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Roguelike 2.6

Roguelike!
Created by DeathdruidX

Map Info

Roguelike is a dungeon crawling RPG. Most of the game is randomized, leading to different items, different enemy locations, trap placement, etc, every time you play. Despite the random factor, it's very possible to salvage a run that's less than ideal by playing smart and being safe.
You don't need a big party to play it, either. It's very possible to complete, even to the extra final boss, with only two people. The main game can be completed with almost every hero when they're alone, provided the player is willing to be patient. That said, I recommend having a group. The game's far more fun with a bunch of people, even if adding too many can make it harder.

Features


  • 24 Heroes, all with unique kits. Very few spells are reused and no heroes play anything like any others. Even your meatshields and carries have variety.
  • Even within these heroes, players can customize their playstyles based on their team. The Knight can become an impenetrable tank or a durable fighter. The Psychic could be specialized as a heavily defensive support or a fully capable frontline fighter.
  • Eight massive areas each with their own sets of enemies, traps, events and bosses. With a different boss and different enemy placement every time, each corner will be a possible deathtrap to even the most experienced of players.
  • Extra bosses lie in wait at the end of each area. Players can challenge these bosses for incredible rewards and levels, but each boss is a force entirely on their own and fully capable of wiping a party. However, should they all be defeated, the game will have an additional set of levels including an extra boss whose difficulty far exceeds the rest of the game.
  • More than 100 items in the pool of random tools that the players will find. Powerful active items completely turn the tide of battle and passive items mold wimpy explorers into brave dungeon delvers.
  • Lore! Lots of lore! Every hero has a backstory, as does every boss, area, item, etc. Should the players complete the game in its entirety, every hero has their own ending!
  • Brutal difficulty that challenges every player, even those that know the tricks behind every boss and area. Few ever see the end of the labyrinth...
  • NEW! (Version 2.21) Has a soundpack, giving great music while you get eaten alive!
  • New! (Version 2.35) The player endings have been re-added. For those that played the old versions, some of you missed it and their removal was to make room for something else that...didn't work out. Long and short is that they're back.
Some other things to know...


When I say the difficulty is brutal, I mean it. At least, it should be. Some runs will bless your Rogue with cleave, durability, invulnerability and crits. Others will have him praying that he could even get a Small Rock as a weapon. Such is the nature of a game with an entirely random generation of items and bosses. If something goes wrong, don't be upset. Strengthen your resolve and give it another go. Or come back here and tell me I'm a bad mapmaker, as this is also true.

Also there is now a Discord! - https://discord.gg/UjSEcgyFbA


Screenshots and Videos


Big thanks to Vidya Only for playing and recording the game. Note that some information you get in the video may be slightly outdated.


Unfortunately, all of these come from the same game. I'll add more at some point, probably when this version gets updated.
Image Description:
A screenshot of the Depths, the first area. In this image, you can see several of the early enemies and Beelzebub, the first boss.

CMVmm2P.png

Image Description:
A screenshot of the Overgrowth, the second area. This is the Sinner and Priestess battling the extra boss of this area. This also gives a snippet of the lore from the game, showing the Sword of the Dawn.

fBxl8LU.png

Image Description:
A screenshot of the Piercing Cold, the fifth area. As the party first landed in the area, they were unfortunately met with great resistance from the residents. They pressed on, but met with untimely demise from a boss near the game's end. Such a shame.

n79IoM1.png




Changelog
Fixed a few minor bugs from related to map protection.


Changelog
Updated Hotkeys
Assassin's Assassinate logic changed, but functionally still roughly the same. Cloak of Shadows reworked.
Psychic's Psionic Storm now deals more damage.
Death Knight's healing up, Death Coil CD up early, Life Drain CD down. Runeblade and Dark Armor functionality changed.
Magus Thor's Hammer functionally change, Heatblast CD down
Spellblade Dimension Blade updated, Runic Blade name changed to Essence Reaper. Bug fixed with mana regain.
Priestess' Inspire now gives slightly more armor and actually lasts the appropriate duration.
Shinobi reworked, though still very similar to how he was the previous patch.
Sinner Gluttony actually works the way it's supposed to now.
Guardian's slam damage and cooldown up.


Changelog
Fixed the game crashing via Fire Mages/Aguni.
Shinobi has been completely reworked.
Hotkeys changed for abilities to a more suitable set.


Changelog
Probably the last version unless anything critical comes up.
Hero unique endings and the code to reveal the secret hero have returned.

Changelog
Heroes
Guardian - Less tanky, but a bit more damage to compensate.
Overlord - Damage down, durability down. Should be more reasonable.
Magus - Cooldowns on Fire/Ice spells down. Cooldown on Thor's Hand up. Cast time on innate up.
Spellblade - Damage on Dimensional Blade fixed. For real this time.
Alchemist - Fixed several bugs related to his passive/special.
Sinner - Reworked/Fixed Gluttony (the spell, not the sin).
Items
Mini Hakkero - Tooltip no longer says it has hero restrictions. It hasn't for a long time, but I kept forgetting to update it. Whoops.



