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Sunken City v2.5.1c

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

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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

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Version 2.5.1c [Hotfix] [26.10.2024]
General Changes
  • Tooltip fixes.
  • Sharing units will be disabled while interacting with the Keeper of the Grove.

Classes
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Shaman
  • Fixed a bug where Chain Lightning was not affected by effects that interract with "Q" Spellcasts.

Items
186388-albums6307-picture71865.jpg
Items
  • Pot of Greed will no longer display a debug message upon purchase.
  • Fixed a bug where taking control of a Neutral unit while a Player has Dragonslayer would result in an unintended Attack Damage increase.


186388-albums6607-picture72240.png

Version 2.5.1b [Hotfix] [23.10.2024]
General Changes
  • Tooltip fixes.
  • Sharing units will be disabled while interacting with the Apothecary.
  • Fixed a bug where Flat damage modifiers were calculated after Armor and Spell Damage Reduction calculations.

Classes
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Feral Druid
  • Guardian of Elune Talent's effectiveness when taking damage from Lesser Creatures has been reduced to 30% down from 50%.
full
Shaman
  • Fixed a bug where Chain Lightning was dealing significantly less damage than intended after v2.5.1a.
  • Fixed a bug where the Chain Lightning Passive effect stopped working after v2.5.1a.
  • Fixed a bug where the Leader of the Clan Talent stopped working after v2.5.1a.
  • Fixed a bug where the Stormstrike Talent stopped working after v2.5.1a.
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Warrior
  • The Spell Reflection Talent now has an internal cooldown of 0,1 seconds per player.
  • The Thirst for Battle Talent's healing is now 25% effective when healing allied units and heroes down from 50%.
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Witch Doctor
  • Ancient Ward's Poison Specialization effect now has 10% maximum Mana scaling down from 15%.

Items
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Items
  • The Voodoo Lounge shop no longer sells droppable items.
  • Edge of the Red Court now grants 6% Lifesteal up from 5%.
  • Edge of the Red Court now grants 8 Mastery up from 7.
  • Edge of the Red Court now grants 6% Critical Strike down from 8%.
  • Edge of the Red Court now grants 10 Attack Damage down from 12.
  • Edge of the Red Court now increases the effectiveness of Lifesteal instead of granting more Lifesteal scaling with Mastery.
  • Edge of the Red Court now increases Critical Strike damage by 0,60% per point of Mastery down from 0,75%.
  • The stats of the Qiraji Talisman droppable item have been reduced.
  • The stats of the Heavenly Shoulderpads droppable item have been increased.
  • The increased healing effectiveness of the Heavenly Shoulderpads droppable item has been reduced.
  • The Seal of Anubisath droppable item has received an additional effect.
  • Fixed a bug where Pot of Greed would sometimes not remove other Shop Items when acquired.
  • Fixed a bug where attempting to equip the Pot of Greed of an allied Hero would prevent you from buying Shop Items.
  • Fixed a bug where the Blade of Cruelty shop item was not granting Critical Strike.


186388-albums6607-picture72240.png

Version 2.5.1a [Hotfix] [19.10.2024]
General Changes
  • Tooltip fixes.
  • Fixed a bug where failing the Heavy Metal Challenge would fail the No Disintegrations Challenge and will still be possible to complete.
  • Fixed a bug where the Talents and Glyphs units could hold regular items.

Classes
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Death Knight
  • Fixed a bug where Outbreak would sometimes not deal damage in Unholy Specialization.
full
Feral Druid
  • Fixed a bug where the Swipe proced by the Feral Frenzy Talent was not benefitting from its bonus scaling based on current form.
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Hunter
  • Call Pet's cooldown has been reduced to 30 seconds down from 40.
  • The base duration of pets summoned by the Unleash the Beasts Talent has been reduced to 6 seconds down from 7.
  • Fixed a bug where Bestial Wrath was always granting 3 Armor.
full
Priest
  • Fixed a bug where Renew was restoring more health over time than intended.
full
Shaman
  • Fixed a bug where Chain Lightning would sometimes not benefit from cooldown reduction effects.
full
Siren
  • The Empowered Shot Talent will now benefit from the Tidecaller Specialization's effect.
full
Tidewarrior
  • Fixed a bug where The One From Below could not critically strike.
full
Warrior
  • Fixed a bug where the Warbringer Talent was dealing more damage than intended.
full
Windmaster
  • Fixed a bug where the Windstorm ability was missing.

Items
186388-albums6307-picture71865.jpg
Items
  • Locked Chests can now drop the Legendary droppable item.
  • Treasure Bags can now drop the Legendary droppable item.
  • The drop chance of the Legendary droppable item has been reduced.
  • Fixed a bug where Bloodlord's Regalia was not dealing damage.
  • Fixed a bug where Saberclaws would sometimes damage its wielder.
  • Fixed a bug where Transmuting 3 Common items at the Enchantress would sometimes craft a Rare item.


186388-albums6607-picture72240.png
Version 2.5.1. [10.10.2024]
Come and play with us in our Discord server! Join here.

