 60 seconds down from 90.
Explosive traps tooltip now states correct AOE blast radius.
Spike Traps now have new model art.
Spike Trap targeting is much more efficient and the traps will no longer be set off by Titans that that cannot injure.
Spike traps now go off automatically if they are destroyed. (So can be manually triggered)
The damage and stun length of spike Traps now scales with the level of the ability. (50,75,125,150 1,1.25,1.5,2)
Spike Traps now have 60 hitpoints up from 40.
Spike Traps have new "detonation" effects to much better show the area hit.
Spike Traps mana cost has been reduced to 75 down from 85.
Spike Traps now have correct cast range of 200.
Spike Traps "catch" range has been greatly enhanced to correctly hit any units in the traps AOE at point of detonation.
The Troll Cunnin' upgrade for explosive traps now improves duration to 120,180,240 seconds.

==Arcane Summoner==
Battle Golems Bash ability tooltip now has proper information.
Magic Golems Power Blast ability now has hotkey of [X] & proper info on the tooltip.
Defensive Golems taunt ability now has hotkey of [X].
Taunt now has a cooldown of 12 seconds down from 15.
Summons Mastery has new cast effects.
Summons Mastery effects scale up in relation to the level of the ability.
Summons Mastery's targeting no longer considers magic immune, dead or certain units.
Summons Mastery cooldown reduced to 120 seconds down from 160.
Fixed a leak with Summons Mastery.

==Ravagore==
The way Ravagores take passive damage has been made more memory efficient.
Devour Flesh has new "eating" animation.
Devour Flesh has new cast effects and sound effects to look more appropriate.
Savage Fury is more efficient.
Savage Fury has new cast effects.
Ravagores will size up more smoothly upon entering Savage Fury.
Ravagores will not size up if currently being effected by Shrink.
Savage Fury's cast looks smoother.
Rending Claws in Savage fury has had extra blood effects added.

==Lichmaster==
Lightning Strike no longer hurts the Lich or his allies.
Lightning Strike has a new effect.
Electricity Nova has been reworked with new cast effects and a new targeting system.
Electricity Nova is no longer a target able spell, it takes effect instantly.
Electricity Nova will now correctly Purge all units caught in its AOE.
Electricity Nova's targeting no longer considers magic immune, dead or certain units.
Maelstorm is more efficient.
Maelstorm's targeting no longer considers magic immune, dead or certain units.
Maelstorm should no longer continue, or interrupt during a titan cinematic.

==Pit Daemon==
Pit Daemons now get extra 50 hitpoints on base.
Growth has a much reduced cooldown to 80,60,40,20 seconds.
Growth's "anti-hex" system has been re-worked and applies size changes better.
When Grown to maximum size (10) the Pit Daemon get s anew "Regurgitate" power that damages enemy units in AOE.
Regurgitates power is determined by the level of the "Growth" ability.
When the Pit Daemon reaches max size (10) after 90 seconds it will de-grade to size 9, losing the "Regurgitate" power and needing to re-grow.
Wormtide worms now have 75% evasion (Small target) & damage has been increased from 5-6 to 6-8.

==Diabloist==
Diabolic Displacement now checks that units are still alive before initiating teleportation.
Diabloically displaced units now face correct angles after teleportation.
Succubus Curse & Void Daemon Bash now have proper tooltips.
Succubus Curse now has hotkey of [X].

==Sea Drake==
Divebomb now will halt if caster is killed during movement.
Divebomb targeting no longer hits certain units.
Fixed Memory leak with Divebomb.

==Forest Guardian==
Lifesurge is more efficient.
Lifesurge's targeting no longer considers certain units, or units with magic Immunity.
Lifesurge's entangle duration is now based off the level of Lifesurge with durations of 1,2,3,4.
Force of Nature targeting no longer considers certain units, or units with magic immunity.
Force of Nature will now stop instantly if interrupted, instead of after the cast time has finished.
Force of Nature's interrupted message will only show if the caster is still alive.

==Shadowmancer==
Death Spasm / Focus Magic combo now has a 0.3 second cast threshold from the ending of Focus to the casting of Death Spasm.
Focus Magic will now interrupt immediately instead of after the charge level is set.
Focus Magic now reports via an overhead message what level it is currently charged too.