Changelog
Spellblade
Dimensional Blade damage output significantly lowered.
Ritualist
Armor shredding abilities lowered, damage aura improved.
Sinner
Completely remade. Make sure to check him out (In a group).
Items
Super Greed's item has been nerfed.
3 new items added.
Other
Randoming a hero will now give a second tarot card.
Mycaruba now patrols the fire area once again.


Heroes
Small buffs - Dragon Lord, Shinobi, Psychic
Small nerfs - Guardian, Overlord
Huntress has been remade. She is now an agility carry that specializes rapidly clearing groups of enemies.
Sinner is now an Intelligence hero. This is a very temporary change and he is due for a remake next patch.
Others
The Cathedral has been completely remade into a more boss rush. This prevents players from waiting for every cooldown before fighting. The extra space of the Cathedral will be used for other things in coming versions.
Character endings have been removed for now.


Changelog
Heroes
These heroes have been partially reworked (mostly same abilities, some QoL changes) - Archer, Dragon Lord, Ghoul, Overlord, Psychic, Spellblade
These heroes have been mostly reworked (Thematically the same but mostly different in terms of kit) - Shinobi, Slayer
These heroes due for full reworks - Sinner, Huntress
(Check out the comments for more details and insight on these reworks)
Alchemist - Base attack speed nerf. Hitting that lategame, not that alchemist picking wretches will care.
Guardian - Taunt/slam cooldown increased, Protector heals for slightly less. The Guardian is overperforming a tad, but not too much.
Magus - Int gain down, damage down. Magus is op, but I'd rather not gut him. Just going to touch him down some for now and see where that takes it.
Enemies
Slight number changes to enemies found in the Darkness. Large enemy patch is on the way, but for now, staying as is.
No boss changes. Much like enemies, significant changes are on the way...but not yet.
Bugfixes
Cleaned some code, removed some memory leaks.
Fixed a bug where randoming the Magus would not give his spellbook.


General
Ultra Greed mode added
Fixed some pathing issues
Heroes
Magus - Full Rework
The Magus was in a strange place balance-wise, being both horribly over powered and hilariously weak. His rework is going to leave him in a better place to play as and with.
Ghoul - Buffs Buffed
The Ghoul's buffs often felt stiff, especially endgame. They are now far more usable and user friendly.
Sinner - Lust Reworked
Again. Lust has been remade as a damage dealing debuff.
Various heroes have had abilities remade into one point abilities that cost more than 1 lumber to learn. This is because levels in those abilities offered very little, now they can be one-point wonders as everyone needs them.
Items
Cleave ranges down
Fixed several item tooltips


Changelog
General
Updated a bunch of icons
Observers no longer can spawn heroes
Fixed multiple issues with the randoming system
Plugged some more leaks
Soundpack is finished! Look below for more details.

Heroes
Alchemist - Has a better money dump
The Alchemist can now spend money to permanently increase his attack damage.
Berserker - Furor lowers more armor
As it says.

Enemies
Seymour's summons no longer drop items.
Sloth has lower attack range and slows less movement speed.
Tiki's summon has been adjusted in the Cathedral.

Items
Demon Saint's Scroll is now accurate to the tooltip.
Belch Bomb replaced by a new item.

Other
Lunatic difficulty has had some adjustments, mostly around stunlocks.
Observers can now be spawned by any player.
Shopkeep shouldn't get stuck in the trees anymore.


Fixed a major bug with the Ancient.


Changelog
New Features
Multiple difficulties!
Safe area before the game starts, allowing players to spend their points in safety
Players can now random
Wall bosses have been fixed. Wall items also have been fixed. The Unstuck feature will stay in the game until next version just in case it messes up.


General
The event from the Darkness has been removed. It can be linked to numerous crashes, which really sucks for people who make it that far only to dc.
Numerous instances of spaghetti code fixed.

Heroes
Alchemist - Golden Sword reworked
Golden Sword is now Golden Gun. It can be used to exchange gold for attack damage in the very late game. This feels a bit better for an Alchemist than merely emptying those pockets.
Archer - Swift replaced
Swift was an amazing passive in the alpha of the game and the Archer has always been good enough it didn't need replaced. This has changed a bit, so she retains the ability of Swift but now has True Shot.
Assassin - Overall nerfed, Assassinate buffed
This is getting to be a common sight. The Assassin's boss killer is now weaker, but Assassinate is now reliable. Shadow Strikes is also now a one-point wonder.
Berserker - Berserker Fury Remade
Berserker Fury now scales better into lategame but now triggers when damaged rather than when attacking. This reinforces his position as a bruiser rather than a carry whose early game is tanky.
Death Knight - Dark Armor Remade
Dark Armor didn't serve much of a purpose. It now reflects a portion of the damage taken for a small amount of health cost each second.
Guardian - Aura Changed
Aura is now costless but has a longer cooldown. Excellent for when you've had a bit too much pizza to be using it.
Priestess - Mend and Inspire Buffed
Only slightly. The Priestess has always been good, but this will give her some more build paths.
Pugilist - Turtle Spirit Buffed
Fist of the Turtle Spirit is now fused with Meditation. This gives it a bit more idenity and utility.
Ritualist - Fantasy Seal and Spirit Mausoleum weaker early, stronger late
These two abilities really fall off when bosses have hundreds of armor. This change makes both much stronger in the endgame but lowers their early power as a result.
Shaman - Stun times slightly down
Exactly what it says.
Shinobi - High Evasion Cost Change
High Evasion now has a different cost formula. It's too powerful to cost so little.
Slayer - Anihilate and Silver Watch lategame buffed
Both abilities now have *some* effect on heroes, making the Slayer a reasonable choice as a carry rather than a gimmick for waveclear.
Spellblade - Mana Burst nerfed
This ability was way, way too strong. That's about it.
Warlock - Death Coil Buffed
Death Coil now restores its cost when used on a minion, allowing it to be used for free heals on summons.