General Changes
  • Stats UI should now run correctly when loading the game.
  • The Commands window in the Quest Dialog no longer lists the <-stats> command.
  • The Multiboard's Player Name column will no longer include Players' BattleTag.
  • Sharing units will now be disabled while browsing the Survivor Merchant.
  • The broken down Golem required for the Magnetic Orb is now easier to spot.
  • The Damage Engine has received an update and its structure has been modified.
  • Buffs and debuffs applied by the Damage Engine are now applied before damage is dealt.
  • Critical Strikes of summons will now create a floating text with exclamation mark.
  • Glyph of Devotion's base Mana Regeneration has been increased to 0,75 per second up from 0,5.
  • Glyph of Devotion's Mana Regeneration scaling has been increased to 0,4% of maximum mana up from 0,2%.
  • Glyph of Renewal's visual effect is now far less noticeable on non-hero units.
  • The Enchantress Transmute ability now requires 2 Uncommon Items to create a Rare down from 3.
  • The Enchantress Materialise ability now creates 2 random Rare Items with 2 Seeds instead of 1 Uncommon and 1 Rare.
  • Backpacks with Taunting turned off have calmed down and no longer have the Blood Fury buff and instead have a new, proper one.
  • Backpacks have been cleaned up of any pointy plants and no longer have the Thorns Aura buff.
  • A new Rare Boss has been added in the Waterworks Dungeon.
  • Cevius's Health has been slightly increased.
  • Cevius now has 3 Armor up from 0.
  • Nightmare Wisps spawned by Cevius will now restore 35 Health up from 30.
  • Sea Giants, Sea Pillagers and Sea Behemoths no longer have the Ocean Shield ability.
  • Sea Giants, Sea Pillagers and Sea Behemoths now have a new ability: Globe of Water.
  • The chance of enemies to spawn at the first Cave has been reduced.
  • The Shadow Hunter at the Troll Village has found his missing item.
  • Fixed a bug where the Backpack's Roll command could be used to access Teleportation Runes.
  • Fixed a bug where damage instances that count as auto-attacks were not able to critically strike.

