Sunken City v2.4.8f

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INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


INFORMATION
Sunken City is a Dungeon Crawler map with RPG elements. The Player controls a hero and has to over come numerous puzzles, traps, quests, enemies and different bosses to reach the end. The game contains multiple different features that allow for advanced hero customization.

Recommended Players: Soloing is possible, but for better experience play with 2 or 3 players.
Gameplay Time: Between 3 and 6 hours depending on number of players and difficulty.
Amount of Heroes: 21
Maximum Level: 18



EasyNormalHardHellInsane
Enemy Handicap
100%
120%
150%
185%
230%
Enemy Bonus Damage
0%
30%
80%
130%
170%
Enemy Bonus Armor
0
3
5
7
10
Enemy Bonus Attack Speed
0%
15%
25%
35%
40%

EasyNormalHardHellInsane
Bonus Gold per Kill
0
0
1
1
2
Bonus XP
0%
0%
1%
3%
5%
Bonus Drop Chances
0%
10%
15%
20%
30%
Starting Gold
100
125
150
200
250

CHANGELOG

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Version 2.4.8f [Hotfix] [25.10.2021]
General Changes
  • Fixed a bug where few quest items were not present on the map.


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Version 2.4.8e [Hotfix] [23.10.2021]
General Changes
  • Heroic Mode no longer gives enemies chance to reduce incoming damage.
  • Heroic Mode's healing on enemy spellcasts now has 1,5% maximum health scaling instead of 2% of missing health.
  • Heroic Mode's healing on enemy spellcasts now has a different visual effect. The new effect should improve performance and reduce visual clutter.
  • Heroic Mode's Snake spawning downtime cooldown reduction now happens at levels 6 and 11 down from 6 and 12.
  • Heroic Mode's Snakes now get stronger at Hero Levels 4/6/9/12 down from 4/7/10/13.
  • Heroic Mode's Snakes now have 8/18/37/66/88 attack damage up from 7/16/34/60/80.
  • Heroic Mode's Snakes now have 0/2/3/4/6 armor up from 0 across all levels.
  • Heroic Mode's Nightmares no longer have a chance to spawn. Instead, their spawning now has a cooldown.
  • Fixed a bug where the <-random all> command would desync Player 2.

Classes
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Berserker
  • Regeneration's tooltip now states the correct amount of missing health scaling.
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Dragon Sentinel
  • Dragon Form's tooltip now states the correct amount of Health restored.
  • Fixed a bug where the Heart of Fire Talent was increasing the healing done by Dragon Strike's Dragonfire.
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Feral Druid
  • Fixed a bug where Survival Instincts' instant healing was scaling with Strength instead of Agility.
full
Monk
  • The learn tooltip of Power Strike now states the correct cooldown of the ability.
  • Zen Spirit's tooltip now states the correct amounts of Health and Mana restored.
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Necromancer
  • Fixed a bug where Skeletal Archers would have 1 more damage than Skeleton Warriors.
full
Paladin
  • Blessed Hammer now has a different visual effect when it hits an enemy. The new effect should improve performance and reduce visual clutter.
full
Rogue
  • Shadowstep now causes the Rogue to appear closer to its target. This is a 'shot in the dark' attempt to fix the desync issues with Rogue.
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Shaman
  • The base proc chance of Healing Stream Totem has been increased to 15% up from 10%.
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Siren
  • The tooltip of Level 1 Sea Elemental now states the correct amounts of attack damage and health of the summon.
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Tinker
  • Fixed a bug where Level 2/3/4 Minigun Sentires & Turrets had less health than intended.

Items
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Items

  • Fixed a bug where Earthshaper did not bind to player.
  • Fixed a bug where Eye of Discord's damage would not be AoE.
  • Fixed a bug where Bloodlord's Regalia didn't grant Primary Attribute.


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Version 2.4.8d [Hotfix] [07.09.2021]
General Changes
  • Devilsaurs can no longer be found sleeping.
  • The tooltip of Glyph of Renewal states the correct amount of base healing.

Classes
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Feral Druid
  • The Tauren Form effect of the Son of Ursoc Talent has been reworked.
  • The tooltip of Bear Form now states its correct amount of Agility scaling.
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Mage
  • The tooltip of Living Bomb now states its correct amount of Intelligence scaling.
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Warlock
  • Affliction Specialization now states the correct amount of base bonus damage for its Mastery effect.
  • Fixed a bug where the Felguards spawned by the Grimoire of Summoning would spawn with less health than intended.
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Windmaster
  • The Windmaster no longer loses vision range during Lightning Rush.

Items
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Items

  • Few droppable items have been reworked to address long standing bugs with them.
  • Droppable items with the Cyclone effect can now correctly target Lesser Creatures.
  • Fixed a bug where the Orb of Fire droppable item did not grant Intelligence.
  • Fixed a bug where the Sanguine Gaze droppable item would deal damage only to 1 enemy unit.
  • Fixed a bug where Scroll of Infinite Knowledge was not granting correct amount of Tomes.


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Version 2.4.8c [Hotfix] [28.08.2021]
General Changes
  • Minor terrain changes.
  • The cooldowns of Disenchant, Materialise and Transmute have been reduced to 2 seconds down from 5.
  • Fixed a bug where units owned by Player 4 would have 100% Evasion.
  • Fixed a bug where text messages would appear while using Glyph of Bloodthirt.
  • Fixed a bug where the base healing of Glyph of Renewal was lower than stated in the tooltip.

Classes
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Dragon Sentinel
  • The target range of Spirit Drakes from Destruction Specialization has been increased to 600 up from 550.
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Feral Druid
  • Fixed a bug where the Tauren Form effect of the Son of Ursoc Talent was not always working correctly.
full
Mage
  • Fixed a bug where the Fire Bomb Talent's base damage was scaling with the level of Living Bomb and not Magic Blast.
  • Fixed a bug where the Fire Bomb Talent was ticking twice per second instead of once per second.
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Monk
  • Fixed a bug where Zen Spirit would deal auto-attack damage from all possible source of damage.
full
Necromancer
  • Fixed a bug where the Final Service tooltip would not correctly display the increased health gain from Bosses.
  • Fixed a bug where Grim Scythe was consuming more health than intended with the Blood Sacrifice Talent.
full
Rogue
  • Vendetta now deals its accumulated damage as spell damage.
full
Shaman
  • Chain Lightning's tooltip now states its correct Intelligence scaling.
full
Siren
  • Fixed a bug where the secondary missile of Liquid Arrows fired by the Tidecaller Specialization was dealing less damage than intended.
  • The tooltip of Tidal Shot now states its correct damage and scaling values.
full
Tinker
  • Fixed a bug where Pocket Factory had higher Attack Damage scaling for Clockwerk Goblins than stated in the tooltip.
full
Warlock
  • Backdraft's tooltip now states its correct base damage amount.
  • Fixed a bug where Imps spawned by the Imposion Talent did not benefit from the Attack Damage scaling.
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Windmaster
  • The Soothing Wind Talent now better describes that all damage dealt is reduced by 30% at all times while equipped.
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Witch Doctor
  • Fixed a bug where damage dealt by Addiling Toad could benefit from certain Magical Type modifiers.

