• 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.
full

full

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

INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


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

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



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

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

CHANGELOG

186388-albums6607-picture72240.png

Version 2.5.1c [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.
full
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.
full
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.
full
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.
full
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.
full
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.
full
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
full
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 2
Joined
Feb 11, 2015
Messages
19
Ok, but I've used these spells over doors/walls without any issues for a long time. Are you sure you are explaining it correctly?
My english is broken, i know, but i explain it correctly.
It happens only with dashes, when i jump on enemy, who are close to walls/doors.
 
Level 2
Joined
Jul 27, 2014
Messages
17
I remember this happening a while ago to me spas on a much older version. It's do to your uh...anti cheat? measures, I suppose you could call it. When you try to use abilities into fog it would kill you/your pet if you summoned it, to stop people from skipping over doors like the one at the start of the game that leads to the area where you complete Atiesh/Sulf. Perhaps that's what's happening to him?

To be perfectly honest, I encountered it while using ISeeDeadPeople when I was messing around with the map on Single Player while waiting for my friends to come on.
 
Level 2
Joined
Feb 11, 2015
Messages
19
I remember this happening a while ago to me spas on a much older version. It's do to your uh...anti cheat? measures, I suppose you could call it. When you try to use abilities into fog it would kill you/your pet if you summoned it, to stop people from skipping over doors like the one at the start of the game that leads to the area where you complete Atiesh/Sulf. Perhaps that's what's happening to him?

To be perfectly honest, I encountered it while using ISeeDeadPeople when I was messing around with the map on Single Player while waiting for my friends to come on.

Actually, i know that system, but it display notification.
I ve seen no notification.
One more problem of that thing: i lost glyphs and it bonuses after that. R.I.P.:vw_death:
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
I remember this happening a while ago to me spas on a much older version. It's do to your uh...anti cheat? measures, I suppose you could call it. When you try to use abilities into fog it would kill you/your pet if you summoned it, to stop people from skipping over doors like the one at the start of the game that leads to the area where you complete Atiesh/Sulf. Perhaps that's what's happening to him?

To be perfectly honest, I encountered it while using ISeeDeadPeople when I was messing around with the map on Single Player while waiting for my friends to come on.

Actually, i know that system, but it display notification.
I ve seen no notification.
One more problem of that thing: i lost glyphs and it bonuses after that. R.I.P.:vw_death:

Ok, so it obviously isn't happening next to any door, it must be happening near a specific place. And I'll need you to be extra specific about it because I won't be able to locate the issue if all I got is "I die when I cast these spells near a wall", because that's incomplete information. There are tons of walls and doors, but you aren't always duying near them, right? The best way would be a video or a screenshot of the exact place where it is happening.
 
Level 2
Joined
Feb 11, 2015
Messages
19
Ok, so it obviously isn't happening next to any door, it must be happening near a specific place. And I'll need you to be extra specific about it because I won't be able to locate the issue if all I got is "I die when I cast these spells near a wall", because that's incomplete information. There are tons of walls and doors, but you aren't always duying near them, right? The best way would be a video or a screenshot of the exact place where it is happening.

I wanted to send you replay, but i play in single player with save/load.
Places, that i remember:
-1st https://pp.vk.me/c629119/v629119782/31e2/IhWDlBQDrvg.jpg
I have used T ability by Warlord into Inferno, who stay in front of left side of arch, and instadie.
-2nd https://pp.vk.me/c629119/v629119782/31d9/shbG7BXjeEk.jpg
I was fighting with Skeletal Warlord, who staying in front of left side of gates(extremely close to them), I used T ability by Rogue, travel behind his back into the gates, and die with losing glyphs. 5 times i die with Backpack in the moment of revive, and 6th time i revive as usual.
https://pp.vk.me/c629119/v629119782/31a5/7MGWrzZavGc.jpg
That is details, that i remember, hope it is more informative.
 
Level 2
Joined
Apr 8, 2013
Messages
27
I wanted to send you replay, but i play in single player with save/load.
Places, that i remember:
-1st https://pp.vk.me/c629119/v629119782/31e2/IhWDlBQDrvg.jpg
I have used T ability by Warlord into Inferno, who stay in front of left side of arch, and instadie.
-2nd https://pp.vk.me/c629119/v629119782/31d9/shbG7BXjeEk.jpg
I was fighting with Skeletal Warlord, who staying in front of left side of gates(extremely close to them), I used T ability by Rogue, travel behind his back into the gates, and die with losing glyphs. 5 times i die with Backpack in the moment of revive, and 6th time i revive as usual.
https://pp.vk.me/c629119/v629119782/31a5/7MGWrzZavGc.jpg
That is details, that i remember, hope it is more informative.

When u die, is there any trap-like sound, 'cause I too have encoutered such an issue like this before, can't remember exactly but I'm sure that I know all the trap places in the map. This happened when I step in the Master Chamber left room to get the artifact item with the jungle stalker just behind, that trap-like sounded and I just die, for many time every 7s. So I think there is (r) problems with the backpack, it always lvl 1 so u can revive after 7s. Maybe Spas make the hero die if the backpack die.
 
Level 2
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Jul 27, 2014
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17
Hey spas. After playing the map a few more times, I honestly think you should remove (Or heavily modify)the Mask of the Voodoo god.

In the hands of some classes it's downright ridiculous. Our Goblin Sapper was able to spawn 20+ of them instantly at the start of every fight which actually causes the game to hang up.

Just an opinion.
 
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Level 1
Joined
Mar 15, 2015
Messages
2
Hey! Your map is nice, but well, I can't play it alone ;(

I know there's Garena gruop, but from what I heard, I don't wanna install it. So, is anyone from Battle/net or Eurobattle.net playing it? Thanks.
 