Classes
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Berserker
  • Poison Specialization's effect has been reworked.
  • Poison Specialization's Mastery scaling has been increased to 0,5% up from 0,4%.
  • Venomous Axes ticks now have chance to apply Surge of Toxins.
  • Venomous Axes' Attack Damage scaling has been increased to 15% up from 10%.
  • Venomous Axes' damage dealt scaling with Critical Strike Chance is now increased by Critical Strike Damage.
  • Fixed a bug where Poison Specialization's Mastery scaling was so much lower than intended that it essentially wasn't working.
  • Fixed a bug where the Poisoned Blade Talent triggered effects from other Talents that give Venomous Axes a chance to tick an additional time with a lower chance than intended.
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Death Knight
  • The Virulent Plague Talent's proc chance has been increased to 12% up from 10%.
  • The Virulent Plague Talent's proc chance now also scales with Potency.
full
Demon Hunter
  • Item effects that generate attacks will no longer consume Demon Within stacks.
  • The Seething Power Talent now causes damage and begins accumulating stacks from the intial attack that triggers the effect.
  • The Seething Power Talent no longer has a 0,2 seconds internal cooldown.
  • The Seething Power Talent's Attack Damage scaling has been increased to 10% up from 8%.
  • The Seething Power Talent now lasts for 4 seconds down from 4,5 seconds.
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Hunter
  • Huffer now gains 65% of the Hunter's maximum Health up from 50%.
  • The Frostfang Bow Talent no longer needs the targets to be Chilled to deal double damage.
  • Fixed a bug where Spike and Grylls had incorrect scalings for their Attack Damage.
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Mage
  • Ring of Frost now causes an additional visual effect upon triggering.
  • Arcane Specialization now grants a new ability instead of Aracne Barrage.
  • Living Bomb's proc chance is no longer increased while the spell is on cooldown.
  • Living Bomb now causes instant damage against targets already affected by it.
  • The Fire Bomb Talent has been replaced with a new Talent: Firestarter.
  • The Blazing Soul Talent now increases tick rate by 25% down from 50%.
  • The Blazing Soul Talent now also increases burst chance.
  • The Pyromaniac Talent has been reworked.
  • The Supernova Talent has been reworked.
  • All Mage icons have been updated to high-res versions.
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Necromancer
  • Taking Blood Globes no longer counts as a tick towards Raise Dead.
  • Corpse Explosion no longer deals more damage after taking a Blood Globe.
  • Corpse Explosion's base damage has been reduced to 20/40/60/80 down from 25/50/75/100.
  • The Blood Sacrifice Talent now increases all damage dealt by amount equal to 0,5% of maximum Health down from 1%.
  • The Life from Death Talent no longer has chance to grant the Necromancer a Blood Globe when Skeletal Minions die.
  • The Life from Death Talent now causes Blood Globes to count as 2 ticks towards Raise Dead.
  • The Reaper of Souls Talent now benefits from Essence Specialization's Mastery scaling.
  • The Blood Reaper Talent can now benefit from Reaper of Souls' scaling.
  • The Blood Reaper Talent now reduces the damage dealt by Grim Scythe's Passive effect by 60% up from 50%.
  • The Hour of the Dead Talent has been reworked.
  • Fixed a bug where Skeletal Archers spawned by the Skeletal Archers Talent had incorrect damage scalings.
  • Fixed a bug where Skeletal Minions spawned by the Tombstone ability had incorrect damage scalings.
full
Paladin
  • Crusader's Strike mana cost for Level 4 has been increased to 35 up from 30.
full
Rogue
  • Sinister Strike's cooldown has been increased to 9 seconds up from 6.
  • Sinister Strike's mana cost has been increased to 18 up from 12.
  • Sinister Strike's base damage has been increased to 35 up from 25.
  • Sinister Strike's Attack Damage scaling has been increased to 65% up from 45%.
  • Sinister Strike's maximum Health scaling has been increased to 12% up from 8%.
  • Dispatch's cooldown has been increased to 9 seconds up from 6.
  • Dipsatch's mana cost has been increased to 18 up from 12.
  • Dispatch causes the next attack to deal 40% more damage up from 25%.
  • Vendetta's duration has been reduced to 4,5 seconds down from 5.
  • Vendetta will now allow the Rogue's next attack to deal the accumulated damage if the debuffed target dies before Vendetta expires.
  • Rupture's base damage has been reduced to 10 down from 20.
  • Rupture's Attack Damage scaling has been increased to 100% up from 80%.
  • Shadowstep's base damage has been increased to 100/190/280/370 up from 90/160/230/300.
  • Shadowstep's Attack Damage scaling has been increased to 145% up from 135%.
  • Fan of Knives' cooldown has been increased to 7 seconds up from 6.
  • Fan of Knives' base damage has been increased to 70/140/210/280 up from 65/130/195/260.
  • Fan of Knives' Attack Damage scaling has been increased to 65% up from 50%.
  • Fan of Knives' Agility scaling has been increased to 35% up from 25%.
  • The Shadowblade Talent has been replaced by a new Talent: Dirty Tricks.
  • The Shadow Dance Talent no longer reduces the cooldown of Stealth.
  • The Shadow Dance Talent now increases the damage of Rupture.
  • The icon of the Hidden Blades Talent has been changed.
  • Fixed a bug where Fan of Knives had incorrect scalings and lower base damage since v2.4.7.
  • Fixed a bug where Fan of Knives had lower range than intended.
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Shaman
  • Fixed a bug where the attacks of Flametongue Totem would sometimes cause certain effects to deal Magical Type damage.
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Siren
  • Tidal Shot is no longer a targetable ability and instead triggers on next attack.
  • Tidal Shot's mana cost has been increased to 15/25/35/45 up from 15/20/25/30.
  • Tidal Shot's base damage has been reduced to 120/200/280/360 down from 120/220/320/420.
  • Fixed a visual glitch with Tidal Shot, Aquatic Flow and Riptide.
  • Fixed a bug where the second shot of Liquid Arrows fired by the Tidecaller Specialization was dealing less damage than intended.
  • Fixed a bug where Sea Elementals were not benefitting from the Flow of the Ocean Talent's mana regeneration.
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Tidewarrior
  • Attack range has been increased to 125 up from 80.
  • Myrmidon and Guardian Specializations' Mastery effect now increases the proc chance of Tidal Strike's passive instead of reducing base attack cooldown.
  • Myrmidon Specialization's effect now reduces base attack cooldown by 5% instead of increasing the proc chance of Tidal Strike's passive by 5%.
  • Tidal Strike now has a new icon.
  • Tidal Strike's base damage has been reduced to 90/160/230/300 down from 100/180/260/340.
  • Tidal Strike's Strength scaling has been reduced to 200% down from 225%.
  • Tidal Strike's passive proc chance now has 20% bonus Agility scaling up from 10%.
  • The Shipwrecker Talent now causes every 5th attack to be critical up from every 4th attack.
  • Fixed a bug where Tidal Strike's Agility scaling for the active damage was only applied to the Strength scaling.
  • Fixed a bug where Tidal Strike would not gain increased damage while above 25% Critical Strike chance.
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Warlock
  • Implosion Talent's Imp base damage has been reduced to 7/13/19/25 down from 8/16/24/32.
  • Fixed a bug where the damage dealt by the Seed of Corruption Talent would sometimes damage allied units.
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Warrior
  • Sundering Strikes now provides 15% Critical Strike up from 10%.
  • Sundering Strikes now provides 20 Attack Damage up from 15.
  • The proc chance of Enrage for consecutive attacks after the first one has been increased to 15% up from 10%.
  • Ignore Pain's mana cost has been increased to 20 up from 15.
  • Battle Shout's mana cost has been changed to 5/10/15/20 from 10/10/10/10.
  • The Thirst for Battle Talent now adds 8 flat healing to Lifesteal up from 5.
  • The Thirst for Battle Talent now increases the effectiveness of Lifesteal for every 100 health of the Warrior up from every 50 health.
  • The Thirst for Battle Talent's healing can now affect non-Hero allied units.
  • The Thirst for Battle Talent's healing is now halved when healing allied units and heroes.
  • The Slaughterhouse Talent now grants 15 bonus damage to Critical Strikes.
  • The Slaughterhouse Talent now increases Critical Strike damage by amount equal to 200% of Agility down from 250%.
  • The Frenzy Talent now has an additional effect.
  • The Warbringer Talent has been reworked.
  • Fixed Whilrwind's tooltip to state that the cleave proc chance is 25% instead of 20%.
  • Fixed Whilrwind's tooltip to state that the cleave proc chance is increased by 5% while Whirlwind is on cooldown.