Enemies
Leoric and Ostarion no longer have Fire Bolt.
Arthas has had his power lowered.
Gluttony doesn't grow to near as extreme of a size.

Fixes
Fixed a few tooltips.


Changelog
General
Defeating extra bosses is now a touch more cinematic.

Enemies
The Puppet Master has been remade. Happy hunting...
Locust Swarm abilities no longer cost mana, preventing abuse of early bosses that rely on it. However, the damage has also been slightly lowered to compensate.

Heroes
Archer - Damage increased
The Archer's physical damage has been slightly increased. Her recent remake has left her weaker than most carries, so this will start to bring her back in line.
Death Knight - At higher levels, Death Coil's cooldown is shorter
Early on, Death Coil provides literal infinite sustain for the Death Knight. Later on his health will be much higher, so it's fine for Death Coil's cooldown to be shorter.
Dragon Lord - Overall Buffed
The Dragon Lord was relatively weak for a tank, especially lategame. His numbers have been moved up some. That's all.
Overlord - Reworked Brave Swings
Brave Swings, much like the Shaman's Ethereal Spirit, now has only one level.
Warlock - Changed Hotkeys, lowered Death Coil's cost
As one person said, while the Warlock's hotkeys are what everyone else's is, the QWE keys work better with control groups. Simple QoL change. Death Coil has also had its mana lowered.

Fixes
Potential abuse of forcing traps to spawn in the Mage's Tower has been fixed.
The Sin spawning system has been changed in the hopes of it being less buggy.
Changed the wording of several tooltips for the sake of clarity.
Parasoul's armor bonus reworked.
Removed Cross Slash from the Warlock's upgrades. I don't know how the hell that ended up there.
Teal Player's wisp couldn't select heroes in one of the taverns. This has been fixed.
The Final Boss' warnings now properly disappear.
The game now properly recognizes when players leave.
Observer abuse will be harder to do.
Agni's Flames can no longer burn himself.
Many other very minor fixes.


Changelog

Balance Changes
General
Speedball has been remade.
Several paths opened in the Inferno and the Piercing Cold.
The Reaper event has been changed.

Enemies
The final boss has received some changes...

Heroes
Assassin - Reduced the base attack speed of the Assassin, changed Death Perception
The Assassin is extremely good at her job of killing heroes. Too good. She's getting touched down in the hopes that she'll be less overpowered at the endgame.
Archer - Replaced Critical Strike with Volley, lowered Aimed Shot cast time
The Archer was previously just a ranged Rogue. That was fine when she was created. There were only 6 heroes, after all. But now, she needs something to make her feel different. This comes in the form of Volley, her new spell.
Overlord - Damage down
The Overlord's damage has been slightly lowered. This will hopefully bring him more in line with other heroes.
Spellblade - New ability, Dimensional Blade CD down
The Spellblade needs some love, plain and simple. Emergency Mana has been removed, seeing as how it was mostly useless.

Others
Loggers now grant experience.
A few model updates/changes.
Invisible units now bestow auras. This only really effects the Assassin and Shinobi.
Pay attention during the endings...you might learn something interesting!
New Loading Screen and Minimap Preview!


Changelog

Balance Changes
Enemies
Gave The Reaper truestrike
Rebalanced the Cathedral. Certain rooms will be easier.
Increased Mad Jack's base stats but removed one of his ressurections.
Lowered the power of Arthas' illusions.
Increased the intensity of Death's Death Knell but increased the downtime.
Heroes
Knight - Reduced power of Iron Wall, Bold Leader and Reinforced Armor
The Knight was outperforming every tank in almost every regard. Seeing as how melee bosses are the most common type, his passive is too strong, as are his passive defensive bonuses.
Guardian - Increased base stat gain, buffed Protector and Unbreakable, adjusted Always Prepared
The Guardian is meant to be the definitive lategame tank but right now he's relatively weak. These changes won't hugely increase his power, but should bring him more in line with other tanks.
Warlock - Slightly increased summon stats
The Warlock currently doesn't scale well enough into lategame. Still, no major changes.

Fixes
Updated the Guardian's icons
Fixed the Warlock's Pact tooltip
Fixed the Truestrike tooltip
Fixed the Excalibur bug
Fixed (maybe) wall bosses.


Not much of a changelog for this version. Obviously there were changes before this one, but since those versions have never been posted here, it's a tad pointless to mention them.
However, there are a few issues with this version that were discovered after it was made.
Bosses and enemies will occasionally get stuck up on walls. This is most common in the third area, though it does happen in a few of the others. You can use the -unstuck command to create a dummy that will move the first unit it attacks off the wall and to its position. I'm not 100% sure how to fix this, but the unstuck command can be used to fix it in almost every situation. You could also use it to cheat and look ahead, but really, what kind of person would do that?
The other issue of note, though this is far less prevalent, is that Excalibur will make the hero who drops it lose 5 damage even if they didn't use the active. I'm currently looking into this and will ideally have it fixed soon.


