• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Sunken City v2.5.1c

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

186388-albums6607-picture72240.png

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
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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%.
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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.
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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.
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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.
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Siren
  • The Empowered Shot Talent will now benefit from the Tidecaller Specialization's effect.
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Tidewarrior
  • Fixed a bug where The One From Below could not critically strike.
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Warrior
  • Fixed a bug where the Warbringer Talent was dealing more damage than intended.
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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.
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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.
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Paladin
  • Crusader's Strike mana cost for Level 4 has been increased to 35 up from 30.
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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 20
Joined
Jun 27, 2011
Messages
1,867
Hey, few suggestions:
Make the quest scenes (where players interacts with the npc and they talk) replayable, it bugs me when someone just randomly go to an npc and starts a quest without the rest of the players.
Whenever someone collects a Journal Tome, make them collect it as Page 1 then progresses to the final as they collect more.
Also a minor one: Make the tooltip description black, the default color doesn't kinda match with the tooltip colors.
 
Level 2
Joined
Jul 22, 2012
Messages
25
guys, how i open the door after defeath the moon guard azune? .-.
i back step until the 2º totem and i don't see nothing xD
the door is the right of http://i60.tinypic.com/2rd9fo5.jpg (stole img)

is this:
http://1.ii.gl/hUw9HwPf4.jpg (stole img)
I read in the forum that i need a flames? and the third is on the ramp of left, but how can i get it?
responded in garena chat. "you can find it infront the Skeleton Tomb Dungeon in a breakable object"
 
Last edited:
Level 11
Joined
Mar 16, 2014
Messages
319
I have selected sapper goblin and i cant go past a gate in the very beginning of the game, the ruined gate requires two pressure plates to be stood upon at the same time, i even checked some videos online, in some videos there is a brigde that raises when you step on the pressure plates instead of the ruined gate, this is a huge problem please checkkk i'll post a screenshot below
 

Attachments

  • sunken city door problem.pdf
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Level 4
Joined
Feb 9, 2014
Messages
32
I played this map with a friend and it was really fun. I enjoyed the custom systems such as glyphs and I liked that the map had a lot of gameplay.

Due to great terrain, gameplay and that I can think of nothing that can be improved I'll rate this 5/5.

I also wonder if anyone has any tips on which mode and heroes to pick to get the most fun while you are 2-players?
 
Level 11
Joined
Mar 16, 2014
Messages
319
playing single player----how to go past the skeleton tombs rolling stone door???
my summoned furbolg cannot enter the tomb becoz they stay at level 4...plz help
 
Level 2
Joined
Apr 8, 2013
Messages
27
Is it normal that completed the moonstone puzzle didn't reward anything, Spas ? Don't know if we did anything wrong but after 3 times tried, my friend Warrior activate it in correct order, the moonstone disappeared from his inventory but nothing drop. The journal didn't informed us anything, too.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Is it normal that completed the moonstone puzzle didn't reward anything, Spas ? Don't know if we did anything wrong but after 3 times tried, my friend Warrior activate it in correct order, the moonstone disappeared from his inventory but nothing drop. The journal didn't informed us anything, too.

It opens the door that lets you move on. I guess I'll have to be a little bit more informative about that. :)
 
Level 11
Joined
Mar 16, 2014
Messages
319
hey i got through that door spasorc, ill play as far as i can anyways :)

also plz tell me where can i store items??? some rare items cant be sold...where to store them???
 
Level 1
Joined
Mar 18, 2014
Messages
6
Hi spas, 2.x was a great update and I really like reading the journals. I have a couple of questions / suggestions:
- I found out all 24 journals and 3 optional ones, but I cannot find the last? Is it dropped from creep? Also, I think it's better to drop the journal in order from top to bottom, it's annoying to read something incompleted.
- In The Vault dungeon, there're 2 doors I cannot get access to: Dungeon Door and the door leads to Ancient Relics Shop, how can I get to those doors? Any hints? Can I access it at level 4+ area?
- The relic I found in the tomb inside the door opened by Guard Key, does it link to anything special? Summon allied heros, what for? (I usually play solo)
- The old change logs mentione rare quests, where I can find those? Btw, I don't know why you make the quests rare and luck-dependent. Currently the level 10+ area is extremely boring compare to level 4+ area, not so much quests or optional stuff to do, just mindless hack and slash, and yet we have rare quests...
- I used Feric Key in to open Feric door and door to King's Scepter but it's still not discarded, is it intended? How many places are there where I can use Feric key? Same question with the Moon Key.