Items
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Items
  • Artifact Items now use Red Text for their names.
  • All Heroes now spawn with 2 Healing Potions and 1 Mana Potion.
  • The drop chance of Consumable Items (Potions) reduces as enemy levels get higher.
  • Shoveling Pick is now consumed to grant all Backpacks the Dig ability.
  • Mystery Tome has been removed from the Arcane Wares shop.
  • Seeds of Idrassil now cost 300 Gold instead of 3 Shadow Crystals.
  • The purchase cooldown of Seed of Idrassil has been reduced to 1 second.
  • The Chaos Blades shop item now grants 6% Critical Strike down from 8%.
  • The Chaos Blades shop item is now called Assassin's Blade and uses a new icon.
  • A new component shop item has been added: Blade of Cruelty.
  • A new shop item has been added: Pot of Greed.
  • Edge of the Red Court has been reworked.
  • Nightfall has been reworked.
  • The Qiraji Talisman shop item has been replaced with a new item: Apocalypse.
  • The Thorim's Hand shop item has been replaced with a new item: Void Hunter.
  • Tome of Strength, Tome of Agility and Tome of Intelligence +2 now have 30 charges at the Apothecary shop up from 15.
  • Pridwen, Guard of Tirion should no longer drop Lives whenever the wielder dies.
  • Chemical Armor's Use effect will now also trigger when taking damage while below 12% of maximum Health.
  • Soulstealer's current Health scaling on both Equip effects has been reduced to 0,3% down from 0,4%.
  • Serpent Staff's proc chance has been increased to 80% up from 40%.
  • Serpent Staff's proc chance now gets reduced by 8% for each active Serpent Ward.
  • The base damage of Serpent Wards spawned by Serpent Staff has been reduced to 25 down from 36.
  • Serpent Wards spawned by Serpent Staff now have 10% Attack Damage scaling.
  • Dragonscale Chestplate now provides Dragonscale Aura instead of Thorns Aura. Dragonscale Aura also reflects damage from ranged attacks and the reflected damage is always dealt by the wielder of Dragonscale Chestplate and not the target.
  • Dragonscale Chestplate's chance to Taunt whenever dealing damage has been increased to 6% up from 5%.
  • Dragonscale Chestplate's Taunt duration has been increased to 4 seconds up from 2.
  • Bonus Drops from Magic Find now create a visual effect when dropped.
  • The Bonus Drop from Magic Find text message now states the name of the item.
  • The icons of few droppable items have been updated.
  • Several droppable items have been reworked.
  • Several droppable items have been replaced by new items.
  • 8 new droppable Epic items have been added to the game.
  • A droppable Legendary item has been added to the game.
  • Lucky Golen Charm has been removed from the game.
  • Fixed a bug where if Key of Life drops, enemy units would stop dropping random droppable items.
  • Fixed a bug where the Spiritual Hood droppable item was not granting Health per second.
  • Fixed a bug where players would occasionally permanently lose the Eye of the Titans if they sell it to the wrong vendor.
  • Fixed a bug where Dragonscale Chestplate was providing additional Health Regeneration.
  • Fixed a bug where Warlord's Medallion was restoring more mana than intended for the attacks of summons.
  • Fixed a bug where Vampiric Aura provided by non-Shop Items was not working.
  • Fixed a bug where the Hand of Hatred droppable item was not increasing the damage dealt by summons.
  • Fixed a bug where the Multiboard would not account for a now missing Talent after dropping Forbidden Seal.
  • Fixed an issue where items that Bind Spells would not always trigger when the bound spell is cast.
  • Signet of the Swarm, Staff of Kil'jaeden, Silver Bow and Bloodlord's Regalia will no longer continue to deal damage while the wielder is dead.

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 v2.5.1c (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 1
Joined
Oct 6, 2010
Messages
9
We made the first quest, gained the sword and got back to the captain.
I gave him the sword from the backpack ... Now he is just saying "Found anything"
I think that we have to right click him with the sword in the inventory, but this is a serious problem I guess :/

:vw_wtf::vw_wtf::vw_wtf::vw_wtf:
 
Level 4
Joined
Apr 27, 2011
Messages
88
Spasorc - again something strange with Slither (scorpion) - he disappears always after some portion of damage received, but (2nd time for me) at about 1/2 of his HP when he returned from the sand again he performed stun instantly and directly after it he disappeared and never came back. For sure he was about 1/2 HP left and not dead.

In the early stage it is easy to abuse with fire elemental with range hero (he can't attack because of rocks in the corridor and all you have to do is to attack him from safe place).

And 1 bug that I faced many times - soulguard - sometimes when it is purchased it gives no effect to the stats (must be +12 to all). I tried to drop it and again take and stats bonus was not given. Only after I dropped all items from inventory and take soulguards several times it gives +12 to all stats.

Also is there any heirloom item in the game that could be dropped from creeps?

Chalmit, you don't have to give the sword directly to the Cap, just make sure that the sword is in your hero's inventory - because backpack is inactive. Anyway this is just an optional quest)

Mr. Muzzel, I dunno how many arguments you need to realize that the place from 9.4 to 9.5 WAS NOT changed and you and your friend were WRONG, stop trying to confuse others how haven't found it yet.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Spasorc - again something strange with Slither (scorpion) - he disappears always after some portion of damage received, but (2nd time for me) at about 1/2 of his HP when he returned from the sand again he performed stun instantly and directly after it he disappeared and never came back. For sure he was about 1/2 HP left and not dead.

In the early stage it is easy to abuse with fire elemental with range hero (he can't attack because of rocks in the corridor and all you have to do is to attack him from safe place).

And 1 bug that I faced many times - soulguard - sometimes when it is purchased it gives no effect to the stats (must be +12 to all). I tried to drop it and again take and stats bonus was not given. Only after I dropped all items from inventory and take soulguards several times it gives +12 to all stats.