Credits

Special Thanks:
  • Cman2002. Seriously, this guy has tested the game so many times. So. Many. Times. It would be a glitchy mess without him and I could never thank him enough.
  • Renamon and Zyrlin. They also tested the map constantly and caught some of the biggest bugs, even though they didn't test as often. Again, I can't thank them enough.
  • The rest of my friends that tested the map, Jakemaster64, MrPengyPoo, Guhjah/Vestakia. We've had a lot of fun...probably more suffering, but it came out alright.
  • Anyone else who plays the map. Seriously, even if you hate it, thanks for giving it a shot at least.


Expresso, Tranquil, Grendel, G2J, FreddyK, Judash, Callahan, Wandering Soul, Kimbo, Makuza, Terem, Frankster, Alastor, Sin'dorei300, Hexus, skrab, Mephestrial, Olof Moleman, wingednosering, eubz, Sellenisko, The Weird Human, Kibasz, .KC, apaka
Loading Screen - Ryosios on Pixiv
Map Preivew - Zinnkousai3850 on Pixiv

Soundpack

Check out the game's soundpack! This allows it to have music but still be under 8mb for Bnet play. Simply unzip the file and put it in your Warcraft 3 folder. It should look like this (varying on your OS, of course)
"C:\Program Files (x86)\Warcraft III\Roguelike\(the mp3 files and credits)"
I make no promises this'll work...but it should. It does for most of my friends, so I reckon it will probably work for most people.
http://www.hiveworkshop.com/forums/pastebin_data/vr7n9x/_files/Roguelike.zip
Author's notes


First map released to the public. While it definitely isn't my first work, it's the only one I have any pride in because it's the only one that isn't total garbage.
Map Description Template Created by -Kobas-
Find more here: Map Description - Templates



Keywords:
Roguelike, Roguelite, Dungeon Crawler, RPG, Co-op
Contents

Roguelike 2.6 (Map)

Reviews
23:20, 6th Apr 2015 Orcnet: I like the concept of this dungeon crawler, giving random starter locations whenever a new map starts, somehow I am having a hard time spotting what enemy unit is causing a quick death upon my push against the enemy...
Level 1
Joined
Apr 12, 2015
Messages
2
Played this map like 15 times rly good map couldnt get far because friends always died at the very FIRST STAGE 0.0 bunch of idiots, it was fun anyways. So I decided to win by myself ,chose knight probably the best guy for solo maybe not but I prefer him ,got nice loot and I was about to go against puppeter in the 3rd stage,where there is a lot of golems ,elementals and stuff ,I remembered that when I got there las time he instakilled me ,even tho I had around 4K health so with the 8K gold I got whilst getting there(killed Greed twice[first gave me 1K gold ,Second Greed gave me 5K gold, nearly killed me too]) So I went to shopkeeper for some random tarot cards when I got two cards with somename like Sun that make me go invincible for 15 seconds ,so put one into my inventory went went off to kill him. Got there then I activated that invincibility ,yeat only 4 secs passed and he killed me... when I was supposed to be invincible....oh gosh and I had some incredibly good gear.

Long Story short
Puppet master killed me while I was invincible.Not fair. :(
 
Level 3
Joined
Apr 2, 2015
Messages
36
Long Story short
Puppet master killed me while I was invincible.Not fair. :(

Yeah, the puppet master has a method of killing that doesn't do any damage; it's just an insta-kill. No amount of tankiness or invincibility will prevent it. You need to kill him quick, or keep killing those units that he spawns.
 
Level 2
Joined
Mar 12, 2010
Messages
19
I just won Lunatic solo with the Sinner.
Couldn't get a screen shot though. I wanted to type "=" to prove I wasn't cheating, but the victory dialogue box appeared too soon. :p

Sword of the Deep-Seated is godly in Lunatic. It gives +1 damage each time you kill a Horror, and a lot of Horrors spawn more when they die. Then I got Bonetooth Necklace. I was at 3000+ BASE damage when I finished the game. My total damage was probably at 30k. I killed almost everything in a single hit because of Mom's Knife.

Final inventory:
Mom's Knife
Sword of Deep-Seated
Mask of Mask the Saito
Dead Ringer
Jade of the Exiled (allowed me to beat those pesky disablers)
Bonetooth Necklace (permanent +100 damage after killing a boss)


Does Bonetooth Necklace / Sword of the Deep-Seated even work in the Cathedral?
 

EdgeOfChaos

E

EdgeOfChaos

You got both damage boosters, Ringer, and mom's knife? You should have had at least 8000, hitting into 150K+ with critical+greed then, assuming you didn't drop them before the cathedral. In every game I've played, Deep Seated and Bone Tooth worked in the cathedral, but I'm not sure if that got changed in the newest version. That's one of the most insane builds I've ever seen though, you're lucky to get even 1 of those god-tier items in an average game.

There is a pretty serious bug. You can spawn two sins at once, and then the old sin gets overwritten. If the sin is the first type, then the Super Sin never spawns. If the second one to spawn was Super Pride, then you get no lumber.
 