Overall it's a great update, I mean 2.x version. I hope we will have more and more story to read in the future (from 28 -> 56 journals for example :D )
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
- I found out all 24 journals and 3 optional ones, but I cannot find the last? Is it dropped from creep? Also, I think it's better to drop the journal in order from top to bottom, it's annoying to read something incompleted.
The Last Journal is on a small island. Pick a naga hero and you can easily get it :p.
About Journals being in chronological order - I am still gathering feedback from people. If the amount of people that prefer chronological is greater than those who prefer random then I'll change it.

- In The Vault dungeon, there're 2 doors I cannot get access to: Dungeon Door and the door leads to Ancient Relics Shop, how can I get to those doors? Any hints? Can I access it at level 4+ area?

The Dungeon Door is currently unopenable. The Ancient Relics Shop is openable with a well hidden lever near the door.
- The relic I found in the tomb inside the door opened by Guard Key, does it link to anything special? Summon allied heros, what for? (I usually play solo)
There isn't a "special" use to it. It can simply recall allies which is often a nice mechanic to save them from danger.

The old change logs mentione rare quests, where I can find those? Btw, I don't know why you make the quests rare and luck-dependent. Currently the level 10+ area is extremely boring compare to level 4+ area, not so much quests or optional stuff to do, just mindless hack and slash, and yet we have rare quests...
Rare quests simply don't spawn every game, but I understand your issue. They will likely work differently in the near future.

I used Feric Key in to open Feric door and door to King's Scepter but it's still not discarded, is it intended? How many places are there where I can use Feric key? Same question with the Moon Key.
Feric's Key opens 2 doors.
Moon Key opens a lot of doors. :p
 
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Hi spas, it was a very fast reply. I can understand about Moon Key is not discarded, but Feric Key? Well... it's not a big deal but in a map with so many secrets, hidden things, that may make people think there're some other doors which can be opened by that key..

Also, I found lots of Relic and Unique items, are they all related to hidden thing or have special use? Or only some of them?
 
Level 1
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Hi,

Can I just request for a spawnstone + tinker at the world tree/enchantess area? As that seems to be the default storage area since u tp to it often, and there's a reforger, so I usually dump items there. Would be nice to have tinker there too.
 
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Yo spas,

You may remember me on garena with the nickname "TheBoby". I'm very pleased with the changes added to the map and the additional secrets throughout the dungeon. I have an idea but I have a feeling it is already implemented:

Make it so that the higher the difficulty and the less lives, the higher the chance for rare bosses or quests to spawn. I also have a question regarding if a "Hall of Fame" exists and if it does, on what settings do you need to pass the game to enter in it?

Thanks crazy spas and keep up the amazing work :)
 
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For the love of everything that is holy where is Ferric's key, me and my friends spent 6 hours today trying to find it and we failed. The only option left was the level 10 corridor but we were level 7 at the time. Please don't tell me we were supposed to go there :( Great map though, me and my friends absolutely loved it.
 

SpasMaster

Hosted Project: SC
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For the love of everything that is holy where is Ferric's key, me and my friends spent 6 hours today trying to find it and we failed. The only option left was the level 10 corridor but we were level 7 at the time. Please don't tell me we were supposed to go there :( Great map though, me and my friends absolutely loved it.

The Feric Key is before the 10+ area. It's close to the Master's Chamber in a hidden area :)
 
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How do I find the Moonstone in the Treasure Room? Do I need a chest key or something? Been stuck here for ages and I can't seem to do anything with the Ritual Circle here either. Please help =/
 
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The Feric Key is before the 10+ area. It's close to the Master's Chamber in a hidden area :)

Wait if it's a secret area does that mean it's not needed to finish the story? If not then we'll just move on into the level 10 area I guess, and thx a lot for the fast reply.
 