Also is there any heirloom item in the game that could be dropped from creeps?

Scorpion boss will get a rework in the near future. Bear with his bugs for awhile. Thanks.

I'll look into the Soulguard bug.

No heirlooms drop from monsters.

:thumbs_up:
 
Level 6
Joined
Aug 26, 2009
Messages
192
Mr. Muzzel, I dunno how many arguments you need to realize that the place from 9.4 to 9.5 WAS NOT changed and you and your friend were WRONG, stop trying to confuse others how haven't found it yet.

I think we never said it changed from 9.4 to 9.5. We just said that it changed. Thats all and you began flaming. But okay, let's stop it here.
 
Level 1
Joined
Sep 21, 2012
Messages
1
can someone help me? When i an some of my friends play this map we always get stuck after rescuing the grunt.
 
Level 6
Joined
Jan 26, 2012
Messages
230
nice map,this are my suggestions

1) add one more list for items.When you click it you have options like this:
defensive, offensive,INT heroes...and so one.This would be easier for new players.It takes a lot of time to look for all the items and decide what you want to buy.And then go back and compare...it's a waste
2)write on items in what recipe you can use them.
If i got an item that isn't so good for me,i will sell it.BUT maybe it's a mistake.If I could see what I can do with that item and think about it.
example: sword of whatever
Can be crafted/used in :
sword of destruction(recipes 2)
sword of healing(recipes 3)...
you get the idea..


also,I would love to see set items.
You could have an INT STR AGI set(3 pieces) and use a specific item for your class.
Example:
boots of strength
belt of strength
This are 2 parts that give some bonus.The 3. item is class specific
tidal warrior sword-adds some skill
paladin sword-adds different skill and stats.

You could either buy or find them.
Another issue,in later game(at least on easy,i think gold drop rates are the same in difficulties) you have to much money.I played only with one friend and I could buy every item in the game for me and for him.That's beside the good stuff i already had...

thanks for great map
 
Level 4
Joined
Apr 27, 2011
Messages
88
nice map,this are my suggestions

1) add one more list for items.When you click it you have options like this:
defensive, offensive,INT heroes...and so one.This would be easier for new players.It takes a lot of time to look for all the items and decide what you want to buy.And then go back and compare...it's a waste
2)write on items in what recipe you can use them.
If i got an item that isn't so good for me,i will sell it.BUT maybe it's a mistake.If I could see what I can do with that item and think about it.
example: sword of whatever
Can be crafted/used in :
sword of destruction(recipes 2)
sword of healing(recipes 3)...
you get the idea..


also,I would love to see set items.
You could have an INT STR AGI set(3 pieces) and use a specific item for your class.
Example:
boots of strength
belt of strength
This are 2 parts that give some bonus.The 3. item is class specific
tidal warrior sword-adds some skill
paladin sword-adds different skill and stats.

You could either buy or find them.
Another issue,in later game(at least on easy,i think gold drop rates are the same in difficulties) you have to much money.I played only with one friend and I could buy every item in the game for me and for him.That's beside the good stuff i already had...

thanks for great map

I suppose that in late game the items that could be bought in shops are not so strong - the only one thing in the end that is useful to buy is tomes.
 
Level 14
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Depends, if you play in a team it takes quite a while to get all the items you want, then you have like 3k Gold left. However, if you play alone (which i suppose you do since you have no friends) you get more gold and will be maxed (item wise) at an earlier state of the game.
 

SpasMaster

Hosted Project: SC
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Depends, if you play in a team it takes quite a while to get all the items you want, then you have like 3k Gold left. However, if you play alone (which i suppose you do since you have no friends) you get more gold and will be maxed (item wise) at an earlier state of the game.

Stop the pickering, muzzel.

Gold acquired will be drastically decreased next version. Don't worry, everyone will pray for gold in no time :D
 
Level 4
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Messages
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Stop the pickering, muzzel.

Gold acquired will be drastically decreased next version. Don't worry, everyone will pray for gold in no time :D

It's easy to balance it - and i suppose it is balanced already as far as items that are really useful requires crystals - other items are not so strong in late.

I suppose that if you are nooby in this game - you don't have to try answering other's questions or try to advise smth to smbd, it looks so pathetic:vw_sad:

To spasorc - I think that in the stage before Pit Lord battle the door should be openin' only after killing Bel'shan - otherwise it is to easy to open it - just push the button and get back (in invis for example). The second thing is that if you press the button during the battle with Bel'shan - the cinematic starts and you can't control your hero in the battle with Bel'shan (he got a lot of time during it to kill your hero).

In my opinion northwest wing area is a bit boring - remaking it a bit and changing a mini-boss concept would be great.

Also I've got a question - the Mace of K******* has any purpose to use it?
 

SpasMaster

Hosted Project: SC
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I think that in the stage before Pit Lord battle the door should be openin' only after killing Bel'shan - otherwise it is to easy to open it - just push the button and get back (in invis for example).

What do you win by skipping Bel'Shan? Yes you can push the plate and leave. But you loose XP + Items + A cool bossfight.

The second thing is that if you press the button during the battle with Bel'shan - the cinematic starts and you can't control your hero in the battle with Bel'shan (he got a lot of time during it to kill your hero).

I'll look into that.

In my opinion northwest wing area is a bit boring - remaking it a bit and changing a mini-boss concept would be great.