Items
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Items

  • Fixed a bug where Shadow Seal's bonus damage for summons was lower than stated in the tooltip.
  • Fixed a bug where Attack Damage scalings were not correctly affected by Dragonslayer's equip effect.
  • Fixed a bug where Scroll of Infinite Knowledge would not always spawn the correct amount of Tomes.


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Version 2.4.8b [Hotfix] [13.08.2021]
General Changes
  • Fixed a bug where Glyph of Bloodthirst did its healing twice.

Classes
full
Shaman
  • Fixed a bug where Flametongue Totem lasted for much longer than intended.
  • Fixed a bug where Flametongue Totem attacks could proc the Lava Burst of Fire Elementals.

Items
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Items

  • Mark of the Wild no longer grants a buff for its equip effect.
  • Fixed a bug where Thorim's Hand was dealing less damage than intended.
  • Eye of Discord now has an internal cooldown of 0,2 seconds.
  • Mok'nathal Vertment no longer states that it has an internal cooldown, but will continue to have it.
  • Fixed a bug where the Scarab Idol shop item was not providing its Primary Attribute.


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Version 2.4.8a [Hotfix] [09.08.2021]
General Changes
  • Fixed a bug where players would gain experience every time enemy units would fail their channeling spells.
  • Experience gain text messages would no longer appear at max level.
  • Fixed a bug where the Glyphs unit could die during the Cevius boss encounter.

Classes
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Demon Hunter
  • Soul Carve's description has been updated to reflect the changes from the last update.
  • Fixed a bug where Soul Carve's proc chance was higher for regular attacks instead of Critical Strikes instead of vice-versa.
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Feral Druid
  • Fixed a bug where Rake did not benefit from its maximum health scaling and had higher Attack Damage scaling than intended.
  • Fixed a bug where the Feral Druid did not benefirt from any Attack Damage scalings while in Bear Form.
full
Mage
  • Fixed a bug where the Supernova Talent was granting more bonus damage to Arcane Barrage than intended.
full
Necromancer
  • The tooltip of Teeth now states its correct Intelligence scaling.
  • Fixed a bug where the Teeth damage was increased when having the Blood Sacrifice Talent.
  • Fixed a bug where the Blood Sacrifice Talent's maximum health scaling was higher than intended.
full
Paladin
  • The tooltip of Holy Wrath now correctly also states its Strength scaling.
  • The tooltip of Righteous Fury now states its correct Strength and Intelligence scalings.
full
Shaman
  • Fixed a bug where Earth Shield was not receiving increased healing for each level of the ability.
  • Fixed a big where consecutive Stormfury Totems after the first one would not trigger Lesser Chain Lightning.
  • Fixed a big where consecutive Healing Stream Totems after the first one would not trigger Lesser Chain Heal.
full
Tinker
  • Fixed a bug where the Attack Damage scaling for Minigun Turrets was not doubled.
full
Warrior
  • Fixed a bug where the Mastery scaling of Arms Specialization was not working.
  • Fixed a bug where the Slaughterhouse Talent had lower scaling than intended.
full
Windmaster
  • Fixed a bug where the bonus damage added from the Piercing Gust Talent did not benefit from Windstorm-specific damage modifiers.
full
Witch Doctor
  • Fixed a bug where Vile Spiders spawned via the Vile Spider ability did not scale with the Witch Doctor's Armor.

Items
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Items

  • Fixed a bug where Thorim's Hand's Chain Lightnings would not occur for attacks that would occur almost simultaneously.
  • Fixed a bug where Dark Ranger's Longbow's Equip effect would not trigger for attacks generated through effects.
  • Fixed a bug where the Horn of the Skies droppable item did not reflect its base mana regeneration in the Mana Regeneration UI.


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Version 2.4.8. [25.07.2021]
Come and play with us in our Discord server! Join here.

General Changes
  • Map Description now states the average time required to complete the map.
  • The Loading Screen has been updated to Fullscreen and full HD and has received some graphical improvements.
  • The Intro Cinematic has been updated to use Fullscreen and full HD images.
  • Fixed a bug where ingame music was not looping during the game.
  • Healing Text can now only be seen by players that perform or receive the healing.
  • The Floating Text system has been reworked. Larger amounts of damage/healing are now more visible and last longer as opposed to lower amounts which are now smaller and disappear faster.
  • The Spell Damage Reduction granted by the summons ability Natural Resistance has been reduced to 35% down from 40%.
  • Primary Attribute no longer increases the damage dealt by summons.
  • Periodic Mana Regeneration has been added to the Stats UI.
  • Maximum level has been reduced to 15.
  • Experience gained in the later stages of the game has been reduced.
  • Critical Strike is now available in ESC Stats.
  • The Attribute Bonus ability has been reworked and now has 3 levels down from 4.
  • The Attribute Bonus ability now has a Level Skip Requirement of 4 up from 3.
  • While active, the <-damage on> command now shows spell damage taken by the hero in a distinct color.
  • The reward for the Rising Tide Challenge has been changed.
  • Minor terrain changes.
  • The Goblin Engineer quest giver now has a new model.
  • Late and End game creep camp unit distribution and varieities have been adjusted.
  • The Carrion Swarm enemy ability now deals less damage.
  • The Crushing Wave enemy ability now deals less damage.
  • The Torrent Wave enemy ability now deals less damage.
  • The Death Coil enemy ability now deals less damage.
  • The Shadow Coil enemy ability now deals less damage.
  • The Finger of Death enemy ability now deals less damage.
  • The Mindcurse Aura enemy ability now increases ability cooldowns by a multiplicative amount instead of by a flat amount.
  • Supreme Inquisitors now have the Mindcurse Aura ability.
  • Supreme Inquisitors no longer have the Chaos Touch ability.
  • Pit Lords now have the Charge ability.
  • Pit Lords no longer have the Rain of Fire ability.
  • Jailers now have the Chains of Torment ability.
  • Jailers no longer have the Hell Leash ability.
  • Skeletal Pirates now have the Death Coil ability.
  • Skeletal Pirates no longer have the Carrion Swarm ability.
  • The Flesh Golem has received more damage and health.
  • The Flesh Golem has the Attack Corruption ability instead of the War Stomp ability.
  • Fixed a bug where the act of taking Glyph of Animosity could interfere with certain other Glyph effects.
  • Fixed a bug where no experience would be gained from kills made by summoned units after their expiration timer had ended.

