Sunken City v2.4.8f

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

full

Powered by Bribe's Damage Engine
[Hosted Project Page | Forum]

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

186388-albums6607-picture72240.png

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


186388-albums6607-picture72240.png

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
full
Berserker
  • Regeneration's tooltip now states the correct amount of missing health scaling.
full
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.
full
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.
full
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.
full
Shaman
  • The base proc chance of Healing Stream Totem has been increased to 15% up from 10%.
full
Siren
  • The tooltip of Level 1 Sea Elemental now states the correct amounts of attack damage and health of the summon.
full
Tinker
  • Fixed a bug where Level 2/3/4 Minigun Sentires & Turrets had less health than intended.

Items
186388-albums6307-picture71865.jpg
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.


186388-albums6607-picture72240.png

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
full
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.
full
Mage
  • The tooltip of Living Bomb now states its correct amount of Intelligence scaling.
full
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.
full
Windmaster
  • The Windmaster no longer loses vision range during Lightning Rush.

Items
186388-albums6307-picture71865.jpg
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.


186388-albums6607-picture72240.png

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
full
Dragon Sentinel
  • The target range of Spirit Drakes from Destruction Specialization has been increased to 600 up from 550.
full
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.
full
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.
full
Windmaster
  • The Soothing Wind Talent now better describes that all damage dealt is reduced by 30% at all times while equipped.
full
Witch Doctor
  • Fixed a bug where damage dealt by Addiling Toad could benefit from certain Magical Type modifiers.

Items
186388-albums6307-picture71865.jpg
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.


186388-albums6607-picture72240.png

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
186388-albums6307-picture71865.jpg
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.


186388-albums6607-picture72240.png

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
full
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.
full
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
186388-albums6307-picture71865.jpg
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.


186388-albums6607-picture72240.png
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
full
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.
full
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.
full
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.
full
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.
full
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.
full
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%.
full
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%.
full
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.
full
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%.
full
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.
full
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.
full
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.
full
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...
Level 3
Joined
Sep 27, 2014
Messages
37
Azothan is playing it on YT now so it's fun to watch and i'm thinking of playing it as well.
There should be an explanation on how to play it in multiplayer with tauren NPC - like how to save game in mp etc.. i'm sure it's explained in this thread but nothing in-game as far as i've seen.

Of course a lot of work went into this and i can only appreciate the effort but wtf is it with those wow models. they totally don't fit in and it's for some classes that have great war3 models - death knight, druid.
 

SpasMaster

Hosted Project: SC
Level 22
Joined
Jan 29, 2010
Messages
1,948
Azothan is playing it on YT now so it's fun to watch and i'm thinking of playing it as well.
Yeah, I saw the videos myself. Great stuff!
There should be an explanation on how to play it in multiplayer with tauren NPC - like how to save game in mp etc.. i'm sure it's explained in this thread but nothing in-game as far as i've seen.
Well, generally the way to do it is via the regular Warcraft 3 Save/Load menu. Thus, I always felt it weird to give an explanation about a core feature of Warcraft 3. The real issue, in my opinion, rises from the fact that bot hosting or hosting through ENT in general disables this feature and leads to confusion. But I see the point and I'll see what I can do.
wtf is it with those wow models. they totally don't fit in and it's for some classes that have great war3 models - death knight, druid.
To be fair, whether they fit or not is kinda subjective - some people notice it and it stands out for them, while for others it's not the case. At any rate, the map's lore centers around a team of Horde heroes, which means that those 'great warcraft 3 models' you are talking about (I suppose the Malfurion/Druid of the Talon for the Druid and the Arthas for the Death Knight) wouldn't fit from lore perspective. There are barely any Druid and Death Knight models of good quality (if any) out there that are also Horde-related. That being said, a custom model for the Death Knight has been in the works for a while, specifically created for Sunken City that will replace the WoW model.
 