I am aware that it is boring and I will try to make it better with future versions.

Also I've got a question - the Mace of K******* has any purpose to use it?

Nope, not at all. Might make it do something in the future. Like unlocking a secret hero.
 
Level 14
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It's easy to balance it - and i suppose it is balanced already as far as items that are really useful requires crystals - other items are not so strong in late.

About that, there is only one MC item for casters (30 int, resets CDs), the others are for AGI/STR heroes. I usually use that one + galactic + other int/manareg items. For Shaman the int/agi/attackspeed stuff is pretty cool.
Also soulguard is decent for survivability if you dont use diabolic for getting high hp.
 
Level 4
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What do you win by skipping Bel'Shan? Yes you can push the plate and leave. But you loose XP + Items + A cool bossfight.



I'll look into that.



I am aware that it is boring and I will try to make it better with future versions.



Nope, not at all. Might make it do something in the future. Like unlocking a secret hero.

Since the cheats are disabled the mace really could be used to obtain a secret hero after for example beating a game on hard mode.
 
Level 14
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Imo there is no need to protect the map from cheaters, if you really want to cheat you can always do it, by using Cheatengine, by hacking the map etc.
Since playing with cheats isnt fun noone who wants to seriously play the map uses cheats. The others shouldnt bother you.
 
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I've got a lot of spam dropping items in the end - there were a lot of drops with like (+ 1 int) or (+1 str and + 1 armor) - maybe after the left tween corridor entering there must be either good drop or nothing instead of good shit dropping? I mean for example if it is 15% good drop - 25% shit drop and 60% no drop - mb it could be replaced by smth like 20% good, 80% nothing.
Also the new boss is much more interesting to beat than Slither! 10/10!!!
I've got an idea to add some new area - after Atal'ai beating and some monster and before entering to the final boss you have to beat the army of kergaloth - big hall with 2-3 constantly spawning buildings and 2-3 heroes to kill - Orcs attacks them to fight with the spawnings and you have to kill each hero and his barrack to stop spawning.
And in the final fight mb replace Kergaloth's summonings - they are not helping him in this stage of the game but just drops heal etc - their dmg is useless (i mean doom guard, infernal and 2 dogs).
Anyway your project is so flexible that it's constant new features makes it more and more interesting! The only one thing that motivated me to create a Login on hiveworkshop!)
 

SpasMaster

Hosted Project: SC
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Messages
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I've got a lot of spam dropping items in the end - there were a lot of drops with like (+ 1 int) or (+1 str and + 1 armor) - maybe after the left tween corridor entering there must be either good drop or nothing instead of good shit dropping? I mean for example if it is 15% good drop - 25% shit drop and 60% no drop - mb it could be replaced by smth like 20% good, 80% nothing.
Also the new boss is much more interesting to beat than Slither! 10/10!!!
I've got an idea to add some new area - after Atal'ai beating and some monster and before entering to the final boss you have to beat the army of kergaloth - big hall with 2-3 constantly spawning buildings and 2-3 heroes to kill - Orcs attacks them to fight with the spawnings and you have to kill each hero and his barrack to stop spawning.
And in the final fight mb replace Kergaloth's summonings - they are not helping him in this stage of the game but just drops heal etc - their dmg is useless (i mean doom guard, infernal and 2 dogs).
Anyway your project is so flexible that it's constant new features makes it more and more interesting! The only one thing that motivated me to create a Login on hiveworkshop!)

Stay tuned! Threat system, Updated and New Quests, Skippable Quest cinematics incoming!

In later versions: Major terrain overhaul!

:grin:
 
Level 6
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Jan 26, 2012
Messages
230
my third contribution to this discussion ...here i go again,i see that you considered some of my suggestions,hope these will help too

1)starting bonus needs to be cooler,an item that will be useless endgame is not good enough.If you could upgrade it or if you made a set item that would be much better.Also a dungeon or some bosses would be nice too,more incentive to play on the hardest difficulty

2)add item reforging/enhancement.This could greatly increase the variety of builds.As the game progresses you are stuck with the same items that you can't improve.This forces everybody to focus only on the final 6 items.
example for a strength hero :
30 minutes : you have your healing ring(sorry i don't have a good memory)
1 hour : you have something for regeneration
2 hour : you have your final item and something for damage....

If you could enhance your items it would be more interesting.You could add stats or an effect...or both,but it has to be very strong.And the most important part is,it has to cost shadow crystals....having all your items forged is to powerful.You could make a list of rares that you like(or even all of them if you have the time).

So,in this scenario

30 minutes :healing ring
1 hour : enhance your ring to heal 1300 life instead of 500(7 shadow crystals and 5k gold...let's say you have the money) or buy something for regeneration.But if you buy that,it will be very hard to have enough money for the ring.So you make a decision
2 hour: you have your final item and the upgraded ring.2 super strong items and 3 average items from monsters.Now...you can do a lot with your money.

so...do you buy 4 rares and complete your inventory?or do you buy just one and enhance it leaving you almost broke? Do you sell your other 3 normal items and get rares? or do you use what you get from mobs and wait to have enough for the 3. item?


final thoughts.I don't think it is very hard to implement and I think this would chance the way people play the game for the best.It would open a lot of interesting choices for everybody.The only issue would be item sharing.These strong items need to be character bound. If someone can get 6 super strong items than he would just tear up the whole map alone.