Classes
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Berserker
  • Skull Split has been adjusted to no longer deal spell damage, which was unintentional.
  • Fixed a bug where the Fury Specialization's Mastery provided 5% base Critical Strike bonus damage instead of the intended 10%.
full
Death Knight
  • Blood Presence is now a Healing Type effect.
  • The Ghouls spawned by the Army of the Dead Talent now gain Attack Damage equal to 25% of the Death Knight's Attack Damage instead of 25% of his Strength.
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Demon Hunter
  • The Chaos Blade Talent now increases the Attack Damage scaling of Throw Glaive by 25% down from 30%.
  • Soul Carve now has a 10% base proc chance for attacks.
  • Soul Carve now has 50% chance to proc on Critical Strikes down from 100%.
  • Soul Carve no longer increases the damage of Throw Glaive while in Metamorphosis.
  • Fixed a bug where the Infernal Force Talent was preventing Chaos Nova to proc for Fel Rush casts.
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Dragon Sentinel
  • The Scales of Life Talent now increases the effectiveness of Healing Type effects by 8% up from 5%, plus additional 1% for every 50 points of mana down from 75.
  • The cooldown of Burnout has been reduced to 6 seconds down from 8.
  • The cooldown of Blazing Shield has been reduced to 7 seconds down from 8.
  • The mana cost of Burnout has been reduced to 20 down from 25.
  • The mana cost of Dragon Strike has been reduced to 15/25/35/45 down from 15/30/45/60.
  • The mana cost of Lifebinder has been reduced to 15/30/45/60 down from 20/35/50/65.
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Druid
  • The Innervate Talent now restores mana equal to 2,5% of the healing done down from 3%.
  • The Innervate Talent's effect now works for overhealing.
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Feral Druid
  • Cat Form now reduces base attack cooldown by 0,3 seconds down from 0,4.
  • Swipe now deals 20% more damage to units whose health percentage is lower than the Feral Druid's Critical Strike chance down from 30%.
  • The Feral Frenzy Talent now grants 17% chance for Critical Strikes to proc Swipe down from 20%.
  • The Son of Ursoc Talent's Cat Form effect now has a cap of 25% Critical Strike chance.
  • Fixed a bug where the Razor Claws Talent was granting 20% chance for Swipe to deal damage as an auto-attack instead of the intended 15%.
  • Fixed a bug where the Attack Damage bonus of the Berserk Buff was not always applied towards Attack Damage scalings.
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Mage
  • Arcane Spell Mastery now grants spells 8% chance to reset their own cooldown up from 7%.
  • The cooldown of Arcane Barrage has been reduced to 5 seconds down from 8.
  • The mana cost of Arcane Barrage has been reduced to 25 mana down from 35.
  • The base damage of Arcane Barrage has been reduced to 30 down from 40.
  • The maximum mana scaling of Arcane Barrage has been reduced to 30% down from 35%.
  • Arcane Barrage now deals 30% more damage to enemies affected by positive buffs down from 50%.
  • The Arcane Brilliance Talent now always affects the Mage.
  • The Ice Block Talent restores heroes back to 50% health up from 25%.
  • The Supernova Talent now increases the damage of Arcane Barrage by 15%.
  • The Supernova Talent now causes Arcane Barrage to splash for 30% of its damage fown from 40%.
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Monk
  • The Strength and Agility scalings of Wrath of Xuen have been increased to 125% up from 100%.
  • The cooldown of Power Strike has been reduced to 5 seconds down from 6.
  • The base damage of Power Strike has been reduced to 70/125/180/235 down from 80/140/200/260.
  • The duration of the Power Strike buff has been reduced to 4 seconds down from 5.
  • The Attack Cooldown of Zen Spirit has been increased to 2,5 seconds up from 2 seconds.
  • The Tiger Spirit Talent reduces the Attack Cooldown of Zen Spirit to 1,8 seconds up from 1,4 seconds.
  • The Empowered Strike Talent now causes the Power Strike buff to stack once at 50% effectiveness down from 100%.
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Necromancer
  • The range of Grim Scythe has been increased 430 up from 350.
  • The cooldown of Grim Scythe has been reduced to 5 seconds down from 8.
  • The Intelligence scaling of Grim Scythe's active effect has been increased to 160% up from 125%.
  • The maximum health scaling of Grim Scythe's active effect has been reduced to 4% down from 5%.
  • The base damage of Grim Scythe's active effect has been increased to 50/120/190/260 up from 50/110/170/230.
  • The base damage of Grim Scythe's passive effect has been increased to 15/25/35/45 up from 10/20/30/40.
  • The Intelligence scaling of Grim Scythe's passive effect has been increased to 55% up from 35%.
  • The Intelligence scaling of Teeth has been increased to 80% up from 40%.
  • Final Service now provides 10 permanent health from boss deaths.
  • The Reaper of Souls Talent now consumes 0,2% of maximum mana down from 0,3%.
  • The Blood Sacrifice Talent has been reworked.
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Paladin
  • Retribution Specialization's effect has been changed.
  • The mana cost of Divine Protection has been reduced to 20 down from 30.
  • The mana cost of Holy Light has been reduced to 20/35/50/65 down from 20/40/60/80.
  • The mana cost of Crusader Strike has been reduced to 15/20/25/30 down from 15/25/35/45.
  • The mana cost of Blessed Hammer has been reduced to 5/10/15/20 down from 10/15/20/25.
  • Righteous Fury now requires 3 attacks to proc down from 4.
  • Righteous Fury's base damage has been reduced to 5 down from 30.
  • Righteous Fury now gains additional 25 damage per level of Crusader Strike.
  • The Strength and Intelligence scalings of Righteous Fury have been increased to 150% up from 100%.
  • The cooldown of Crusader Strike has been reduced to 5 seconds down from 7.
  • The Strength scaling of Crusader Strike has been increased to 275% up from 200%.
  • The base damage of Crusader Strike has been increased to 120/210/300/390 up from 100/180/260/340.
  • The proc chance of Crusader's Might Talent has been reduced to 25% down from 30%.
  • The Holy Wrath Talent no longer reduces the amount of required attacks for Righteous Fury to proc.
  • The Holy Wrath Talent now grants 60% attack speed down from 100%.
  • The Holy Wrath Talent now also causes attacks to cause damage.
  • The Divine Storm Talent's tooltip now correctly reflects its damage values of 20/40/60/80 damage with 120% Strength scaling instead of the previously incorrect values of 20/30/40/50 with 100% Strength scaling.
  • The Divine Storm Talent now has 120% Intelligence scaling.
  • The Blessing of Might Talent now grants additional 8% damage reduction and 25% Attack Speed up from 6% damage reduction and 20% Attack Speed.
  • The Sacred Touch Talent now reduces the cooldown of Holy Light by 1,2 seconds down from 1,5.
  • The healing done by Hammer of Justice Talent has been increased to 5/8/11/14 health up from 4/6/8/10 with 8% Intelligence scaling up from 7%.
  • The stun chance of the Hammer of Justice Talent has been reduced to 5% down from 6%.
  • The Bastion of Light Talent now increases the effectiveness of Healing Type effects by 18% up from 10%, increased to 25% while Ardent Defender is disabled up from 18%.
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Rogue
  • The passive effect of Fan of Knives now additionally restores 30/60/90/120 health to the Rogue and additional 10% of his maximum health.
  • Stealth's passive Evasion chance has been increased to 30% up from 25%.
  • The Subterfuge Talent now increases all damage by up to 18% scaling with current mana down from 20%.
  • The proc chance of the Hidden Blades Talent has been increased to 35% up from 20%.
  • The Sap Talent's downtime has been reduced to 12 seconds down from 20.
  • The Paranoia Talent now causes enemies affected by Vendetta to take damage equal to 40% of the Rogue's Attack Damage instead of 50% of his Agility.
  • Stealth's tooltip now states the correct duration of Ambush of 6 seconds.
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Shaman
  • Restoration Specialization's effect has been changed.
  • Enhancement Specialization's Mastery scaling has been increased to 0,8% up from 0,5%.
  • Chain Heal's maximum health scaling has been reduced to 18% down from 20%.
  • The cooldown of Chain Lightning has been reduced to 6 seconds down from 7.
  • The Intelligence scaling of Chain Lightning has been increased to 170% up from 150%.
  • Water Shield now regenerates 0,5% of maximum mana each second up from 0,4%. Tooltip was incorrectly stating 0,2%.