Level 1
Joined
Apr 11, 2018
Messages
2
Today the Warcraft 3 patch 1.29 has launched, and the increased native resolution has broken the custom UI for sunken city. :(

Edit: Also the damage number are broken
 
Last edited:

SpasMaster

Hosted Project: SC
Level 22
Joined
Jan 29, 2010
Messages
1,948
Yes, the new patch breaks a lot of stuff. I advise sticking to 1.28.5 for those who want to play Sunken City without issues.
I am actively working with Hiveworkshop and Blizzard to get all things resolved as fast as possible. We just have to be patient.
 
Level 1
Joined
Apr 11, 2018
Messages
2
Yes, the new patch breaks a lot of stuff. I advise sticking to 1.28.5 for those who want to play Sunken City without issues.
I am actively working with Hiveworkshop and Blizzard to get all things resolved as fast as possible. We just have to be patient.

Thanks for all of your hard work! Really appreciate all of the work you have poured into this map :)
 
Level 4
Joined
Nov 7, 2010
Messages
67
The save and load function is utterly bugged. I suppose the new patch even enhanced that. Something like loaded games have no computers (brown and what the other color was).

The normal function of save and load does not work with bots, so you have to host it manually and that's nonsense.

Esentially, this map doesn't have save and load function and that's a pretty huge handicap.
 

SpasMaster

Hosted Project: SC
Level 22
Joined
Jan 29, 2010
Messages
1,948
The normal function of save and load does not work with bots, so you have to host it manually and that's nonsense.
Catering to third party service is what is nonsense to me. I have played with hundreds of people over my years in Warcraft 3 and we saved and loaded hundreds of games with the default loading system. Using a service (bots) that disables this feature is entirely your choice and as such you should face it's disabilities.
Esentially, this map doesn't have save and load function and that's a pretty huge handicap.
This map is not an ORPG. Save/Load functions are for ORPGs that take many multiple takes to complete. Sunken City is not designed with such gameplay in mind and lasts 3-5 hours based on team setup and difficulty selected. Such gameplay time does not demand a save/load function in any way.
 
Level 4
Joined
Nov 7, 2010
Messages
67
Catering to third party service is what is nonsense to me. I have played with hundreds of people over my years in Warcraft 3 and we saved and loaded hundreds of games with the default loading system. Using a service (bots) that disables this feature is entirely your choice and as such you should face it's disabilities.

This map is not an ORPG. Save/Load functions are for ORPGs that take many multiple takes to complete. Sunken City is not designed with such gameplay in mind and lasts 3-5 hours based on team setup and difficulty selected. Such gameplay time does not demand a save/load function in any way.
Well, of course that me and my friends tried to do it manually so the save and load option is available, but neither of us can join each other's game. Everything goes grey and you get an error saying that game doesn't exist.

Furthermore, if someone starts to lag out (that waiting for players thing), there is nothing you can do about it and it usually means that someone will be dropped out. That's not the case whilst playing on bot hosted games since they are way more reliable.

Took us 4h to get to that ultra attack speed doom lord boss and only like half of the map has been discovered and tons of other secrets were not solved. I disagree that there is esentially no need for saveload function in this map. Not to mention that sometimes you simply don't have the will or the time to play a map for that long and once you find more time or are refreshed you can not continue from where you stopped, but have to start all over again.
 
Level 6
Joined
Mar 25, 2018
Messages
216
Well, of course that me and my friends tried to do it manually so the save and load option is available, but neither of us can join each other's game. Everything goes grey and you get an error saying that game doesn't exist.

If that happened then some one did not Port Forward their router correctly. Just like a bot has its port open, so must the host of the game. No difference

Furthermore, if someone starts to lag out (that waiting for players thing), there is nothing you can do about it and it usually means that someone will be dropped out. That's not the case whilst playing on bot hosted games since they are way more reliable.

This happens when some one has a poor internet connection or poor connection to the host, this is not the case for most people and you still get people lagging out in bot hosted games it happens plenty enough, Bots are not at all more reliable.

You can also Save more often if you are afraid of this happening.

I disagree that there is esentially no need for saveload function in this map. Not to mention that sometimes you simply don't have the will or the time to play a map for that long and once you find more time or are refreshed you can not continue from where you stopped, but have to start all over again.