Edit 1)
just a thought about the threat system.You must add items that increase the threat generated.If not STR heroes builds that are made more for tanking that dealing damage would be useless end game.

Also two things that i mentioned before that I would like included in the map

a)sorted item list
(damage,survivability,int heroes...)

b)list of what you can do with an item
something like: This item is used in : hammer of whatever,sword...

I started playing this with my friends and trying out a lot of heroes.I have a bad memory even though i played this map a lot.On the hardest difficulty drops are even more important.So when i get something that adds 10 STR for example,i need to check all items to know where i may use it(or a friend).I may reconsider my original plan if something cool drops...But many times i just stick with the items i know because it takes a lot to go over everything again and again...
these suggestions would make the game faster and more user friendly,saving a lot of time...
 

SpasMaster

Hosted Project: SC
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Messages
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@robizeratul: All of your suggestions sound nice but are all item-related. Item improvements isn't what the map needs atm. Porubably at some point in the futre, yes.

Atm, the map needs change in the lategame and terrain changes. Some new systems too.

I'll be honest here with you. Don't expect these suggestions you gave any time soon.
 
Level 1
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Feb 25, 2012
Messages
7
I have been playing this map since version 6.x. and seeing a lot of change to this map. This is best Multi-RPG map I have ever played, and it's improved better and better, so cool. Thanks for your great work.
Here is some of my suggestions:
+The game is too difficult at early lv 1-4 but very easy at late. At lv1-2 we must fight with those bosses which have high HP, damage, skill AOE... I think it would be better if we nerf boss attribute: HP or Damage or BAT, etc... one of these is enough; and buff the boss at late game. It makes the game affordable at early and more interesting at late game.
+The hero who had been removed at recent version - Arbiter - is a nice hero, why don't we let him a strength hero so that he can fight and deal damage in battle. I and my friends very love him.
+I think we should give the neutral some new skills, their skills now are poor and not interesting.
+The item which giants agility and strength has very low chance, 0.5%. omg, we know the fact that 0,5% is not equal as 1000 attack = 5 bonus because of the mechanic. 0,5% is too low that sometimes I get no bonus from this item and this is a waste. Why dont increase the chance to something like 1% or 1.5% or giants bonus after 200-300 attack....
+Some items not fit with their description: the Bloodstone, the WinterBlade. The Blood Stone didn't heal Hp at any time and the WinterBlade does not give 1% mana per hit, I guest about 0.5% only.
+When we combine items to stronger item, there stats will be buffed, right? I see a lot of item that have a little or no buff but other buffed too much. Like the item which summons Dragon (buff 6->10 All stats) but the Ring of Obilivion( hope this is right name) doesn't give any buff from it's component except it's Equip.

These are my suggestion, hope you will consider some of these :D
P/s: Sr for my bad english
 
Level 7
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Nov 5, 2009
Messages
316
I don't understand why class-specific items can't be stored in backpacks. And how many Legendary items are in the map, exactly? I found Sulfuras, Thori'dal and Atiesh, but I heard somewhere about another one called 'Devastation'.
 
Level 4
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Apr 27, 2011
Messages
88
Allow me to spoil it sa I've worked on this with Spas previously on this map - Devastation used to be a super rare legendary with a low drop chance and nothing else - it was removed by Spas for some reason he has not told me.

I suppose because it was too powerful, and random drop of such an item (even if drop chance is low) wasn't correct - I suppose for such an item it must be a quest like it is for tablet of life.
 
Level 5
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May 12, 2009
Messages
201
Hi, I played the map today with mah friends and we were nicely surprised by it.
Obviously your trump card are the fully custom made champions which were fantastic, the easy shop/recipe system and the stat system but I had some huge problems with the backpack system, which is actually annoying since at one point we had to throw away a lot of items to get the better ones that were just dropped from a boss because no one had any space, we had to either forget about these items or go back to the shop, sell them, then come back to get the new items. The terrain is not something really special, but still detailed and all the secret spots are nicely hidden.
The icons had me entertained for a while since I'm an avid LoL player.
The tooltips were nicely made, but some colors were not really easy on my eyes. All the red stuff is a bit much for me.
The quests are decent but I would really like having some long therm quests in the beginning of the game.
The biggest thing which caught my eye was that epic and rare items are really not that epic and rare actually, one hour into the game these items are almost not a problem and the biggest upset for me is that you can make yourself epic items from the shops. There was a great variety of items but at least a third are epic, yeah I know you need a lot of gold to make them but what's the point in having so much epic items compared to all the simple items. I don't feel them as epic, i feel them as the next best thing after all the common shit in the beginning.
If I want to make one of the rare or epic items from the shop I need like at least 5 slots for all the pieces, and then I need to put my other items somewhere, but where? in my backpack? I don't get any stats if i put them in the backpack.