  • The Bloodlust Talent reduces base attack cooldown by 18% instead of increasing attack speed by 40%.
  • Fixed a bug where the Agility scaling for Water Shield's mana regeneration was not working.
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Siren
  • Liquid Arrows deals 10 additional damage per level of Tidal Shot up from 5.
  • The mana consumption of Liquid Arrows now increases by additional 1 point per level of Tidal Shot up from 0,75.
  • The Agility and Intelligence scalings of Liquid Arrows have been increased to 60% up from 50%.
  • The cooldown of Tidal Shot has been reduced to 5 seconds down from 6.
  • The duration of the Tidal Shot buff has been reduced to 3,5 seconds down from 4.
  • The base damage of Tidal Shot has been increased to 120/220/320/420 up from 90/200/310/420.
  • The Agility scaling of Tidal Shot has been increased to 280% up from 220%.
  • The Tidal Shot buff now increases the damage of Liquid Arrows by 15%/20%/25%/30% up from 10%/15%/20%/25%.
  • The cooldown of Stone Gaze has been reduced to 15 seconds down from 16.
  • The base damage of Stone Gaze has been increased to 90 up from 75.
  • The Agility scaling of Stone Gaze has been reduced to 145% down from 150%.
  • The Intelligence scaling of Stone Gaze has been reduced to 240% down from 250%.
  • The mana cost of Stone Gaze has been reduced to 40 down from 45.
  • The bounce attack of Sea Elementals now deals 65% of the initial attack damage down from 100%.
  • The mana cost of Sea Elemental has been reduced to 25/40/55/70 down from 30/50/70/90.
  • The base damage of Sea Elementals has been decreased to 18/28/38/48 down from 23/35/45/55.
  • The damage of Sea Elementals now scales with the Siren's Attack Damage.
  • The base health of Sea Elementals has been reduced to 200/450/700/950 down from 300/600/900/1200.
  • The health of Sea Elementals now scales with the Siren's maximum Mana.
  • Riptide's base instant healing has been increased to 90 up from 75.
  • Riptide's Agility scaling for its instant healing has been increased to 135% up from 100%.
  • Riptide's maximum health scaling for its instant healing has been increased to 12% up from 10%.
  • Riptide's instant healing is now 25% stronger on targets with Aquatic Flow down from 50%.
  • Riptide's base periodic healing has been increased to 10 up from 5.
  • The Gift of Neptulon Talent no longer increases the damage dealt by Sea Elementals scaling with Intelligence and instead increases their Attack Damage by amount scaling with Intelligence.
  • The Healing Waters Talent now has a base healing of 5.
  • The Healing Waters Talent no longers applies only to units affected by Aquatic Flow.
  • The Healing Waters Talent is now more effective on units affected by Aquatic Flow.
  • The Flow of the Ocean Talent now has 50% duration instead of 50% effectiveness.
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Tinker
  • The Engineer Specialization effect has been changed.
  • Clockwerk Goblins that spawn with bonus Armor via the Engineer Specialization's Mastery effect now show a visual effect.
  • The Inventor ability is now available to both Specializations.
  • The Mad Bomber ability has been removed. Its effect has been moved into the new Inventor ability.
  • The Inventor ability now has an active effect.
  • The ability of Clockwerk Goblins to deal damage upon death is now part of the Upgrade ability instead of the Inventor ability.
  • Upgrade no longer causes Clockwerk Goblins to spawn with increased attack damage.
  • The attack cooldown of Clockwerk Goblins has been increased to 1,20 up from 1,15.
  • The base damage of Clockwerk Goblins has been reduced to 3 down from 5.
  • Pocket Factory no longer spawns stronger Clockwerk Goblins scaling with Tinker's levels.
  • The damage of Clockwerk Goblins now scales with the Tinker's Attack Damage.
  • The health of Clockwerk Goblins now scales with the Tinker's maximum Health
  • The armor of Clockwerk Goblins now scales with the Tinker's Armor.
  • The damage of Minigun Turrets now scales with the Tinker's Attack Damage.
  • Throw Betty's base damage has been increased to 70 up from 60.
  • Throw Betty's Damage scaling has been increased to 160% up from 140%.
  • The Attack Damage scaling of Homing Missiles has been increased to 55% up from 35%.
  • The Strength scaling of Homing Missiles has been reduced to 25% down from 50%.
  • The mana cost of Pocket Factory has been reduced to 70 down from 100.
  • The mana cost of Throw Betty has been reduced to 25 down from 35.
  • The mana cost of Reinforce has been reduced to 25/35/45/55 down from 30/40/50/60.
  • The mana cost of Minigun Sentry has been reduced to 15/25/35/45 down from 20/35/50/65.
  • The cooldown of Homing Missiles has been increased to 5 seconds up from 4.
  • The Uberspanners Talent now has 25% chance to proc down from 100%.
  • The Uberspanners Talent now causes 15 spell damage up from 4, plus 60% of the damage dealt by the Clockwerk Attack up from 15%.
  • The Ion Grenade Talent now grants Throw Betty 25% maximum mana scaling up from 15%.
  • The Short Fuse Talent now reduces the cooldown of Throw Betty instead of increasing its damage.
  • Fixed a bug where the Short Fuse Talent was inflicing 10% of the Throw Betty damage to the Tinker instead of the intended 15%.
full
Warlock
  • Backdraft's proc chance for summons Critical Strikes has been reduced to 35% down from 100%.
  • Backdraft's proc chance for Warlock's Critical Strikes has been reduced to 50% down from 100%.
  • Backdraft's base damage has been increased to 30 up from 20.
  • Backdraft's Attack Damage scaling has been increased to 30% up from 25%.
  • The Cremation Talent now grants 5% Critical Strike down from 10%.
  • Havoc Aura now also grants 20% Attack Speed to the Warlock.
  • The attack damage granted by Demonwrath has been changed to 35%/40%/45%/50% from 30%/40%/50%/60%.
  • The attack cooldown of Felguards has been reduced to 1,50 down from 1,65.
  • The damage of Felguards has been increased to 18/26/38/50 up from 14/23/32/41.
  • The attack damage of Imps spawned by the Implosion Talent scale with the Warlock's Attack Damage.
  • The Eradication Talent now causes the Warlock's attacks to deal increased damage at all times, further increased against enemies affected by Haunt.
  • Fixed a bug where Wrathguards had higher stats than intended.
  • Fixed a bug where Felguards were unintentionally with bonus Attack Damage equal to 15% of the Warlock's Attack Damage.
full
Warrior
  • The Slaughterhouse Talent now increases the damage dealt by Critical Strikes by amount equal to 250% of Agility up from 150%.
  • Fixed a bug where the Weapons Master Talent was providing significantly higher than intended bonus for Arms Specialization.
full
Windmaster
  • Base Agility reduced to 26 down from 28.
  • Base Intelligence increased to 11 up from 10.
  • Base Strength increased to 13 up from 12.
  • The base damage of Windstorm has been reduced to 3 down from 5.
  • The per Hero Level bonus damage for Windstorm has been reduced to 7 down from 8.
  • Tornado's Passive effect now sends a Cyclone every 4th time Windstorm ticks up from every 3rd.
  • Tornado's attack range has been increased to 650 up from 400.
  • The mana cost of Tornado has been reduced to 24/36/48/60 down from 25/40/55/70.
  • The Stormbringer Talent no longer increases the damage dealt by Tornado's passive effect.
  • The Raging Storm Talent now increases the damage of Windstorm by 15% down from 20% and gives it 12% chance to proc an additional time down from 15%.
  • The Centripetal Force Talent now increases the damage of Tornado's active effect by 20% down from 30%.
  • The Soothing Wind Talent now restores 8 health plus 2% of the Windmaster's maximum health per second from 3 plus 5% of the Windmaster's maximum health.
  • The Illusions Talent now causes 30 damage plus 120% of Attack Damage and 50% of Agility instead of 35 damage plus 200% of Agility.
  • The Piercing Gust Talent attack damage scaling has been set to 15% from 30%. Important to note that the Talent used to deal this bonus damage per second, which would've translated to 12% per tick. This change essentially translates to the per-tick damage being increased to 15% up from 12%.
  • The Skyfury Talent has been reworked.
  • Fixed a bug where Tornado's passive effect was procing every 3rd time Windstorm deals area damage instead of the intended every 4 times.
full
Witch Doctor
  • The cooldown of Plague Toad has been increased to 5 seconds up from 4.
  • Cobras spawned by Ancient Ward now have Pierce attack instead of Chaos.
  • Fixed a bug where Spirit Vessel was not dealing damage to affected enemies when they were attacking.
  • Fixed a bug where Addling Toads did not benefit from summon damage modifiers.