A save code system is not needed if the host can properly set up Port Forwarding, if they can not its their own fault, its not hard at all to be done.

If "you simply don't have the will or the time to play a map for that long and once you find more time or are refreshed" you can simply use Warcraft III's in game save/load feature, if the host has properly set up their Port Forwarding, which any one can do.
 
Last edited:
Level 14
Joined
Sep 24, 2009
Messages
1,473
Any plans on adding one extra spell to every hero? I am not saying about ultimate, I am thinking about just normal spell. Because, at the moment I feel like I have too few buttons to press majority of the time.
 
Level 1
Joined
Dec 20, 2017
Messages
7
Hello, sorry if this is known already, but I couldnt find any info about it.
I noticed today that certain enemies dont get damaged by some spells.
The very first three murlocs did not get damaged by Ice lancer's Ice lance Q ability and his passive Cold touch.
Same with the Tauren druid ability Starfury.
Both of the jungle stalkers are receiving damage as intended.
The demon pack after opening the first door has the same issue as the murloc camp.
They also dont have damage numbers popping up, but targeted abilities do work on them.

It appears any ability that is not targeting either an enemy or an area will not deal damage to most of the monster packs. This also goes hand in hand with missing floating damage numbers.
Just had it happen on the paladin circling hammers aswell, works fine against the jungle stalker, absolutely no effect vs the murlocs and demons.
 
Last edited:
Level 4
Joined
Nov 7, 2010
Messages
67
Alright, so, one of us did the port forward. All of us entered it and started the game. Decided to save at the beginning after choosing heroes to see if it is working. The host guy loaded the game and there are no bots (usually there are 2 comp normals) and neither of the rest of us could join it. Either everything is grey and it says you can not join the specified game or it looks like it will join and in the end it doesn't (the UI goes up and simply puts you on the same screen you were before) and notifies anyone inside the lobby that player entered and left at the same time.

So?

EDIT: I've done the same thing he did through port forwarding. Still can't join.
"Hosting manually is the same if not superior to hosting with bots" In-freaking-deed.

EDIT2: We tried some blizz map (duskwood) and the same problem arises. Perhaps this is a bug that came with the new patch but nobody noticed it yet since people don't do save/load(/host?) manually.
 
Last edited:
Level 6
Joined
Mar 25, 2018
Messages
216
EDIT2: We tried some blizz map (duskwood) and the same problem arises. Perhaps this is a bug that came with the new patch but nobody noticed it yet since people don't do save/load(/host?) manually.

this could be possibly something on your end as well (or his since he is hosting) , as for me i dont have any issues like this, and i also dont know of any one else who has the issue your describing

so im out of ideas

pm me your discord name and i can try and host and troubleshoot with you more
 
Level 4
Joined
Nov 7, 2010
Messages
67
this could be possibly something on your end as well (or his since he is hosting) , as for me i dont have any issues like this, and i also dont know of any one else who has the issue your describing

so im out of ideas

pm me your discord name and i can try and host and troubleshoot with you more
You limit who can see your profile page so I can not PM you. PM me yours instead, please.
 
Level 3
Joined
Apr 16, 2018
Messages
69
Hi guys. I`m stuck in 2.4.2 version, Insane, Normal(not heroic), Necromancer. In previous versions 1.92 and 2.2.9 it all was ok (levers, keys to open main`s) about to proceed. For now i can not find a way to proceed the map: passed the Twin corridors, reached the Elves and stuck. No keys, no levers to open Garden, i even cant complete optional Waterworks(cant find solution of water flows).

EDIT: Very sorry. i have just 'inspected' the table and found a key. Must have read the Mahul`s rules first about changes damn me!!

Little review: A lot of thanks for the Death Knight and Necromancer. I only play games or especcially W3 maps having Vampire`like, Undead heroes; hate "warrior, archer, mage" games/maps.
 