==Voodoo Troll==
Voodoo Crafting tooltip now correctly displays as channelling.
Voodoo Dolls created by Voodoo Crafting are now only generated if casting is fully completed.
All the Voodoo Dolls can stack up to a maximum of 3.
Voodoo Dolls now sell for considerably more, 20,30,40,50 Gold.
Voodoo Crafting mana cost reduced to 110 down from 125.
Voodoo Crafting cooldown reduced to 75 seconds from 90.
Voodoo Doll blasts now slow the target for 2 seconds and deal 50 damage a second.
Shrink now has a cast message above the target.
Shrink's cooldown has been reduced to 160 seconds from 180.
Fixed a memory leak with Shrink.

==Hell Knight==
Hell Knights now deal an extra +2 damage on attacks.
Enchant Weapon is more efficient.
Enchant Weapon error messages now colored grey to match others.
Firewalk's damage is increased to 10/20/30/40 from 5/10/15/20.
Hellfire's random flame generation is much more memory efficient.

==Arcane Crusader==
Arcane spell book learning is more efficient.
Shield of might is more efficient.
Smiting Hammers are now invulnerable.
Smiting Hammers can now be summoned in Argonax's Chamber.
Righteous Wrath no longer takes dead units, magic immune units or structures into account when generating lightning.

==Wraith==
Black Summoning now only gets alive creeps in its target calculation.
Unliving Empowerment is more efficient.
Grip of Damnation is more efficient and interrupts properly when the caster or target dies.

==Dwarf Engineer==
Full Auto's targeting no longer gets certain units.
Full Auto re-worked to close some reloading/death loopholes.
Full Auto will now interrupt the shooting target's movement instantly upon interruption.
Fixed a memory leak with Full Auto.
Air Strike's channelling is now 2 seconds down from 5, though the Bomber is still called in at the same time.



ITEMS/BALANCE CHANGES:
====================================================
Flare Guns now costs 200 from 300 Gold.
Flare Guns now detect Burrowed units.
Staff of Power now costs 120 from 250 Gold.
Wands of Mana Burning now cost 150 down from 275 Gold.
Wand of Mana Burning now has 15 second cooldown.
Lanterns now cost 50 down from 95 Gold.
Lifesteal upgrade now grants 20% lifesteal down from 30%.
Bloodrinker now grants 25% Lifesteal.
Spellshatter Gloves only takes 25% mana /hitpoints instead of 30% to control a summonable.
Gladitor's Nets & Storm Hammers now share the same cooldown of 20 seconds.
Envenomed Spears, Throwing Knives, Wands of Mana Burning now share the same cooldown of 15 seconds.
Diamond of Summoning, Dragon Orb, Dark Dragon Orb, Shamanic Totem, The Black Hand now share the same cooldown.
Up to 9 charges of Healing Salves stack.
Up to 3 Clarity potions stack, stock cooldown reduced to 3 seconds.
Up to 3 Healing potions stack.
Up to 3 Mana potions stack.
Up to 3 Potions of Ironskin stack.
Ironskin potions now have a 30 second cooldown, A max stock of 3 and a stock cooldown of 30 seconds.
Up to 2 potions of Greater Healing stack.
Up to 2 potions of Greater Mana stack.
Up to 2 Lifestones stack.
Lifestones now share the "healing items cooldown" of 20 seconds.
Lifestones now heal 200 damage down from 300, have a max stock of 2 and a stock cooldown of 30 seconds.
Up to 9 charges of Flare guns stack.
Up to 8 charges of Mercenary Contracts stack. (Each type)
Up to 6 charges of Special Mercs (Ghouls & Healers) stack.
Up to 5 Permanant Contracts stack, have a max stock of 5, Gold cost has been reduced to 200.
Up to 3 Gladiator's Nets stack, Cooldown has been increased to 20 seconds.
Up to 2 Envenomed Spears stack, Cooldown has been increased to 15 seconds.
Up to 5 Throwing Knives stack, Cooldown has been increased to 15 seconds.
Up to 2 Storm Hammers stack.
Up to 4 Hand Grenades stack, have max stock of 2, 30 second stock cooldown.
Up to 3 charges of Dispel Staffs stack.
Dispel staff charges have been reduced to 3, Gold cost has been changed to 250.
Up to 6 charges of Wand of Shadowsight stack.
Up to 10 charges of Holy Sceptre stack.
Up to 4 charges of Scroll of Necroancy stack.
Scrolls of Necromancy now have 45 second stock cooldown & a 30 second cooldown.
Diamond of Summoning now has a 45 stock cooldown.
The Black Hand & Shamanic Totem have a 120 second stock cooldown.
The Black Hand is now undead only.
The Shamanic Totem is now Non-undead only.
The Mercenary Ogre's shockwave now has a 16 second cooldown from 8, a hotkey of [X] and the tooltip has been corrected.
Mercenary Ogre's Bash tooltip has been corrected.
Drak Thul's Purge now has a 14 second cooldown, a hotkey of [X] and the tooltip has been corrected.
Drak Thul's Chain Lightning tooltip has been corrected.
Drak Thul's Frenzy now increases attack speed by 25% down from 35% a hotkey of [V] and the tooltip has been corrected.
Marrabeshes's Death Coil tooltip has been corrected and has a hotkey of [X]
Marrabeshes's Raise Dead tooltip has been corrected and has a hotkey of [C]
Marrabeshes's Drain Life tooltip has been corrected and has a hotkey of [V]
Holy Spirt's Heal tooltip has been corrected and has a hotkey of [X]