Items
186388-albums6307-picture71865.jpg
Items

  • Fixed a bug with the shop system where purchasing an item after undoing a sell item action would cause the undone item to disappear.
  • A new droppable item has been added.
  • Several droppable items have been reworked.
  • A new Rare quality component item has been added to the shop.
  • A new item has been added to the shop: Earthshaper.
  • A new item has been added to the shop: Silent Messenger.
  • Forbidden Seal is now a Shadow Crystal item.
  • Serpent Staff is no longer a Shadow Crystal item.
  • The proc chance of Chromatic Hourglass has been reduced to 6% down from 7%.
  • The Primary Attribute scaling of Springheaven Wand has been increased to 140% up from 100%.
  • The damage dealt by Thorim's Hand now has 30% All Stats scaling up from 25%.
  • Belt of Ulduar now restores 0,07% of maximum mana whenever damage is dealt from any source down from 0,1%.
  • Belt of Ulduar's damage increasing effect is now 25% stronger for summons down from 50%.
  • Belt of Ulduar's now restores 100% more mana when summons deal the damage up from 25%.
  • Eye of Discord's Potency has been increased to 8 up from 6.
  • Eye of Discord's Pet Damage has been reduced to 10% down from 14%.
  • Eye of Discord's equip effect now deals 20 plus 60% of Primary Attribute up from 0 plus 50% of Primary Attriubte.
  • Eye of Discord's equip effect now has 40% chance to proc twice.
  • Springwater Totem's Springwater Aura now increases Attack Speed by 25% up from 20%.
  • Staff of Galactic Fury's Primary Attribute has been increased to 18 up from 14.
  • Staff of Galactic Fury's Mana has been increased to 120 up from 90.
  • Staff of Galactic Fury no longer grants Intelligence.
  • Staff of Galactic Fury's base Magical Type effectiveness bonus has been increased to 12% up from 8%.
  • Diamond Ring now grants 10% Haste.
  • Diamond Ring now grants 7 Mastery down from 10.
  • Diamond Ring no longer grants Mana Regeneration per 5 seconds.
  • Diamond Ring's equip effect has been increased to 30% up from 25%.
  • Bloodreaver Scythe now grants 180 Health down from 250.
  • Bloodreaver Scythe now grants 18 Damage up from 12.
  • Bloodreaver Scythe now causes units affected by Vampiric Aura to deal 15% more damage with auto-attack up from 12%.
  • Bloodreaver Scythe's equip effect is now 33% stronger for your own units instead of being 50% stronger for non-hero units.
  • Runesword now reduces damage taken by 15% while standing still for Heroes of all attributes.
  • Runesword now has an additional equip effect.
  • Greatstaff of Elune now restores mana equal to 2% of the healing done down from 2,5%.
  • Greatstaff of Elune's equip effect now works for overhealing.
  • Mok'Nathal Vestment's equip effect now cannot occur more than once every 0,2 seconds.
  • Blackwater Cutlass now restores mana equal to 5% of Attack Damage each second up from 3%.
  • Moon Scythe's healing now has 3,5% maximum mana scaling up from 3%.
  • Moon Scythe's healing is now halved for non-hero units.
  • The proc chance of Darkflayer has been reduced to 3% down from 3,5%.
  • The Attack Damage scaling of Darkflayer has been reduced to 200% down from 250%.
  • Darkflayer's effect can no longer occur more than once every 0,2 seconds.
  • Stormpike's first equip effect has been removed.
  • Stormpike now grants Attack and Movement Speed while its second equip effect is stacked 3 times.
  • Stormpike no longer grants Primary Atrribute.
  • Stormpike now grants Mastery.
  • The damage of Serpent Wards spawned by Serpent Staff has been increased to 36 up from 28.
  • The duration of Serpent Wards spawned by Serpent Staff has been reduced to 12 seconds down from 20.
  • Serpent Staff's equip effect now has 40% proc chance up from 35%.
  • Saberclaws' proc chance for summon attacks has been increased to 1% of the summon's maximum health up from 0,8%.
  • Saberclaws' proc chance for hero attacks has been increased to 50% up from 35%.
  • Saberclaws' Primary Attribute scaling for its equip effect has been increased to 150% up from 125%.
  • The visual effect of Eye of Discord's effect has been changed to adress visual clutter.
  • Skyfeather Crown's Spirit of Aviana now gains 4 damage per Hero Level up from 2.
  • Skyfeather Crown's Spirit of Aviana on-spellcast effect now scales with Hero Level instaed of Primary Attribute and Attack Damage.
  • Mok'nathal Vestment's equip effect no longer scales with the attacker's maximum health.
  • Mok'nathal Vestment's equip effect now has 150% Attack Damage scaling up from 60%.
  • Sunstrider Crown now has 20 base damage for it's equip effect when triggered by the item's Power.
  • Staff of Kil'jaeden now grants Potency instead of Mana.
  • Staff of Kil'jaeden now increases Physical Type effectiveness by 13% up from 10%.
  • Lightning Rod now increases Magical Type effectiveness by 13% up from 10%.
  • Scroll of Infinite Knowledge now spawns 2 tomes between levels 1-9 and 3 tomes between levels 10-15.
  • Scroll of Infinite Knowledge's cooldown has been reduced to 160 seconds down from 210.
  • Steel Cleaver has been renamed to Giant's Cleaver and has been reworked.
  • Dragonslayer has been reworked and is no longer a Physical Caster and Crit Relic.
  • Flask of Sands has been reworked.
  • Bloodlord's Regalia has been reworked.
  • Summons that are unselectable should now also benefit from Mark of the Wild's effects.
  • Fixed a bug where certain "quest" items could be sold at the Survivor Merchant.
  • War Drums now appears under the Attack Speed shop category.
  • Mechanical mace now appears under the Summons shop category.
  • The droppable item Gurubashi Warcrown's equip effect now works for overhealing.
  • The recipe components for Amplifying Bracers have been changed.
  • The recipe components for Scroll of Infinite Knowledge have been changed.
  • The recipe components for Skyfeather Crown have been changed.
  • The recipe components for The Brutalizer have been changed.
  • The recipe components for Eye of Discord have been changed.
  • The recipe components for Chromatic Hourglass have been changed.
  • Atiesh, Greatstaff of the Guardian now grants 20% increased damage for Magical Type effects up from 18%.
  • Atiesh, Greatstaff of the Guardian's second equip effect has been reworked. The new effect provides ~53% more cooldown reduction compared to the previous one.
  • Fixed a bug where the Chain Lightnings of Thorim's Hand did not benefit from Critical Strike modifiers.
  • Fixed a bug where the Fiery Hammer's droppable item equip effect did not benefit from Potency.
  • Fixed a bug where the equip effect of the Warlord's Battlemask droppable item did not work.
  • Fixed a bug where Packleader's Talisman was not correctly applying its Armor bonus to summons whose armor scales with the Hero's armor.
  • Fixed a bug where the Giantsbane droppable item was not affecting Attack Damage scaling effects.