Level 2
Joined
Mar 12, 2010
Messages
19
I got the Parasite really early in the game, so my stats got extremely high. Gideon was laughable (he disappears and talks after one hit). That's probably one of the luckiest runs I've had in any roguelike game (I play lots of roguelikes). I had a run in Binding of Isaac Rebirth, and killed the true final boss in one hit. XD

Super Wrath never spawned in my game as well.
The Sin room in the Cathedral had Super Wrath, but it's invulnerable and doesn't move.

That's worth checking out. Not game-breaking, but not getting the double banners was a bit annoying.
 
Level 2
Joined
Jun 28, 2012
Messages
11
This bugs me a bit:
When dueling the twin dragon killing one of them counts as a boss kill and the other one (some how) counts as a creep and spawn sin :/ but you are forced to teleport back to the starting position right after and that sin is nowhere to be found.

More detail: I kill the blue dragon first and then the red dragon, don't know if this happens in reverse or not.

I just won Lunatic solo with the Sinner.
Solo with Sinner?! Grat, you are either very patient/a full blown masochist or just have lots of luck. (I've only ever seen another person on par with you, soloing with huntress)

I got the Parasite really early in the game, so my stats got extremely high.
Maximum level (without giraffy) is around 280 (FIXED, not 180), with Virus and Parasite that's easily 1000 agi and 500 str/int (FIXED) not that much tbh compare to what bonetooth/deepseated/faith provides (around 50 bosses in the cathedral and 3 in each region) but It's so dangerous to pick up parasite that most of the time I don't think it's worth except if you have a strong sustain (Mask of the Saitou in this case), especially in the sin room, killing a few already reduce your health by too much.

P.S. Completing the flag does little for the Sinner your items are pretty good already imo since he doesn't have evasion or good spell it's pretty hard to deal with Sloth (when fighting Gidion or in the sin room), attack speed is redundant.

in 2.11 I had 20k dmg on my spellblade at puppeteer xD just saying
20k base damage? ∑(O_O;) How?
If not base damage then It's pretty tame since it's spell blade and she has the best damage buff (still, she has a pretty bad base attack time)
 
Last edited:
Level 2
Joined
Dec 2, 2014
Messages
28
This bugs me a bit:
When dueling the twin dragon killing one of them counts as a boss kill and the other one (some how) counts as a creep and spawn sin :/ but you are forced to teleport back to the starting position right after and that sin is nowhere to be found.

More detail: I kill the blue dragon first and then the red dragon, don't know if this happens in reverse or not.
This bug isn't happen because you killing them, there is something wrong in this area and their attacks, if you played ghoul there, you would see your int grows everytime they attack, so it's more like someone's dying (some dummies or idk). In Cathedral they works fine.
Also about other bugs, when you're clicking in Cathedral's Frost King area opened (paladin with 2 guards), your hero start running backward. Soldier's mana isn't full from start. About sins spawning one after other, you don't get lumber if you killed pride (no matter 1 or 2) and it spawns another, or if pride spawned along with some other sin (I'm not sure, but isn't that bug when 2 sins spawns in same location at the same time, when you killed some group of mobs ?).
Some events like flames on fire area or loggers can happen while you're on 1st area, especially it's hurt when loggers stealing a lot of exp/not giving gold, and in the last version flames sometimes goes to first area from fire area, you really almost can't survive then at this period.
You can be tped to the next area even there is no teleporter yet.

Maximum level (without giraffy) is around 180
I've got lvl 270+-10 on 2 players w\o giraffy after chaos, solo would be higher, you have some problems or difficulty isn't lunatic, or you doesn't visit Cathedral
 
Last edited:
Level 2
Joined
Jun 28, 2012
Messages
11
I've got lvl 270+-10 on 2 players w\o giraffy after chaos, solo would be higher, you have some problems or difficulty isn't lunatic, or you doesn't visit Cathedral

Woops... My bad, haven't played recently... Sorry (Blame school, exams, work and sleep)
I just remember being around 180 near the end of the game (since the Cathedral part is so short but gives so much exp especially the sin room also because changes in your stats and spells near end game seem weaker then in earlier stages... So I just pay less attention to them).
It's corrected now and I updated the stats too.
Still my point in the main post remained unchanged. (even if you are going solo it'd not double your level, and even then doubling your level is still not a huge deal - loosely stated)
BTW, isn't it still around that much even if it's not lunatic? I've been playing since before difficulty selection was a thing and I faintly remember it still being the same.

Some events like flames on fire area or loggers can happen while you're on 1st area, especially it's hurt when loggers stealing a lot of exp/not giving gold, and in the last version flames sometimes goes to first area from fire area, you really almost can't survive then at this period.

That happened to me once on my first clear ever back in 2.11 (albeit not the true ending because I didn't know how to get it and it took me a really long time to know where the first special boss is - I blame no ping or any form of pinpoint location whatsoever). I didn't get the flame storm thing in the flame area and suddenly it happens in the one before the cathedral.
------Irrelevant
Luckily (and I still remember it, was pretty sensational tbh) I picked up Faith (as Rogue) and survived it. my Magus got the item that summons wolf, deer and rhino (lizard?) and let them tank. The other are pretty tanky (Guard and Soldier). Since it was my first clear every one was inexperience and scattered (we didn't line up and let the tanks take the hit). Felt like playing touhou in warcraft 3 I was pretty nervous and get hit left and right. At the end I was left with around 200 hp. Good times.