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My list of suggestions after playing again after a few months:

1)I don't know whats with you and singleplayer. This game is 10 years old, some people enjoy playing it alone...why don't you let them? disable cheats and that's it, I never could understand your point about this...


2)Class items are annoying. They are mostly useful before lvl 10 and they drop waay to rarely. they are useless and seeing them drop for a different class over and over is annoying. Either a)make them Epics with cool stats so its worth it b) at least triple drop rates or c) make them sell able

3) Make a carrier. Would be nice to have a horse that can't die, put some items on him and send him to "base" (where the tree is). He can get units there and use shops. Later when u get a lot of stuff that you can't drop it's annoying to go back and forth all the time.

4)remove the magic find glyph. For most players on harder difficulty it's simply "too good"

5)when I write -stats the writing is all over the place, i can't see it properly

6)Give more information about other players. When we are planing an item or something it's annoying to always ask how much do u have,etc. Would be nice to have 3 obelisks or something where you see gold, crystals,glyphs, even chosen skills etc

7)Put this on the main page: It's a program that allows multiple saves if each player has it:http://www.d3scene.com/forum/warcraft-3-hacks/87886-unlimitedsave.html Solves the main problem I have with this game: the saving.


8)I like how glyph have evolved. Would be nice to have "team glyphs". Basically make them powerful and only allow a single one to be activated, like a party buff.

9)Enable hero portraits. As a healer it would be much easier to see, specifically when big monsters are around

10) I hate monsters falling from the sky. As a healer I dead twice when an inferal came in, stunned me and i was dead,absolutely nothing I could do, I don't think it was intended that way. Easy fix make him spawn in a different place and run towards us.

11)


First time I got critical error when saving, we where about lvl 10 or so and many hours into the game(maybe 7-8?) on the hardest difficulty and got a critical error while saving the game. In the end I ended up with the old version of the save file while my mates got the new one. We remade the game and wanted to save each hour, at .50 minutes we got disconnect. If a save system is impossible or ridiculously hard to implement I say spread the word about that program.

But we had fun. Nobody died because the game was unfair, every death except the infernal could have been avoided. The secrets where annoying but well...they are secrets. I played this game since 0.70 maybe or something like that, before you had difficulty setting for sure(much sooner) and still I couldn't find a single legendary item besides the normal once... It's annoying but I guess i'm to stupid or something.

The most annoying thing and is the saves, but I hope that with the patch things will get better. Saving every 10 minutes and playing relaxed is a much better experience. Not being able to enjoy the game because maybe you get disconnected is annoying...
 

SpasMaster

Hosted Project: SC
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I don't know whats with you and singleplayer. This game is 10 years old, some people enjoy playing it alone...why don't you let them? disable cheats and that's it, I never could understand your point about this...
Ok, first off, how exactly am I not letting people play singleplayer? By giving them a Grunt in singleplayer that helps them? By providing lower difficulty settings to make the game playable alone? All of this allows you to play alone. And by "disable cheats" I think you mean "enable cheats"? That won't happen ever. I didn't make this so people can go around with whosyourdaddy 1-shotting everything.

Class items are annoying. They are mostly useful before lvl 10 and they drop waay to rarely. they are useless and seeing them drop for a different class over and over is annoying. Either a)make them Epics with cool stats so its worth it b) at least triple drop rates or c) make them sell able
Ok, here is the deal with Class Items: I am not aware how you play or what your experience with the game is, but if we take the Death Knight class item which resets the cooldown of spell C, every time he casts A and B is not useless in my understandings. I'd swap any Epic for it anytime of the day. Class Items will often be of Rare Quality because if they are Epic, they basically become mandatory. There is no choise involved. "Oh, an Epic Class item. I am never swapping that!" I am heavily against that. So, in the end you have Rare-quality class items with average stats but strong effects.
About their drop chance: How is it a problem that they drop? They have separate loot tables, so it's not like.. "Damn, this could've been an item I could use, but instead it's unusable by me." No! Class Items do not influence other drops! You either can use them or not - you loose nothing. How is that annoying?