Last edited:
Level 1
Joined
Dec 20, 2017
Messages
7
Aisolon, what Warcraft version are you running? I've heard about issues in most recent 1.29 patch.
Exactly that. Since I dont really have a choice in which version I want, owning a legal copy, im kinda boned until either blizzard fixes this or spas comes around making a compatibility patch.
 
Last edited:
Level 24
Joined
May 20, 2007
Messages
3,283
Putting one hour into it, I can say that it performs really well. It has all the boxes ticked in terms of modern RPG elements. However, it is clear that the game was intended to be played in a team, which makes my singleplayer run anything but relaxing.
 
Level 3
Joined
Apr 16, 2018
Messages
69
Putting one hour into it, I can say that it performs really well. It has all the boxes ticked in terms of modern RPG elements. However, it is clear that the game was intended to be played in a team, which makes my singleplayer run anything but relaxing.

Hell no!!) i was just recently gladly soloed on Hard, exactly relaxing after works)
 
Level 3
Joined
Apr 16, 2018
Messages
69
You've got some exotic tastes, my friend
I didnt catch, my friend. You misunderstood. "sometimes to explain 2 words you have to write a book"...
1. If you set all players "close" except yours, game is counted as single player, this maybe affects gameplay somehow.
2. I bet for 100% you played with some warrior, mage, rogue etc, they can not just bruise along. Thats the eternal problem with all such heroes, they are not independent, supporting recommended. And yes,most of wonderful maps are for team play( But there are 2 heroes, at least, that never experience lack of party;) that`s why boldly can run hard for more fun rather than 1-2 shoting on easy.
 
Level 1
Joined
Apr 29, 2018
Messages
1
hey there,
im really enjoying your map atm, thx for your amazing work!
i had a hard time at the beginning of the game, maybe because i decided to solo the heroic insane mode on my first run, who knows?
no bug so far except some critical errors when reloading, but its not much of an issue.
the problem is that im stuck at a door in west wing, the one that requires circles of power to be opened. sea elementals or grunts cant activate those circles, is it a bug or is it meant to be doable by at least 2 players? id really love to not have to give up on this run, took me hours to get there :)

Oh my.... im feeling dumb right now ^^ thx for the reply
 
Last edited:

SpasMaster

Hosted Project: SC
Level 22
Joined
Jan 29, 2010
Messages
1,948
the problem is that im stuck at a door in west wing, the one that requires circles of power to be opened.
Inspect them :p
I bet for 100% you played with some warrior, mage, rogue etc, they can not just bruise along.
Mage is one of the best heroes to solo the map with. The rest you listed can do just fine. Generally speaking, any hero can solo the map on any difficulty/mode if you play correctly. Some have easier time than others, but both Warrior and Mage certainly aren't of those who have harder time doing it.
However, it is clear that the game was intended to be played in a team, which makes my singleplayer run anything but relaxing.
That is correct, the game is not designed with single player in mind. That said, there are many approaches where you can literally steam roll through the map on easy standard solo if you play your early game correctly (the right, glyphs, talents etc).
 
Level 3
Joined
Jan 12, 2014
Messages
67
there are actually ways to steam roll even insane heroic with the right hero set-ups (it's just insanely hard to get it going properly)
once you have one or two items you can go nuts with some characters, like the berserker and the death knight. until then though it's hit and run tactics and multiple cheesy deaths unless you're really careful.
 
Level 1
Joined
Mar 27, 2018
Messages
8
there are actually ways to steam roll even insane heroic with the right hero set-ups (it's just insanely hard to get it going properly)
once you have one or two items you can go nuts with some characters, like the berserker and the death knight. until then though it's hit and run tactics and multiple cheesy deaths unless you're really careful.
Crett, do you mind sharing what items and build in your opinion works for solo Berserker? You can pm me if you don't want to spoil the fun for others :p
 
Level 3
Joined
Jan 12, 2014
Messages
67
Crett, do you mind sharing what items and build in your opinion works for solo Berserker? You can pm me if you don't want to spoil the fun for others :p

what you really want is to become as tanky as possible.

voodoo shuffle and astral shift are your friends, second glyph should be whatever heals you more between the regen and the lifesteal.

get items with flat damage reduction/reduction based on agility first. order isn’t too important, because once you’re at a certain baseline of durability you just need the attack/crit boosting items and your lifesteal will become bonkers.

its been a while so a lot of the so specifics escape me, but here’s my promise; the early game will comprise the bulk of the time you spend on this run, because you’ll have to do very cowardly, time consuming things to clear mobs and once you start getting tanky items and levels everything becomes a trash mob

determination leads u to ultimate power. that and skull splitting snakes for hours.
 