P.S. On the subject of the twin dragon. What are their special power? Or is having two bosses a "special" power?... That seems weak compared to the first one (potentially unkillable or not killed fast enough), the second one - Tiki or Aluane or something (not killed fast enough, not before she friggin 360 no scope your squishy from a monitor away) and the third one puppet master half top skelton guy (insta-kill party and annoying when solo) even normal bosses is harder (For example Friggin Harpy SO MANY TIME, Kil'jaeden for his ridiculous magic damage and range to just change aggro when a tank cast spell or move)
 
Last edited:
Level 2
Joined
Dec 2, 2014
Messages
28
P.S. On the subject of the twin dragon. What are their special power? Or is having two bosses a "special" power?...
Their special power is about where you standing and who of them attacking you, and thats bugged as I told earlier. I suppose they must do additional damage depend on which ground you stay (fire dragon deals more if you stay on fire ground, frost dragon deals more on frost ground), but I'm not sure
 
Level 2
Joined
Dec 2, 2014
Messages
28
Also want to notice that many dmg\as buffs doesn't stack with each other (like ritualist dmg and all dmg buffs, all attack speed buffs doesnt stack, etc), it really hurts pristess and ritualist with heroes with their own stronger buffs
 
Level 6
Joined
Jan 13, 2013
Messages
129
Also want to notice that many dmg\as buffs doesn't stack with each other (like ritualist dmg and all dmg buffs, all attack speed buffs doesnt stack, etc), it really hurts pristess and ritualist with heroes with their own stronger buffs

Ritualist shouldn't waste mana on that garbage, her armour shredding is much more effective most of the time.
 
Level 2
Joined
Dec 2, 2014
Messages
28
Just got fatal error after picking up soul calibur after killing first boss (tuskar) with my huntress, rogue and shaman. Also defence ability of assassin is bugged, after using it one time I've never taked damage from any source , just sometimes (very rarely, first instans of damage from a unit or when I'm full hp), maybe jade is involved. In same game Faith doesn't given stats for bosses, only from last location, and you don't get anything (exp or gold from loggers) for assassinated mobs, also zombies doesn't give exp in last location.
Here is replay if you need it
Also pristess's inspire last much less than it has to be
And boss named Larry Sr. can spawn his units on next location and respawn there, and you have to rmk everytime he did it
Your illusions doesn't take bonus damage from sword that gives you damage for horrors and bosses, also moonlight sonata of huntress makes this damage disappear forever
"The Tower" card does damage ally units
 

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Level 30
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Jan 31, 2010
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3,551
In a 5 team, we all got fatal error, Wc3 crashed to Desktop. I've attached the crash log report file so that it can help you solve the issue.

Map crashed when the Envy sin kept attacking me due to taunt, I was the Guardian, and she drained my mana with each attack (something I actually didn't know she did). When I was left on 20 mana, her next attack crashed the game. Not sure does it actually make any sense for her draining mana, but it's the only thing that we figured that has happened at the time, so it's gotta be something about that.

On a side note:
"Unsticker" should be "Unstuck Dummy" or "Unstucker" when it says in a game message that you can't move it more than 600 range away from an allied unit :razz:
 

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Level 2
Joined
Oct 26, 2015
Messages
20
Guys, download the game "pixel dungeon" or "shatteredp ixel dungeon" on your computer, it's a roguelike and it's really awesome (and free).
 
Level 5
Joined
May 2, 2009
Messages
30
Just making a quick post here to prove I'm not dead. Still working on the map. Work's been hectic as of late, but you don't wanna hear excuses. Y'all want answers.
First off, production's still coming. There should be a new version in the next couple days, featuring a fair amount of hero reworks of lesser played and impossible to balance heroes.
The Archer, Dragon Knight, Overlord, and Spellblade have received partial reworks. The Ghoul, Shinobi, Slayer, and Psychic have received major reworks that still stay mostly to their original character concepts.
The other two planned are the Sinner and Huntress who are going to be totally rehashed. Neither can exist in a healthy state, so they're being changed. Probably not this patch, seeing as how it'll be a complete change to both from the ground up.
Anyway, keep an eye out. I'm going to be doing some testing of the new stuff tomorrow around 4, 5ish PM EST on US East. If anyone has interest in coming along, feel free to let me know/and or just message me on Bnet. Same username there as I have here.
Cheers.
 
Level 5
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May 2, 2009
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As promised in the changelog, here's some of my thoughts on the reworks and what's to come/why it's coming.