BUG FIXES:
====================================================
The pathing system has been adjusted to work with the waygates better. You no longer run the wrong way because the waygates are a shorter route.
Fixed some miscellaneous bugs with the internal programming.
Argonax "warning" message no longer appears in Deathmatch Mode.
When changing from Deathmatch mode to Argonax mode, will no longer state 3,2,1 score remaining when the orginal score limit is neared.
When changing between Deathmatch and Argonax mode Legendary item stock values should no longer reset all the way.
The "Team Duel begins in 10 seconds" message will only show if the duel is going to take place. (More than 1 player from each team has agreed to it)
Team Swapping from team 2 to team 1 is now possible.
The High Priest's "Greeting" will only happen if approched by a player hero.
Fixed memory leaks with the Creeping system, Duel border knockbacks, & Titan Cinematic distance checking.
Camera now correctly pans for heroes being teleported into Argonax's chamber.
Titans near a creep camp no longer prevent its creeps from respawning.
The system to grant bonus gold upon levelling up is more efficient.
The way the Ritual of the gods calculates rewards is more efficient.
Fixed an effect on one of Medusa's spells so now looks correct.
All "flyers" (Excluding Sea Drake) & Wheels of Infernos are no longer counted among targets for certain abilities.
Removed many obsolete units/powers/variables.

--ROTG FULL 1.50 CHANGELOG--
--FEATURES:--
Two brand new heroes have been added! The Dwarf Engineer and the Wraith!
New frontend options!
The number of repicks each player has can now be set by the host.
The amount of resources players begin with can be set by the host. (Still scaled by game mode)
Starting resources have been adjusted at all levels.
A quickstart option has been added which will spawn heroes at level 5 instead of 1 if enabled.
A quickstart button has been added which launches the game with typical settings.
Brand new menu system for players & referees that is used to access all game commands activated by typing "-commands" or "z"
The menu is different depending on the game mode, if options are enabled or not and if the player is a referee or not.
A special effect will appear over heroes in the menu so everyone can see if your "afk" or not.
Players can alter both the winning conditions and game difficulty while playing. (Teamplay mode only)
Players can now adjust their camera heights in game. (Teamplay mode only)
Players can now swap teams if both parties agree to it. (Teamplay mode only)
All help commands are now accessed through the in game menu.
All obsolete text commands have now been retired.
In-game messages have been re-worded to be easier to follow and understand.

--GAMEPLAY:--
New Creeping system! The Old creeping system has been retired and replaced with a superior system that allows for many more varied monsters.
All new creeps! Many more creeps have been added and some old ones retired to improve the overall creeping experience.
New creep camps! Now there are brand new camps so you can expect to fight zombies, demons, satyrs, scorpions and more!
Creeps expanded! There are now a whopping 24 camps instead of the original 14!
Creep Camps can only spawn 1 kind of "super" creep per camp.
All creeps have been adjusted slightly in HP/powers and more to become easier to defeat.
Players will now begin the game with a Potion of Healing in addition to their Mercenary Contract.
-Repicking your hero no longer costs gold but instead costs -repicks that can be set by the host at setup.
-Repicking can now be done at any time and is no longer disabled after 5 minutes.
When -repicking if the game is not set to all random then you will be granted a new Hero Picker instead of a random hero so you can rechoose manually.
Titans now give slightly less lumber to a team when defeated.
Private\Team Duelling is now available after 5 minutes instead of 10.