Archives

FEATURES
  • Diverse Heroes: The 21 heroes in Sunken City possess different custom skills which are well presented in detailed tooltips.
  • Backpack System: In case your inventory is full, you are given a backpack with additional 6 slots where you can carry quest items or unused items for selling.
  • Stat System: Each level you are given the possibility to access the Skill Poitns Menu and gain access to secondary stats (non-Strength, Agility, Intelligence).
  • Item Interaction Systems: Sunken City gives the option to Disenchant items for stats or to Reforge unused lesser items to create better ones.
  • Chest System: There are many Chests scattered around the Sunken City. Opening them rewards you with a random item!
  • Quests: Embark quests that give you side objectives throughout the game!
  • Challenges: Complete difficult optional challenges for additional rewards.
  • Shop System: A simple and intuitive shop system makes it easier for players to navigate and purchase some of the many Sunken City shop items.
  • Rolling: Sunken City allows you to roll for items that suit everyone. Therefore you can avoid stealing.
  • Damage and Armor: Sunken City's gameplay is based around damaging the best target. By mouse-overing your damage and armor you will easiliy understand what's your best target!
  • Gold System: Players in Sunken City share the Gold gained by killing creeps!
  • Randomized Items: Each creature you kill has a chance of dropping one of the hundreds of items, contained in a scripted loot-table. In addition bosses have multiple drops, which add to the replayability.
  • Glyph System: A system that allows your hero to pick a combination of various Glyphs which add passive effects to your hero.
  • Talent System: Each hero has unique set of Talents that can amplify, modify, add or replace the existing hero abilities.

SCREENSHOTS

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility Heroes

Shaman [1]
Druid [2]
Priest [3]
Mage [4]
Necromancer [5]
Warlock [6]
Witch Doctor [7]
Warrior [1]
Paladin [2]
Death Knight [3]
Monk [4]
Tidewarrior [5]
Dragon Sentinel [6]
Tinker [7]
Rogue [1]
Hunter [2]
Feral Druid [3]
Windmaster [4]
Berserker [5]
Demon Hunter [6]
Siren [7]

CREDITS

I would like to thank the following people:
Note:
There are many more resources that I used, but I can't find their creators. If you see your resource used in my map, please tell me and I will add you here.


Contents

Sunken City v2.4.8f (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies...

Moderator

M

Moderator

Moderator: -Kobas-
Contact: Visitor Message / Private Message!
Date: 24-Dec-13 (14:27:40)
Personal Comment:
One of the most polished maps, of its type, that I had a chance to play.
Beautiful terrain, nice story, well customized heroes and enemies.
Over 100 different traps, puzzles and such like obstacles all over map.

After 2 years of constant improvements and never ending updates,
time has come for this special honor. Enjoy.

Map Status: Approved
(6/5) ★ Director's Cut ★
 
Level 16
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Oct 10, 2009
Messages
1,425
screenies will be coming soon.

Version 1.4 Brought A LOT to this map that it was lacking, just look at the changelog. :p

I'm writing up a new description for the map as we speak, so it should be up soon. :)
 
Last edited:
Level 10
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Dec 8, 2009
Messages
654
Review by ACdestinydream



Score system

your map would be given points as in the following criterias. The number at the side are the total score you can get from that aspect.

Description [10]
Creativity [15]
Triggering [15]
Playability [5]
Object Managing [10]
Terrain [15]

Overall [70]



description


Description [10]
This aspect determines how much work you have put into your map's description.

1~3 You did not put enough work into it.
4~7 It looks good, but it lacks screenshots etc.
8~10 It is just that perfect! Keep it up!

Creativity [15]
This aspect determines how much creatvity you have put into your map.

1~5 This map is obviously copied.
6~10 This map lacks some creativity.
11~15 You have thought of many ideas and it is quite creative with many different things which others do not have. Good job!

Triggering [15]
This aspect determines how much triggering work you have put into your map.