3) Make a carrier. Would be nice to have a horse that can't die, put some items on him and send him to "base" (where the tree is). He can get units there and use shops. Later when u get a lot of stuff that you can't drop it's annoying to go back and forth all the time.
It's a possibility, but rather unlikely. Backpack is enough to me.

remove the magic find glyph. For most players on harder difficulty it's simply "too good"
Not removing that.

when I write -stats the writing is all over the place, i can't see it properly
Yeah, I am familiar with that issue. I believe it's because of the resolution selected. I will try and make it shorter.

Give more information about other players. When we are planing an item or something it's annoying to always ask how much do u have,etc. Would be nice to have 3 obelisks or something where you see gold, crystals,glyphs, even chosen skills etc
Hmm, this could work. I'll consider it.

Put this on the main page: It's a program that allows multiple saves if each player has it:http://www.d3scene.com/forum/warcraft-3-hacks/87886-unlimitedsave.html Solves the main problem I have with this game: the saving.
I'll try it out.

Enable hero portraits. As a healer it would be much easier to see, specifically when big monsters are around
1.) Technically speaking, I cannot make hero portraits without having allied backpacks appear there aswell. It becomes a clusterf**k of icons and I don't like that.
2.) Even if I had 0 technical issues I wouldn't make it. Why? You said it yourself: "As a healer it would be much easier to see". Making the game "easier" isn't exactly on my to-do list.

10) I hate monsters falling from the sky. As a healer I dead twice when an inferal came in, stunned me and i was dead,absolutely nothing I could do, I don't think it was intended that way. Easy fix make him spawn in a different place and run towards us.
I may reduce Infernal stun duration.

First time I got critical error when saving, we where about lvl 10 or so and many hours into the game(maybe 7-8?) on the hardest difficulty and got a critical error while saving the game. In the end I ended up with the old version of the save file while my mates got the new one. We remade the game and wanted to save each hour, at .50 minutes we got disconnect. If a save system is impossible or ridiculously hard to implement I say spread the word about that program.
I'm working hard on getting rid of critical errors. I made huge optimizations for the upcoming v2.0.5 that will hopefully pay off.

Thanks for the feedback!
 
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Damn my long comment got deleted by accident, I will write the shorter version hope I remember everything.

1) have a hero select stage. Basically you have an arena before you start the game. There are 3 enemies, 1 boss, 1 that doesn't hit back and 1 group of enemies, hitting the lever makes them respawn. Every hero is max level. The purpose is to test out heroes and also team compositions. It would make it much more beginner friendly but also help with people who want to play on a more pro level.

2)Add upgradable items. an example, you can buy it for 500 gold. Some monsters drop enchant scrolls so you can level up your item. You start at lvl 0, 1 scroll means lvl 1, 2 scrools lvl 2 etc. This is for early-mid game. This way you balance it out and people can't have to many


3) Pet/summon only items. You can either give them no or less stats. basically having a "dead" slot. This way however you open up the strategy for different builds.

I had a few more ideas but I have to go now...thanks for responding, hope a few of them will help you out. Also what do you think about the party glyph?
 
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Jun 12, 2015
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"the door is locked and seems openable in a peculiar way"- how activate the 3 brazier

"the door is locked and seems openable in a peculiar way"- how activate the 3 braziers? Please detail with attraction sreen, I will be grateful!
 
Level 2
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Jul 22, 2012
Messages
25
difficult to find and understand - English is not my language

With a flame that is in the break object front the statue in that get the "queen".
You get it, and click in the flame on each spot.
That was said better about 10 pages before.
Ok that english is not your primary lenguage, but said what is to help you better :S
 
Level 11
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Mar 16, 2014
Messages
319
hello guys, how to save the game in multiplayer lan mode???? i saved from the menu but when i try to load it, it doesnt work, the other player cant join plz helpppp
 
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okkkk i guess its solved, i did change the compatibility to windows xp service pack 3 and maybe this has enabled us to save once per session of gameplay, my friend can also save once so it means the game can be saved twice per session from the warcraft menu.....cheers
 
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Really enjoying the new version of the map, the Flame Warden seems to be really strong for a healer though. Ended up doing the most damage with his insane Chaos Damage Hydras and Mask of the Voodoo God spawning wards everywhere. Phoenix being essentially permanent seems perhaps a bit too powerful. We found most of the stuff but the new location of the torch eluded us. Don't suppose you could spare us a tip? It's nice hunting for all the secrets, but it gets frustrating when you can't find them after hours of playing!