--SPELLS BUGS & BALANCE:--
Added an "Exhausted" message over Swordmasters when they become Exhausted.
Fixed some issues with Death Spasm/Focus Magic
Divebomb now deals 25% less damage at all levels.
Grow now adds +100 hitpoints per level instead of 50.
Added cooldown times to Grow tooltips.
Added cooldown times to Consume tooltips.
Consume now can eat a level 8 monster at level 4.
Hill Giants now start with an extra 100 hitpoints.
Omnidrain, Siphon Mana, Pounce & Combat mastery have been fixed to work with Warcraft version 1.24
Fixed an issue with Smoke form where Vampire's ultimate wasn't being re-enabled.
Burrower's difficulty is now classed as "Experienced"

--ITEMS BALANCE:--
Gas bombs have been retired and replaced with Napalm.
Blooddrinker will now steal 30% of attack power in life rather than 40%.

--BUGS:--
Changed the text in hero picking cinematics to make it easier to understand.
When leaving a hero choose region after a short time the camera and hero picker's speed will reset.
Tooltips will no longer appear with the wrong spacing.
Several tooltip mistakes have been fixed.
Joining referees will no longer start with more resources than intended.
Closed some memory leaks.


--ROTG FULL 1.41 CHANGELOG--

--FEATURES--
Even further reduced loadtimes!
In Deathmatch mode you can now also set the score to 50 or 70.
Dragonkin Model has been updated now with extra particle effects.

--GAMEPLAY--
When a hero is -repicked the unwanted hero can no longer be chosen at all etheir manually or by random.
A new Mana blessing bonus can now drop from creeps.
Items/Bonuses spawn slightly more frequently from creeps.
Hand Grenades are more likely to spawn from creeps.
Argonax is tougher on all levels gaining extra hitpoints, better mana regeneration and dealing more damage.
Arcane Crusaders now deal more damage.
Berserkers now get a 2 bonus to Strength.
Hell Knights now deal slightly more damage.

----SPELL BUG FIXES/BALANCE CHANGES----
A Critcal problem with Divebomb causing lagspikes after the new Warcraft update has been fixed.
Divebomb's damage calcualtion has been changed resulting in causing less damage.
Relentless Assault now deals 1 extra damage at all levels.
Death Mastery now costs 14 mana up from 12.
A Possible exploit has been fixed with certain spells.
Rogue now grants a 10%,25%,50%,75% discount instead of 25%, 50%, 75%, 100%.
Bone Armour's cooldown has been increased from 3 to 5 seconds and now adds 2,3,4,5 armour instead of 2,3,4,6.
Underworld Strike now adds 50 damage to hits up from 25 and can now hit titans.
Daemonic Armour now grants 1, 1.5, 2, 3 bonus armour.
Vinewall now entangles heroes for longer.
Venom no longer stacks movement debuffs.
Paralysis Bite now lasts 1 second less on all levels.
Curse of doom now slows caster by 25% while it is active.
Shield of Ice now drains mana when used and costs 25 mana instead of 45 to cast.
Diabloist now has Mass Siphon in place of Siphon mana that drains multiple targets of mana at once.
Magic Resistance's cooldown has been changed to 32,26,22,18.
Crushing Wave now deals 135 damage instead of 165 at level 4.
Freezing Breath now lasts 1 second on heroes 2 and costs 22 mana up from 12.
Fixed several tooltip mistakes.

----ITEMS/BALANCE CHANGES----
Ironskin potions now cost 200 gold and add 6 armour.
Hand Grendades now cost 175 gold.
Screamers now cost 200 gold from 300.
Diamond of Summoning now costs 800 from 750 gold.
Gas Bombs have been replaced with a Staff of Power that allows you to transfer mana between targets.

---BUG FIXES---
Fixed victory animation of Arcane Crusader.
Removed some debug messages.
Fixed beginner text pinging wrong locations.


ROTG FULL 1.33 CHANGELOG

--FEATURES--
Loading times have been reduced by 75%!!

A brand new hero has been added! The Arcane Crusader!