Archer - The Archer is now less of a "weaker but ranged" Rogue and now has a more unique identity as an aggresive ranged support. She brings both single target damage and AoE, but needs to specialize to be truly effective.
Dragon Lord - Maintained theme as sustain tank, but much more interesting to play as well as more powerful. Hunger for mana remains a main weakness.
Ghoul - The Ghoul always suffered from a weird sort of gameplay which was more or less "wait for lategame, mash Dark Pact, right click and solo everything." Its new gameplay involves a system forcing the player to make more careful decisions about when to use buffs, lest they suffer from extreme hunger.
Overlord - Better plays into the one shotting badass he was meant to be. He shouldn't feel as fragile as he did, either. He's going to live up to his title now.
Psychic - The Psychic lacked an identity but should have one as a tanky-ish defensive support. We'll see how it plays out, he may need further kit changes.
Spellblade - The Spellblade has had some abilities changed, but remains mostly the same. Some of her useless abilities have been replaced with new ones that should suck significantly less. Hopefully this bridges the gap between garbage tier and acceptable.


Shinobi - Rework. While the Shinobi's style of an elusive caster-carry is staying, everything else about them is different. Be prepared to show off your unrivaled microskills.
Slayer - Rework. The Slayer's character has been reworked from a subpar waveclearing hero to a hero that covers a variety of roles, but isn't the best at any. No worries, though. He can still sweep away large groups with ease...if they pile up.


Sinner - The Sinner was always meant to be a difficult but powerful hero. He fufills the second part of that, but his difficulty mostly comes from needing allies to carry his dead weight through the first area. Post pride, though, and he carries them through the rest of the game. The (current plans) for new Sinner are to make him an Int hero similar to the Magus, the kind that cannot directly attack. He's going to be a summoner that uses the Sins themselves to fight...That's the plan, anyway. Will it pan out? Maybe, maybe not. But if he's going to become an Int hero, that leads to...
Huntress - Skip to the bottom for a tl;dr if you don't want a little history lesson about our favorite and least favorite little Int hero. Originally, her 4th skill was Selemene's Blessing, an ability that traded mana for permanent damage. Her core gameplay was to hog mana runes and int items so she could accrue massive damage by the game's end. Turns out that this was both boring to play as and with. Funnily enough, that's how the Alchemist and Ghoul have been. Well, how the Ghoul used to be. I never said I was good at this shit, y'know?
Anyway, her 4th skill became a Phoenix Fire-esque ability, but there were complications with it as well as it not being very good. Hence Seeker Glaives, the boring but effective spell she currently has. The rest of her kit has gone through changes too. I'll cut some of the details, but she was effectively a hybrid caster for the longest time but now is a bastardized aoe debuffing buffing amalgamate.
The current plan of action is to make her into an agility carry. Her innate bounces and Moonlight Sonata will likely stay. As for everything else, probably not. I have more of a plan for the Sinner than her, that's for sure.

tl;dr - She was Int for real reasons during the original (like 0.2 - 0.6) run of the game, but changes in the game, herself, and other heroes have made it strange. She's going to become agility with different abilities.


My other comment is that many of the bosses feel like stat checks. While that's a challenge in its own right, there's often little strategy but just mashing their faces down...lategame especially!
Don't panic, there won't be immediate changes or drastic ones. Most likely what I'm going to be doing is rehashing bosses, kind of like the above reworks. Examples of bosses that really need it are Eve and Stellar.

What's in the future? Truth be told, I'm not sure. In any case, enjoy the map. I'm currently hoping for no gamebreaking bugs or oversights...but we'll see! As always, thanks for the support, and all that zazz.
 
Level 2
Joined
Aug 14, 2014
Messages
11
Hey guys, I'm testing the ghoul, why do its skills sometimes cost half of its health and sometimes not?
Is it because of the hunger of is it just rng?
 
Level 1
Joined
Jun 28, 2016
Messages
1
Hi, I play a lot of Roguelike and it's safe to say that this game is solid! Valiant effort, DeathDruidx.

I did play some overlord and I think it's a tad too strong. His heal basically has no cooldown and he cannot die. In addition, he does TONS of damage. Is this suppose to be intended?
 
Level 1
Joined
Dec 17, 2013
Messages
1
Hey. Are you updating this anymore? This is my favorite map and it's been some time since there were any updates from you regarding this map.
 
Level 4
Joined
Apr 24, 2017
Messages
103
update this map ! this map is so awesomee oh my god !! plz can come back ! ;-; i
i rating this 5/5 like all my ratings just for can give more ;-;
 
Level 5
Joined
May 2, 2009
Messages
30
Hey all. I didn't forget this game, nor did I want to stop working on it at any point...but sadly, life's been getting in the way. I feel like the small bits of work I've done on the map in the past months are likely leading to a public release of 2.3, and I appreciate any and all patience you've had (or not had) in the time leading up to it.
For any fans of the game, I'd like to offer a survey to kind of get an idea of what the community is looking for in the game. A link to that can be found here.
If you're willing to take the time, I also have a slightly longer general survey over the heroes here.
 
Level 6
Joined
Jan 13, 2013
Messages
129
So three things Death Druid:
1)Still love your map, its a lot of fun.
2)Mycaruba's movement is broken, he no longer patrols around the fire area which is pretty sad, that was an interesting aspect of the boss.
3)Spellblade is fucking obscenely broken, one shot every boss from start to end, including Gideon, broken.

If you'd like some suggestions or help balancing the map my friends and I are definitely interested. We aren't concerned with every hero having the same power level, just there not being heroes that can carry the entire game on their back and snap it in half.

Edit: Don't mind the banter please, we're just kidding around in the text chat.
 