1~5 This map is full of leaks and it have many bad triggers.
6~10 This map have quite alot of leaks yet it is still playable.
11~15 This map have little leaks and uses good triggers.

Playability [5]
This aspect determines whether your map is fun to play or not.

1~2 Boring game with little/no help given.
3~4 Quite a fun game yet the playability is not there yet.
5 This map is fun and enjoyable.

Object Managing [10]
This aspect determines how well you have put in custom models/icons to fit your map.

1~3 Wrong usage of custom models/icons and bad tooltips/missing tooltips.
4~7 Custom models were used correctly but there are still some bad tooltips.
8~10 Little/no mistake in tooltips or icons.

Terrain [15]
This aspect determines how well did you terrain your map.

1~5 Bland terrain/doodad spammage/bad looking places/wrong usage of tiles
6~10 Some of the doodads were used correctly and some of the terrains were bad looking.
11~15 Great usage of doodads with good placement of different buildings etc.



Overall:
1~10 1/5 map rating with a Reject. [No rep]
11~20 2/5 map rating with a Reject. [No rep]
21~30 2/5 map rating with an Approve. [No rep]
31~40 3/5 map rating with an Approve. [No rep]
41~50 3/5 map rating with an Approve. [+rep]
51~60 4/5 map rating with an Approve. [+rep]
61~70 5/5 map rating with an Approve. [+rep]




My review of Sunken City v1.4.


Description [6/10]

It describes nothing about the gameplay itself with no screenshots.

Creativity [10/15]

Its another hack&slash with mindless killings.

Triggering [7/15]

Little/no triggers are needed in these kinds of maps and the spells are all wc3.

Playability [1/5]

It gets so boring after completing half the game that i quit.

Object managing [8/10]

I see some models that replace the original models.

Terrain [8/15]

Terrain isnt really important but it is still lacking,

personal comment:
i feel that you should increase the playability because it gets really, really boring. Add events.


Overall = 6 + 10 + 7 + 1 + 8 + 8 = 40/70 (3/5 rating with approve and rep)


Final rating: 40/70 (3/5 map rating + approve + rep)

Reviewed by ACdestinydream. Please contact me if you disagree with my review or you want me to review your map again.
Cweener asked me to review it. hope i am not too harsh :/


EDIT: 7/15 because theres hardly any triggers.

EDIT2: tooltips problem settled, +2 score and + rep ;)
 
Last edited:
Level 16
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Oct 10, 2009
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1,425
It is yellow and red. All tooltips give all necessary information and highlight the important stuff in red. I don't see any problem with your review except there. I wrote each one, and know that each Ability tooltip is accurate and gives needed info.
 
Level 4
Joined
May 20, 2009
Messages
97
The maps itself is great but..

I really didnt like soloing it i died about 1/3 of the kills i had to 1/4 so the map is very great in environment and texture i love that but possibly adding a shop or two of buyable things and instead of making this just a hero vs random nagas and sea things turn it into an rpg or some kinda quested thing

5/5 for map itself :thumbs_up:
2/5 for the ability to solo it, maybe its just me and i suck but it was hard :thumbs_down:
 
Level 4
Joined
May 20, 2009
Messages
97
I have an idea you could make different types of maps ya know? Like this is sunken city
now make deserted dessert or something ya know? thtd be a tight series :p try to add shops please and possibly if u have 2 items you can combine them into 1 strong item like dota (i hate dota btw) but thts a neat idea
 

SpasMaster

Hosted Project: SC
Level 22
Joined
Jan 29, 2010
Messages
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Thanks for commenting togera90. I really disagree with the things you said.

1.The map recommends 3 players, and it's really hard with 2 players. 1 player is hardly passable and boring.
2.There ARE shops. I don't know how long you played, or how far you reached, but there are like 10 shops till the end of the map. Also the map contains many item drops.

Anyways, the idea about combining items is great and I'll look into it. Today I released v.1.5. You proubably played v.1.4. which is pretty old ;)

P.S.: Do not double post, it's against the rules. Use EDIT button instead :)
 
Level 16
Joined
Oct 10, 2009
Messages
1,425
actually 1 player in 1.5 is now impossible. (period) There is no way, because there is a bridge in the beginning that now requires two people to step on levers at the same time.:)

EDIT; okay, there is ONE way. but, I'm not gunna say it, because it involves exploiting my lazy triggering xD
 
Level 3
Joined
May 26, 2010
Messages
47
Looks strangely like a map I played back in the day called Treasure Cave...

Regardless, I'm going to try it


EDIT: nevermind it merely looks similar
 
Level 3
Joined
May 26, 2010
Messages
47
You seriously need to remove the blink ability from the rogue. It allows him to go anywhere unhindered. And before you say that the content that he can blink to is too challenging, he can easily blink into a secluded room and hog tomes and items. That pretty much killed the game for me and my friends when we tried this. Nevertheless, it's a good map, albeit the puzzles are a bit unchallenging.

4/5


EDIT: yeah the terrain is really similar, I just thought it might be a ripoff lol
 

SpasMaster

Hosted Project: SC
Level 22
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Jan 29, 2010
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Well, I was thinking pretty much about the rogue, pretty long time and recently I decided to remove it. I am sorry that it caused problems, but I was hoping that people will use it properly, not to bug the map. Anyways. It will be gone really soon.

EDIT: And, also: The map is warchasers-styled, not puzzle based. The puzzles shouldn't be the main concept of the game like in Treasure Cave, but an addition. So I decided to have puzzles but not really hard ones. :)

EDIT 2: My map was started long before Treasure Cave. I saw it like 4 days ago, I didn't try to copy the terrain.
 
Level 3
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May 26, 2010
Messages
47
Well, I was thinking pretty much about the rogue, pretty long time and recently I decided to remove it. I am sorry that it caused problems, but I was hoping that people will use it properly, not to bug the map. Anyways. It will be gone really soon.

EDIT: And, also: The map is warchasers-styled, not puzzle based. The puzzles shouldn't be the main concept of the game like in Treasure Cave, but an addition. So I decided to have puzzles but not really hard ones. :)

EDIT 2: My map was started long before Treasure Cave. I saw it like 4 days ago, I didn't try to copy the terrain.


Ah, okay, it's all good then. I'll play the new version when you release it and put a review up.
 

SpasMaster

Hosted Project: SC
Level 22
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Jan 29, 2010
Messages
1,949
They actually, really dissapeared. The problem is there that I might actually deleted them (accidently).:thumbs_down: Anyways they were pretty outdated so, I will post new ones. Really thanks for noting that one Light Bolt. I was pretty sure they are fine. :)
 

SpasMaster

Hosted Project: SC
Level 22
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Jan 29, 2010
Messages
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Yeah, Bloodlust is pretty changed from the one in Melee games, and aslong as the Warrior has "Rage" which increases attack speed, he doesn't need it. Paladin has far too big damage to get increased speed, and the agility heroes....are Agility heroes :D Their attack speed is pretty fast.:wink:
 
Level 3
Joined
Nov 20, 2008
Messages
66
Hi, good map, here are a couple of things you might want to check out:

1- The door on the left of the map, the one close to the "small beach" with a 10th level deeplord dropping + 5 ring, can actually be destroyed, making the platforms pretty useless.