All players now have access to a -pvp command that displays some pvp tips to your team. (When used by referees the help is displayed to all players)

All players now have access to a -lumber command that displays some help on how to gain lumber to your team. (When used by referees the help is displayed to all players)

All players now have access to a -m command that displays a message about using Mercenaries to creep for all players.

All Titan Orbs now drop from a player on death.

When players are killed by an enemy hero they will now drop a "Hero Soul" which is a bonus that permanently increases base damage by +2 of the first hero to pick it up.

--GAMEPLAY--

The Goblin Mechanic now attacks slightly faster and deals more damage.

Diabloists deal slightly more damage.

Erinyes's Rejuvenation now has a 40 second cooldown up from 20.

The -beginner command now works after 10 minutes of game time.

Creep camps can now drop Mercenary Solider contracts when killed.

Jungle Troll's difficulty has been changed from "Master" to "Intermediate.

----SPELL BUG FIXES/BALANCE CHANGES----

Fixed a memory leak with Multiple Shot.

Saw Blades now works when used on Titans.

Goblin Mechanic's self destruct now deals more damage and no longer displays a bugged death message.

Fixed Taunt's tooltip, its cooldown is 12 seconds rather than 10.

Cooldown of Dimenional Rift reduced from 250 to 220 seconds.

Burrower's Earthquake no longer ignores armour.

Summons Mastery cooldown reduced to 160 from 180 seconds.

----ITEMS/BALANCE CHANGES----

Flesh armour now grants +450 hitpoints instead of 350.

Lifesteal upgrade now costs 120 lumber up from 110.

Vampiric Amulet now costs 75 lumber up from 65 and only grants a 15% lifesteal rather than 20%.

Claymore now costs 850 gold up from 800 and now adds +19 damage

with a 15% attack speed reduction.

Flail now grants a +6 damage bonus instead of +8

Scroll of Necromancy summoned skeleton cooldown increased to 40 seconds up from 20.

Black Amulet only has a -200% regeneration penalty rather than -300%.

Wand of mana burning now costs 275 gold down from 325.

Ironskin Potions now cost 240 gold down from 260.

Flare Guns now cost 250 gold down from 300.

Nightfall now lasts 240 seconds up from 180

Spellshatter Armour now costs 40 lumber up from 30.

Moonglade Armour now costs 60 lumber up from 50.

Charm of the Seas now costs 65 lumber up from 45.

Executionser's Axe now costs 85 lumber up from 75.

Scroll of Necromancy now costs 650 gold up from 600.

Lifestones now cost 250 gold up from 225.

Talisman of Obsidian now lasts 9 seconds up from 8, costs 100

mana instead of 125 and has a 42 second cooldown up from 32.

---BUG FIXES---

Fixed various tooltip glitches and mistakes.

Fixed an exploit where players could enter the enemies base.

Fixed a bug with respawning during a cinematic sequence.

Fixed a pathing bug with Swordmaster.

Fixed a pathing bug with the lower left teleport gate.






Keywords:
arena, gods, heroes, items, titans, argonax, rotg,
Contents

Requiem of The Gods 1.71 (Map)

Reviews
Date: 22:50:06 28-Sep-11 Map Moderator: -Kobas- Map Status: Approved 6/5 Contact map moderator: Visitor Message / Private Message!
Level 3
Joined
Jun 27, 2009
Messages
25
Nice map I really like it but version 1.61 has a few things you forgot to change.

The thing in the top right hand corner that tells you your scores in team play mode still says version 1.60 when it is version 1.61.

Other than that the map is awesomely good and keep up the good work/updates,
Ke
 
Last edited:
Level 9
Joined
Apr 28, 2006
Messages
187
Being as this is a modding community I thought i'd share some of my development notes for the AI as some of you might find it intresting, so heres what it does in basic terms:

NEW TEAMPLAY ACTIONS:
every 5 seconds

SUMMONS:
gets all summoned units owned by player

if hero is alive and not in boss room or in base
if hero si getting ritual bonuses then attk moves near ritual altar
then summon attck moves to position of hero
if dead, or home, or in boss arena
if summon is in base
then leaves base
if summons is in duel arena
then attk moves to argo region else attk moves to ritual

CHECKS IF HERO IS ALIVE and not in BERSERKER RAGE

CHECKS IF IN BASE
TITAN ORB CHECK
if home and has titan orb drops it.
SHOPPING CHECK
if gold greater than 350 & inventory not full OK
if gold greater than 850 & inventory full + upgrades possible OK

if shopping is OK
SHOPPING REGION CHECK
if so, has a 30% (unless game time under 4 mins 100%) chance to start a shopping cooldown timer expires in 160
(sets ai-shopp ON)
if not in region, moves there.