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Level 1
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Jul 29, 2016
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The new boss rush is a really nice touch. Really interesting and difficult, especially when you have multiple complicated bosses coming out at once.

Ritualist is still low key one of the most powerful characters in the entire game due to her ability to shred 300 armor off a single unit, which later into the game (Read: Anywhere beyond the forest) basically means every enemy unit in the game is getting killed in 2-3 hits by your carry. Armor shredding is a cool mechanic and all, but her's is way too powerful. The way your bosses scale armor in this game, it's resulting in some of the bosses taking damage several orders of magnitude larger than normal. We're talking numbers like x10, to as high as x30 more damage from this one spell. It seems to me like the only reason it's not really abused all that often is because of its weird scaling (5th rank shreds 25, 10th rank shreds 190), and people in general underestimating the value of armor shredding in these "Units with unfathomably huge stats duking it out" style maps.

Edit: Was also in the Swan replay. You'd have to squint while watching it though to see instances of the Ritualist being OP. There's a few parts where I help a boss get taken down a lot sooner (Particularly in both of our encounters with Mad Jack) but she's otherwise pretty safely hidden in the massive shadow being cast by the Spellblade.

We're also pretty abrasive in the replay about the game, but try not to take that personally or anything. Just consider that our very unique way of showing our enthusiasm for the game. Seriously, we've all spent a ridiculous amount of time playing Roguelike.
 
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Level 5
Joined
May 2, 2009
Messages
30
Oh, I'm not going to be offended by any of that.
2.31 is almost finished, I was going to be putting some finishing touches on the map tonight/tomorrow. Ritualist and Spellblade got pretty big nerfs, so did the pizza (which has been on the shitlist for a while). I do know that Mike's broken and am working on a fix for that too. Glad to see people are still playing that have been playing since old pizza. I hope to keep you and other fans of the game playing.
 
Level 1
Joined
Nov 13, 2014
Messages
2
Bug 2.31
- Sinner: Gluttony skill gain str without runes, can stack unlimited.
- Use judgement ( or envy skill, i am not sure) will keep str from gluttony skill ( do not have duration) .
 
Level 2
Joined
Nov 26, 2015
Messages
10
Spirit Mausoleum is still pretty ridiculous, shredding 110 armor at its max level. In fire hell, Cerberus only had something like ~50 armor, which is more than enough time for the Ritualist to max out her ability.

Like the new version though mostly. I think my biggest disappointment with it however is the removal of endings for each character. I thought they were a fun reward that really fleshed out the game as a whole. If you're going to remove those, might as well toss everything you have written in the quests and lore books in the hero upgrade area. I understand your reasoning was getting rid of the endings was so you could add more areas, but...
1. you've already greatly shrunk the size of the boss rush area in the citadel, giving you some room to work with there
2. fire and ice hell are both ridiculous in size, and could easily do with a reduction.
 
Level 6
Joined
Jan 13, 2013
Messages
129
So we've been playing a lot of this new version and we are really happy with the changes you've made. Though we've found some more issues after a few days of what we call "Shit Mountain Runs". Turns out Ghoul is busted, Mgaus is probably a little too strong and Sinner is asleep at the wheel tier. Also the gold damage on Sinner and the damage return on Gaster blaster are both broken.

I'd suggest making the ghoul's passive less debilitating, and massively reducing his stat gain ability. I'd also suggest reducing the Sinner's stat gain from eating items to literally one half its current value, or less. Anyways, thanks again for the new version. Its a lot of fun.

Also we did a video of what we called Meat Mountain (plus the shinobi who died in the first floor)
 

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Level 1
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i guess i would call this a bug we were doing an ultra greed run we almost finished it but then when we reached the final boss (the shopkeeper) he was invulnerable and well he didnt do anything i was the knight and my friend was the assassin and here's the picture
2017-08-15.png
 

EdgeOfChaos

E

EdgeOfChaos

I really like the new Sinner, even though he is much too OP. By the end of the game, I had enough Str to immediately end the final boss's phases (and bring him from 40% to 0 HP for that phase). Also he actually has a pretty powerful early game too. Here's a solo from a Sinner.
also you can refresh gluttony on runes you already used, LUL

My stats also attached.. yep thats 500,000 STR.
 

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Level 2
Joined
Nov 26, 2015
Messages
10
Roguelike Bugs / Imbalance

We worked on this for a little bit before we got bored, but it was a list of changes / fixed we were hoping for the next version. Theres obviously a lot more, but we remain interested in this game and have probably beaten it hundreds of times by now.
 
Level 2
Joined
Oct 15, 2011
Messages
19
The map is nice and all, but when I played with my friends, it crashed the game everytime we fought a Sin or boss (we got passed a few before it crashed). We have a Spellblade in our team, is there something wrong with the character or the script? Btw, we used wvs 1.26a
 
Level 5
Joined
May 2, 2009
Messages
30
Roguelike Bugs / Imbalance

We worked on this for a little bit before we got bored, but it was a list of changes / fixed we were hoping for the next version. Theres obviously a lot more, but we remain interested in this game and have probably beaten it hundreds of times by now.
Here you go, champ.
New version's up, boys. Not a huge update, but this addresses a lot of what you needed. Sorry I haven't been more active, life's been a b lately.

With love,
your Drud
 
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