2- When using a shared character of a player who left, you can't use boats or zeppelins. The only way you have to finish the map is buying a teleport rod and keep teleporting where your main character goes.

These are the bugs I found, but I think there are two things that might be improved:

1 - PLATFORMS. man, it's really annoying getting stuck on a level with no way out except getting killed. You may use teleporters instead or fix the triggers for the platforms, so they won't move unless a character moves and STAYS on them.

2 - SPACE. Seriously, a bit more room would be GREATLY appreciated, I lost count of the number of times I had to tell people to move.

This said, you did a good job, 4/5!
 

SpasMaster

Hosted Project: SC
Level 22
Joined
Jan 29, 2010
Messages
1,949
Hi, good map, here are a couple of things you might want to check out:

1- The door on the left of the map, the one close to the "small beach" with a 10th level deeplord dropping + 5 ring, can actually be destroyed, making the platforms pretty useless.

2- When using a shared character of a player who left, you can't use boats or zeppelins. The only way you have to finish the map is buying a teleport rod and keep teleporting where your main character goes.

These are the bugs I found, but I think there are two things that might be improved:

1 - PLATFORMS. man, it's really annoying getting stuck on a level with no way out except getting killed. You may use teleporters instead or fix the triggers for the platforms, so they won't move unless a character moves and STAYS on them.

2 - SPACE. Seriously, a bit more room would be GREATLY appreciated, I lost count of the number of times I had to tell people to move.

This said, you did a good job, 4/5!

Thanks for your comment mate!

So:
1.The door you are talking about had to be destroyed by the players in earlier vesions and there were no platforms, but I decided that having them, would make it more interesting.
2.Zeppelins are not used for my map, don't know how you bought them after they cost wood. :D And, I think that there is no way to make share units go in your boat even with trigger. If the player had to leave, save the map and continue later :)

Bugs:
1.Yeah, I had pretty much reports about platforms and I tryed to fix it, but triggering is not my power. I am sorry for them and I will keep trying to make a lever for them or something like that. And by the way if you get stuck it's not necessary to die. The platforms work like that: "A unit enters the platform -> increase/decrease level". So until I find a way to fix it, ask your friends to step on it and it will rise up :)
2.About the space: There really are narrow areas, but they usually (80% of the times) Don't include battle. Narrow places are there for items/levers. I will look into it though.

Again thanks for the comment! :wink:
 
Level 3
Joined
Nov 20, 2008
Messages
66
2.Zeppelins are not used for my map, don't know how you bought them after they cost wood. :D And, I think that there is no way to make share units go in your boat even with trigger. If the player had to leave, save the map and continue later :)

I travelled around like crazy with your zeppelins mate. :) I think, though I am not sure, it might be because of the wood you get selling certain artefacts. Speaking of money, we eneded up having 5 divine hammers among the 2 of us and literallly trashed anything that stood in our way, bosses incuded (we even gave them a chance to attack, since they were always stunned).
Maybe you could think of limiting it to one or two, just to make the map more challanging.

Keep up the good work
 
Last edited:
Level 1
Joined
Dec 1, 2010
Messages
1
Nice game, alittle short for my taste but who am i to judge?, the game itself is a basic rpg/dungeon so those who dont get it are stupid tbh, the pathways in-game are good, alittle messy but good none the less and are easy to get around without getting stuck, what would have made this game alittle better for me would have been:
*bigger areas to explore and not so tight, it was easy to tell where to go, but it would have been better to wonder around for yourself instead of paths being made for you.
*a bigger invintory, coz i love having me my items =P (no im nt a item whore $M =P)
*more skills to choose from and as you leveled you would get less choice
*also for the map you could have had dungeons within dungeons so it would make the game last longer because you would keep going and going into dungeons (obivously there would be a limit)
*more items and recipes

All in all a great game and fun to play i give it a 7/10
 
Level 3
Joined
Jun 25, 2006
Messages
35
1.Make button to pass cinematic on begin like esc!

2.Make map playable for solo players - get rid of armor damage thing, make hero do 100% to all and make all heroes have hero dmg and revive time same all the time!

3.Most of recipes dont give counted stats like armor ex. item 5 armor + item 3 armor = should give 8 armor not less i saw that in lot of you recipe items!

4.Stucked after geting shadow key on the way to boat it tped me in some room one time and after that once more and hero get stucked on begin of room!

Btw: Like map and concept of adventure!

Finished map it was good fun and good for spending time :D its preatty easy to finish it solo only begin is hard just take roug and buy item with lifesteal and thats it!
 
Last edited:

SpasMaster

Hosted Project: SC
Level 22
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Jan 29, 2010
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1,949
1.Make button to pass cinematic on begin like esc!

2.Make map playable for solo players - get rid of armor damage thing, make hero do 100% to all and make all heroes have hero dmg and revive time same all the time!

3.Most of recipes dont give counted stats like armor ex. item 5 armor + item 3 armor = should give 8 armor not less i saw that in lot of you recipe items!

Btw: Like map and concept of adventure!

Thanks for your comment. :)
1.The thing with the cinematic is that I wanted players to know how they got in this place. Not just skip a part of the story.

But when you play the map 2 or 3 times it really gets annoying, yes.
I'll look into it.

2.Since I started the map, I wanted it to be everything but soloable. Teamplay is aways enjoyable and makes every map interesting. I am sorry but this is not happening :p

3.Even with the items you get atm, in the last 15-20 mins of the map your hero is overpowered. Rarely you can see someone dying after level 15. And this is not a bug. It's intended. But sure, I might increase some item's stats.

Haha. Nice poll!

Anyways, went in and fixed a few grammar errors in the map's description for ya!
It looks good!
I'll download the new version soon!

Btw, I looked everywhere and I can't close the poll. I saw what I wanted. People wante moar!!!
So, close the poll if you can :) Thanks.

P.S.: Rest in peace old changelog. You will never be forgotten. <3 :D
 

Vunjo

Hosted Project: SC
Level 14
Joined
Jul 1, 2010
Messages
1,342
When I see how much people love it, I realise I must add DPS meters in it, yap, I guess my map is screwed, changing plans to this map. There, much better xD

EDIT: Unprotected lol w00t? xD
So, if you didn't change anything after posting this version, can I add those stuff here?
 

SpasMaster

Hosted Project: SC
Level 22
Joined
Jan 29, 2010
Messages
1,949
I love this map/ she is unprotected a good thing for learn thanks ...

Thanks for noticing mate. That's the reason it's not protected. It happened to me to play a map, see something cool, but I was not able to understand how it was made.

And by the way, I requested one system recently, which records damage and DPS. This will make the game even more competitive. But the guy who made the system doesn't want it to spread, so the map will become protected soon. :(
 
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