===(not shopping but still in base)===
HP CHECK
less than 95% means no orders
if over 95% ordered to move out of base

===(not in base)===
CHECKS IF HERO IS IN BOSS ARENA
if so, and order is non-spell then is ordered to attk boss monster
else no orders

HERO INJURY CHECK
if hero life is less than 15%
do nothing (sent to HP CHECK TRIGGER)

ENEMY UNIT CHECK
gets units within hero point if night radius 800 else 1000 (does not get dead,mechanical, titans, units in base, allies)
if bad guys found,
PREFFERED TARGET CHECK
if more than 1 enemy hero in range (not titan) compare hp -current preffered has 20% bonus
if no heroes in range AITARGET =1st unit in targets group
NET CHECK
if target is a hero on 20% or less hp & unit has net & order is attk USE IT.
MERC CHECK
if hp of hero less than 75%, mercs are ok to use, (cooldown), order is attk & has mercs then USE THEM.
ATTCK CHECK
if not using mercs or nets
if order string is non-spell
RITUAL TARGET CHK
if ritual on, this hero is near it, enemy is not issue NO order
else order hero to attk target
if order is a spell issue NO ORDER

ITEM LOOKING (no targets in range)
checks for items in region 750 radius
if inventory has ok slot, or if a powerup, and item si not in a base and order is non-spell then PICK UP ITEM

RITUAL CHECK
if private duell is off, timer is less than 1 min or ritual going & order is standard
RITUAL HP CHK
if ritual hasnt started yet (1min) hero life elss than 50% and not near rit then PASS TO HP CHCKS TRIGGER
RITUAL ENEMY /ALLY CHECK
gets number of enemies in ritual arena with hp above 16% hp & number of allies anbove 15%
if hero is not capped & enemies is 1 or less OR if allies are 1 or more then attk moves to ritual zone.
ASSISTANCE CHECK
(TITANS)
checks if allied heroes are alive
checks for heroes (titans) (Nnot bossmonster) within 600 of ally, both titan *(5%) and ally must have hp over 15%
(HEROES) -OVERRIDES TITANS
checks if allied heroes are alive
checks for heroes (enemy) within 800 of ally, enemy must have hp over 40% *(20%) *(and ally above 15%)

if assitance conditions met, check orde ris non-spell if OK then attk move to location of ally.

WANDER CHECK
if order is non-spell
then patrol to ran point in map

EXECUTE SHOPPING CHECK
if any shopping then execute shopping trigger

(TELEPORTATION, SHOPPING TRIGGER)
if life of hero is 90%+ and ritual is on, or starting (60sec)
CHECK ENEMY/ALLIES
gets number of enemies in ritual arena with hp above 16% hp & number of allies anbove 15%
if alleis outnumber, tele in, or 1 enemy or less on rit AND guy si not capped.
orders teleport in


==================================================================

DUEL MODE ACTIONS:
every 3 seconds:

UPDATES SUMMONS
gets all alive units with summons class not matchign special spell units

if hero is alive orders units to attk-move to his location
if not, orders to patrol in duel arena stairs

HERO ALIVE CHECK
checks if hero is still alive.

Store % HP

SUDDEN DEATH CHECK
if so, orders hero to move to safe zone

ENEMY UNIT CHECK
checks for enemy units within 1100 radius, does not get workers or ancients.

if finds more than 1 enemy hero in range, checks % hp vs % hp of new target (+20%), if new target is weaker, will lock onto it.

if enemy hero in range, targets best with rules above, else gets 1st picked enemy unit.

===================IF VALID ENEMY IN RANGE =================
stores order of hero.

NET CHECK
if attacking and target is hero, and targets life less than 20% and has a net, orders a netting of him.