Also, any chance the Banshee character could make a comeback? Had a really fun and unique playstyle and it seems a shame that she was removed.
 
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@JohnStalvern

I found that torch in 2.0.4, isn't its name give you a hint? It's a torch, so it would look like a torch. (btw, I can find so many torches in sunken city, why only that torch enlighten the way? It doesn't seem legit :)) )
 
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@JohnStalvern

I found that torch in 2.0.4, isn't its name give you a hint? It's a torch, so it would look like a torch.

Well it was in a bookcase in previous versions, so I dunno.

Thanks though I guess, suppose we'll keep a look out for a torch. There sure are a lot of them scattered around the map though like you said, could you perhaps narrow the search a bit?
 
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Level 11
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319
hello guyss, we play on lan 2 players and we are stuck in queen's tomb, there are those killer platforms that kill u instantly when u step on them and then there are those evil insects that keep respawning again and again when we step on other platforms,

our summons can sneak past the killer platforms but our main characters cant,

is there a way to switch off the killer platforms??
how to go past them???

there are two huge boss type enemies that spawn there too we killed them but that didnt stop the insects or killer platforms, what to do???
 

SpasMaster

Hosted Project: SC
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Messages
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So, the war3 error comes up when trying to load a single player saved game. It happened back in 2.0 and then was fixed but now it's happening again.

I've tested this myself and I didn't have any problems. Back in 2.0 I experienced the crashes myself, but now it's fine to me. I'll be curious to see if anyone else has this problem.
 
Level 11
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Guys suddenly my warcraft 3 has started to crash when i load a saved game in multiplayer, we play on LAN (2 players), im on windows 8.1 and my friend on windows 8,

we're playing Sunken city latest version (2.0.4)

the error is below-

This application has encountered a critical error:
Not enough storage is available to process this command.

I have 8gb ram and 1 more than 700 gb free Hdd space,

this hasn't happened before, i have not installed any new hardware or software on my laptop, it has started to happen often now,
can somebody help

thanks
 
Level 2
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Guys suddenly my warcraft 3 has started to crash when i load a saved game in multiplayer, we play on LAN (2 players), im on windows 8.1 and my friend on windows 8,

we're playing Sunken city latest version (2.0.4)

the error is below-

This application has encountered a critical error:
Not enough storage is available to process this command.

I have 8gb ram and 1 more than 700 gb free Hdd space,

this hasn't happened before, i have not installed any new hardware or software on my laptop, it has started to happen often now,
can somebody help

thanks

Also getting this error a lot towards the end of the game on 2.0.4. Usually on a save attempt, but sometimes it happens randomly. Had our Tank crash by trying to use the Atalai altar just before Atalai himself, and in a previous game I crashed when attempting to save it just before Sidian.

Always the same "not enough storage" error, and always when the game has been going on for a few hours.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Also getting this error a lot towards the end of the game on 2.0.4. Usually on a save attempt, but sometimes it happens randomly. Had our Tank crash by trying to use the Atalai altar just before Atalai himself, and in a previous game I crashed when attempting to save it just before Sidian.

Always the same "not enough storage" error, and always when the game has been going on for a few hours.

Thanks for the reports guys. The "not enough storage" most likely means that the game has used too much memory and therefore crashes. The good news is that I recently found a potential issue that might be the reason for this. I fixed it by incorporating a new system and when 2.0.5 is out I hope that this crashing won't happen again.
 
Level 2
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Feb 11, 2015
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19
Actually i found some conditions for instadie bug
1. When i cast dash abilities like Rogue and Warlord "T"
2. It is near the wall/gates
Then i land between wall and mob, and instadie with my backpack
and instadying every 7 seconds withour possibility to do something, lost 5 lives to revive finally
https://pp.vk.me/c629119/v629119782/31a5/7MGWrzZavGc.jpg
https://pp.vk.me/c629119/v629119782/31ae/AeSa6gApNMY.jpg
Is it Warcraft bug or it can be fixed?
P.S. do someone have archive with all(nearly all) versions?
 
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