Easily one of the best Dungeon Crawlers/RPGs but needs some changes in mah eyes. (HINTbiggerbackpackHINT)
 
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Level 1
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Oct 18, 2012
Messages
8
Hi , just downloaded this map 2-3 days ago and been playing it with a friend , i must say its incredible well done and its really really tricky.
I came here for a bit of help about making the STR hammer, i got the eye , the forge , but im missing the hammer and it doesnt exactly says how to get it or something, if you want you dont have to say the answer right away but any clue/tip/answer will be appreciated
 

SpasMaster

Hosted Project: SC
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Messages
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Hi , just downloaded this map 2-3 days ago and been playing it with a friend , i must say its incredible well done and its really really tricky.
I came here for a bit of help about making the STR hammer, i got the eye , the forge , but im missing the hammer and it doesnt exactly says how to get it or something, if you want you dont have to say the answer right away but any clue/tip/answer will be appreciated

The hammer is a 100% drop chance from the Firelord boss. Good luck :)
 
Level 1
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Oct 18, 2012
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The forge is a doodad in the Treasure Room. Dunno how you "got it" from Firelord :p

Well the name of the item is "element forger" :p , still cant figure it out XD
BTW, i figured out how to bypass that teleport to the hydra zone after i killed it -_- i felt so stupid
 
Level 2
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Feb 28, 2012
Messages
29
Hello!, I liked your map, as in World of Warcraft you to purchase specific items active bonuses like armor World of Warcraft Wrathful Gladiator, my question is, could you tell me how you do that? I tried it but it's hard, if you can answer would be helpful: D
 
Level 1
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Nov 25, 2012
Messages
2
Hey, iam playing this map with 3 friends and we all think a great map!
But atm we stopped at Throne room :/ someone can help?
Otherwise how to use the blood and the crown? i saw a skeleton on the map which said "give me blood" or something like that. any help?
And the last thing is Masters chamber we tried many things but noone had a real clue about that. I read that you need these tablets but none dropped and we want to play this like 10 times. So someone can give a hint or the answer in pm?
ty;)
 
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Level 1
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Dec 27, 2010
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im playing this game since 2 days ago and i find it really nice...im playing as solo and i play as necromancer..just wan to ask..do u really think diabolic spectre is not too OP?since each cast spell increase hp by 2(permanent) well people can just spam till the hp till 10.000 or so....why dont make it with another ability instead of that?
 

SpasMaster

Hosted Project: SC
Level 24
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Messages
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im playing this game since 2 days ago and i find it really nice...im playing as solo and i play as necromancer..just wan to ask..do u really think diabolic spectre is not too OP?since each cast spell increase hp by 2(permanent) well people can just spam till the hp till 10.000 or so....why dont make it with another ability instead of that?

Yes you can spam it until 10,000 HP. I wonder how much of your time it will take to cast 5000 spells.

Proubably the unit needed will be "hours". So at the end: worth it?

I might decrease it to 1 HP per spellcast, but I don't think it's bad atm.
 
Level 1
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well people can make advantage with "macro" and just left it sleep lol (this is too much work actually :D ) ah and im atm at the skeleton tomb optional quest now...somehow i cant use my summon to trigger the switch to open the door..can u make it triggreable by summon on next version?or is it on purpose?because at the early stage of the game there is bridge with 2 switch too and i can use my skeleton to activate it so if its not too much work for you so yeah..please do make it triggerable by summon :D (i only can play it as solo because at my battlenet no one interested with this kind of rpg map :( )
 
Level 3
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Nov 25, 2012
Messages
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well people can make advantage with "macro" and just left it sleep lol (this is too much work actually :D ) ah and im atm at the skeleton tomb optional quest now...somehow i cant use my summon to trigger the switch to open the door..can u make it triggreable by summon on next version?or is it on purpose?because at the early stage of the game there is bridge with 2 switch too and i can use my skeleton to activate it so if its not too much work for you so yeah..please do make it triggerable by summon :D (i only can play it as solo because at my battlenet no one interested with this kind of rpg map :( )

I play on Garena, my IGN is VoidReaper19.


I cant make Atal'ai go out, and cant give the blood to the skeletal warlord, but is weird how some guy who joined our game tell us about some "Compass Item" and some codes for doors like 9309423, but im pretty noob and forget it e.e .
 
Level 1
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Nov 20, 2012
Messages
4
Some bug report:
1. In the place where you first encounter 1 rifleman and 2 footman (left of Gar'thok), if you shadowstep'd the rifleman, you'll get stuck on the tent.
2. You can't give (sell?) the king's blood to the intended recipient (I remember you can do it on older version)
3. Maybe some case of rare bug, but everytime one of my friend playing as agi class, and increased his dmg stat after level up until some point (and doesn't increase his other stats) he will lose control of his hero and can't do anything other than chatting. but strangely, if my other friend playing as agi, he doesn't encounter the same problem even though he did the same thing (only lvling up his dmg stat). I'm playing on unofficial battlenet server, in case you're wondering.
4. Sometimes Soulguard doesn't increase your stat (+12) as intended, and need to dropped-picked up several times until it increase the stats.
5. In the second before the last portal to the NPC which sell tome of demonic (before the last orc camp), if you going out from the portal, you'll get stuck on the fence.
6. Stealth seems to not give the invisible-breaking bonus damage when you attack the mobs after stealth'd.
7. The first two doors which requires key to unlock it (the secret room door and the door to the twin corridors) sometimes can be opened even though the key are in backpack.
 
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Level 1
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Dec 18, 2012
Messages
2
I'm stuck after reforgeing Tiara. There is two gates : stone door next to Hero's appearing and a gate next to Feric's throne. Both are broken and I have no idea how to go through. It's seems to me the only way is go somehow through the trap, which teleports you at north-east, but that's silly... Can someone hint me solution? ^^

Sry for my english D:

Edit:

After posting tried one thing: use infernal stone over the gates, run to resurrection stone and teleport myself and continue journey... But there is only 1 attempt to continue, first time we played with my friend we failed - I used stone on our side of gates... Is this attempt was right and only way to move on?
 
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