MERC CHECK
if hero hp less than 75% & is attacking and owns mercs
will use mercs

ATTACK CHECK
if order is equal to a standard order, or NONE
will "attack" target
else NO ORDERS
===============IF VALID ENEMY IN RANGE =================

if no enemies:
if hero is in middle of arena, patrol to spawn zone of enemy players,

==================================================================
DUEL MODE SHOPPING:
every 2 seconds
They go shopping if:
have a space in invent and more than 350 gold
or have full inventory, more than 850, and own an upgradeable item.


if in shopping region and AIShopping=true

PURCHASEABLE CHECK
if have slot in inventory and decide int equates:
if have 0 pur = 90%
if have 1 pur = 50%
if have 2 pur = 25%
if have 3+ = 0%
buys 1 of 15 possible consumables.

PERMINANT vs UPGRADE CHECK
if has no perminants, will always try to buy one.
if does have a perm, between 60% and 40% chance to buy another one.

must have greater than 1000 gold, be able to buy at least 1 type of perm and have a spare inventory slot.

if has armour + artifact will always try and buy a weapon.
if has only artifact will try and buy a weapon or armour with 50% weight.
if only has armour will try and buy a weapon or artifact with 50% weight.

UPGRADE CHECK
must have over 500 gold,
must also have a combination of item that can be upgraded.

if has only artifact will try and buy a weapon or armour with 50% weight.
if only has armour will try and buy a weapon or artifact with 50% weight.

FINAL PURCHASEABLE CHECK
must have a slot in inventory.
============================================================
 
Level 15
Joined
Sep 24, 2009
Messages
1,523
Awesome map.But u have some mistakes.AI are bugged when cinematic is on.And pls these 2 (i think its 2) secrets heroes make playable all time.And quest pls.Whic hero is deletad and Infernal is replaced with him?Make more heroes and GJ.
 
Level 9
Joined
Apr 28, 2006
Messages
187
Thanks for your comments, some bugs may arise with the AI due to it beign a new system, a workaround to this is to "disable titan cinematics" in the frontend game options.

Also, the 2 secret heroes while nto being anymore powerful than anyone else are an incentive to random, however if u wish to play as them they are both pickable in the map's "duel mode" chosen also from the frontend.
 
Level 15
Joined
Sep 24, 2009
Messages
1,523
Can u make that AI buys a boots or something for speed.I dont like whenzhey are slow.Like Thugg The Strong he buys some item which slow his ms and he dont have boots(hes slow 2 xD).I catch them fast.=)
 
Level 15
Joined
Sep 24, 2009
Messages
1,523
I really love 2 play this map.If I found any bugs i ll tell u.=) Gj and when ll come new version?(with more heroes pls)
EDIT:Can u on your offical website update some things like add this new heroeslike Wraith or Sniper or TC etc.(last new hero on your website is Arcane Crusader xD).And can u change ult from pit demon?Yestrday my friends and I was playing ROTG(3vs3).I was on low hp and when i try 2 run my friend cast ult and worms blocks me or when we was in battle my friend cast ult and they block us on.xD PLS CHANGE THAT,there is 2 many worms!
 
Level 5
Joined
Apr 22, 2008
Messages
139
the ai seems to stop playing after 5-15 mins, just sit in base and dont do anything. also, could i possibly have access to some of the models? im particularly interested in the angel and 4-winged dragon hero.
 
Level 15
Joined
Sep 24, 2009
Messages
1,523
I "must" tell this.I didnt tell that u need 2 change ult from pit daemon i just say i wish if u can "shrink" number of worms.U can make that worms 2 have more hp and dmg but smaller evasion and smaller number of them.And u didnt answer when ll come new version?
 
Level 9
Joined
Apr 28, 2006
Messages
187
Rampaging-> dont suppose you could grab a replay of it happening could you?
Would really help, in testing with 4 ai vs 4ai i saw em go for 3 hours once so must be a glitch with the purchase ai system or something.

Khan-> New versions of this only tend to happen when a list of bugs from the previous has got to the point where its necessary. The map is 5.3 meg in size and thus lots of versions with not many changes actually push the map backwards as its a bnet directed map.

I have no plans as yet to do a new version until i can compile a comprehensive list of bugs and review the ai's performance. As you can guess by its changelogs new versions are ot done to add 1 or 2 heroes and change a few spell values.

The pit daemons ultimate isnt goign to change aytime soon as its designed like that to specifically counter certain enemy tactics.

P.s it used to have less worms, and it defeated its purpose.
 