Level 3
Joined
Jan 12, 2014
Messages
67
yea! have fun

really though i have to stress it's going to be quite a slog in the early game. you'll be WQing mobs and running away until their cooldowns are back up, but if you're willing to put up with that long enough for those first couple of levels (first 3-4 hours really, maybe longer) you will be golden later.
 
Last edited:
Level 24
Joined
May 20, 2007
Messages
3,283
what you really want is to become as tanky as possible.

voodoo shuffle and astral shift are your friends, second glyph should be whatever heals you more between the regen and the lifesteal.

get items with flat damage reduction/reduction based on agility first. order isn’t too important, because once you’re at a certain baseline of durability you just need the attack/crit boosting items and your lifesteal will become bonkers.

its been a while so a lot of the so specifics escape me, but here’s my promise; the early game will comprise the bulk of the time you spend on this run, because you’ll have to do very cowardly, time consuming things to clear mobs and once you start getting tanky items and levels everything becomes a trash mob

determination leads u to ultimate power. that and skull splitting snakes for hours.


Fine, I'll give it a shot with this exact build.

EDIT: It works.

Now I'm stuck at the Massive Gate
 
Last edited:
Level 4
Joined
Apr 9, 2013
Messages
100
There are a number of "Massive Gates" tho all of them can be passed with some reading shelves and inspecting. or rare cases EXPLOSIONS. :D
 
Level 24
Joined
May 20, 2007
Messages
3,283
The bookshelf next to the zombie-spawning Skeleton mentions a key dropped at the Fire Pot.
There is a way to extinguish the fire and acquire the key. Look near the Alliance camp close to the Volcano for something that can help you do that.

I edited my post out of sheer excitement when I managed to solve the puzzle.

At this point, I made it really far in the game and I only stopped because I had to take a dinner break.

I'm changing my rating, this map is a step above the rest. It even rivals full fledged games through sheer scale. Congratulations!
 
Level 2
Joined
May 25, 2017
Messages
8
I have created a thread where people can ask and answer to questions about puzzles. That way, there will be a dedicated place which will be easier to go through for puzzle solutions.
Puzzle Hints, Help & Solutions Thread
Oh, thanks. No need, already found the models I was scrounging for. By the way, the map itself was fun. I got the hang of it after playing a few times. VERY challenging but fun nonetheless. Thanks!
 
Level 3
Joined
Mar 23, 2010
Messages
45
played old version from years ago today... some kind of str grom hellscream model. SOlo mind you. Hes so broken. So is trickle gold from charm and midas. Broke one of the quests cause i triggered an objective without even starting the quest by jumping through where i wasnt supposed to and i cant be arsed to play from older save lol. Its a great map though.
 
Level 1
Joined
Jun 23, 2014
Messages
3
Can any1 give me a hint where the Corrupted Essence is, I've cleared the map twice now on Solo Heroic Hell and I still can't find it anywhere :/
 
Level 2
Joined
Sep 14, 2017
Messages
19
I have a few bugs to report. I was playing through on standard easy difficulty as a warlock.

I was able to gain experience in the waterworks dungeon even though the dungeon says it shouldn't grant any.

The grimoire of synergy talent seems to spawn demons that last for a flat 10 seconds even though it should also scale with maximum health.

The malefic grasp talent damage bonus applies to all currently summoned demons even if you're only using siphon life on one. I would assume the damage reduction portion of the talent is the same (although I haven't tested it).

Edit: Also the "-stats" command pastes the info text on the bottom half of the screen overlapping with the overlay making it unreadable.
 
Last edited:
Top