Level 15
Joined
Sep 24, 2009
Messages
1,523
Man u have bug with Bereserkers ult.When i cast ult and they kill me.Hero revived and i controled him 30 sec then he is out of control again.I died again 30 sec control and no control.Ult didnt have cd.-_-"
 
Level 9
Joined
Apr 28, 2006
Messages
187
AI Freezing?

Hey guys, quite a few people have reported issues with the AI freezing but as of yet have not provided many details on what may cause it, it seems to be random but only present in the teamplay mode.



Today I found some intresting news on THW regarding a bnet hack that was around lately:

"The crash worked by abusing the finite stack size that the WC3 main thread had. Many people who map WC3 probably have noticed how triggers can only execute so much code in one batch before the execution stops whether or not the end of the code was reached. Getting too many operations to run at once will result in WC3 hitting its stack size limit and so prevent any further execution of actions.

The glitch that the hackers used to crash players was simply getting a unit to execute an order with a non positional exit and then que up approximately 10000 invalid build orders which will collapse instantly and so hit the main thread stack limit. When this stack limit is reached, the game crashes. The accompanying hack for this crash however made the cheater immune to the crash (by for example increasing the stack size) and then could be used to issue 1000s of invalid build orders to collapse instantly when ready. To get the orders to collapse, a building must be qued inside an existing building 1000s of times so they all the qued orders can collapse at the same time. This que is started by getting a unit to patrol or smart another unit in an order which only can finish when the unit dies and then, after queuing enough build orders, killing the followed unit so the builder tries to complete them. The hack helped here again by ordering buildings inside already built buildings which is impossible is normal WC3.

This patch prevents (or is said to) stack crash from occurring so melee ranked games should be playable again. However by fixing this bug they may have changed the mechanics behind certain systems of the game in a currently unknown way."


This non-complete execution of code is something I have run into before during Rotg's development and due to the sheer amount of commands being executed when the AI is, for example shopping it may be its not completly executing all the code and therefore the AI just seems to "stop" as its final order strings are not being ran.

Please let me know if this issue remains with the new patch as if it does I can try to reduce the amount of code the ai uses per execution.

One of my testers has been unable to replicate the AI freeze bug and this may be because he was using the anti hack contingency as he ladders.
 
Level 10
Joined
Oct 31, 2009
Messages
352
The irony is that solo in teamgames they seem to beat me, which is ethier rather amusing or really sad depending how you look at it.

LAWL, it's both mate. The same thing happened in my AoS. I lost 8 of the 10 "test" matches I played agaisn't the AI.

Positive
- Environment is fantastic (sunken ruins...nice)
- Heroes have synergy and theres a plethora of them to pick from
- Excellent use of imported models
- A unique item system that includes hundreds of base items/recipies
- Unit contracts that allow you to survive creeping at earlier levels or get that extra edge in pvp combat
- Demi-god idea is well implemented (though the Harpy is just annoying)
- A.I. is available

Negative
- A.I. players often get "stuck" in some corner of the map

Review
I honestly could not think of anything else negative about the map and that just goes to show that the 6/5 rating given to it is right on. This map gives a whole new meaning to "Hero Arena" and I would reccomend it to ANYONE.

Rating
6/5

(BTW, you get that angel model from WoW or did someone create a copy? Iether way mind sending it to me?)
 
Level 9
Joined
Apr 28, 2006
Messages
187
Thanks for your comments!
Always nice to see someone opinion.
The AI getting "stuck" in corners or hanging around undesirable places can be resolved as it can be loosley directed by the players. (You can also directly take control of your own AI by turning it off temporarily in the menu, this gives you full shared control)
If your hero enters pvp with enemy heroes and some of your AI has nothign better to do, they will be drawn towrads you, you can use this to pull them from undesirable spots.

The blue angel is a direct export from Wow's archives.
I think that its not possible to upload Wow models anymore, so just re-inflate it from the disks.
 
Level 9
Joined
Apr 28, 2006
Messages
187
I'm not sure, so check the hives rules etc, I don't want to open the Wow model debate on this thread though as its the project feedback thread!
In order to kind of direct your AI if you do not wish to control it directly, its designed to react like a player as far as possible, for example, if you want it to come and assist you fighting a mini boss, attack the boss, if you want it to go towards the ritual altar, go there yourself. If the AI is not currently engaged in some overriding action (i.e fighting Pve or PVP or collecting items, retreating and so on) it will move towards where the fighting actually is.

Hope this helps!
 
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