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SpasMaster

Hosted Project: SC
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1,994
hey Spas
on v2.0.5
The game crashes very early in the game everytime

I tested the map a lot of times before releasing it and didn't have that issue. People in my Garena group also don't seem to have that issue aswell. Are you playing alone? What type of crash is it? Does it give error? If yes, you can send me the crashlog.
 

Winimasker

W

Winimasker

:O Nice Sunken City. :)

I played it in 2012.

It is kept in updating! (it is like game's maintenance :O Nice!) I will try it out again! :)
 
Level 2
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Jul 27, 2014
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17
Great update spas. Heroic mode and the challenges are fun, and I love that heroic punishes spamming tons of pets which always feels like a super cheap strategy.

Looking forward to the next update with more heroes, hoping the healer might play like the old Banshee character did. She was always my favorite.
 
Level 1
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Feb 8, 2014
Messages
4
Review

I played through this with a single friend (2 player) last week. It was a good long play (about 7 hours on the easiest), and we plan to play through again on a much harder setting. Only a few points - We played the first half of the game several times, and each of them we found ourselves having to exploit certain mechanics to proceed any further.

The first place we got completely stuck at every time, without fail, was at the 3 towers that shoot slow moving missiles. You have to walk behind them with the moon key to destroy them, but after that, we couldn't proceed, so had to glitch through the door.

The second place we got stuck at every time was on the beach at the Western side of the map, where the Guardian Key is (which is not quest related). We had to glitch through the door there to proceed downwards.


All up, it was a really, really great experience. I have a more pieces of advice also:

1) The ESC menu stats based around tanking are not fair. 25hp is far, far worse than 1 armour, and the HP regen is even worse. Maybe if it was HP regen based on total HP, or damage-block, it would be better?

2) About 2/3 of the way through the game, we found ourselves with the perfect item builds, and spent all our money on stats for the remainder of the game. Maybe have another way to spend gold? (gambling, really expensive items, upgradeable items (buy recipe again), etc)

3) The Glyph of Glass Cannon wording is confusing. Consider rephrasing to "Increases damage dealt by 15%, but increases damage taken by 10%. Affects both hero and summons."

4) Garena doesn't support LAN any more. Perhaps consider trying out Evolve (https://www.evolvehq.com/client). It's a LAN-over-Internet program that supports groups, friends, IM, voice-chat, recording, streaming, and more. Very easy to set up.
 

SpasMaster

Hosted Project: SC
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Messages
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I played through this with a single friend (2 player) last week. It was a good long play (about 7 hours on the easiest), and we plan to play through again on a much harder setting. Only a few points - We played the first half of the game several times, and each of them we found ourselves having to exploit certain mechanics to proceed any further.

The first place we got completely stuck at every time, without fail, was at the 3 towers that shoot slow moving missiles. You have to walk behind them with the moon key to destroy them, but after that, we couldn't proceed, so had to glitch through the door.

The second place we got stuck at every time was on the beach at the Western side of the map, where the Guardian Key is (which is not quest related). We had to glitch through the door there to proceed downwards.
I find it unfortunate that you couldn't manage to get past those puzzles. Could you elaborate a bit more on how exactly you "glitched" your way through?
The ESC menu stats based around tanking are not fair. 25hp is far, far worse than 1 armour, and the HP regen is even worse. Maybe if it was HP regen based on total HP, or damage-block, it would be better?
Keep in mind that certain hero abilities scale with health, which makes the health stat more useful. There are also items that (for example) regenerate health based on % of max health. In contrast - nothing in the game scales with armor which by the way is affected by diminishing returns. (The more you have of it, the less powerful each point gets). About health regen - let me give you an example with the Berserker hero. One of his abilities boosts his agility in exchange of damaging him every time he attacks. In this particular case, Health Regeneration is a much, much more useful stat than Armor which wouldn't help him at all. I'll take your suggestions in consideration though.
The Glyph of Glass Cannon wording is confusing. Consider rephrasing to "Increases damage dealt by 15%, but increases damage taken by 10%. Affects both hero and summons."
But if I rephrase it like that, it wouldn't be correct. The wording is intentional. Glass Cannon makes your hero loose health equal to 10% of damage taken. It does not increase damage taken (at least not directly). Why does that matter you'll ask? Let's imagine you have an item that reflects 10% of any damage you take, alright? If Glass Cannon was increasing damage taken by your hero, this would mean he will also reflect more, correct? But that isn't the case. I realize the wording may sound a bit confusing, but I must be precise when it comes to these details.
Garena doesn't support LAN any more. Perhaps consider trying out Evolve (https://www.evolvehq.com/client). It's a LAN-over-Internet program that supports groups, friends, IM, voice-chat, recording, streaming, and more. Very easy to set up.
Garena does not support LAN for certain countries only. Based on my experience, about 20% of the people I encounter in my group, don't have the LAN option. But not everyone. Not at all. I'll take a look at the software you suggested tho, thanks![/QUOTE]

Thanks for your comment! :)
 
Level 2
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Jul 27, 2014
Messages
17
1) The ESC menu stats based around tanking are not fair. 25hp is far, far worse than 1 armour, and the HP regen is even worse. Maybe if it was HP regen based on total HP, or damage-block, it would be better?

There are some tanks that scale really well with HP like the Death Knight and some strong items that work off of your HP. Armor however is less valuable on the higher difficulties when the really tough enemies have Chaos Damage.

Have to agree on the HP regen though, I've never found a use for it.
 
Level 2
Joined
Mar 14, 2015
Messages
17
On my crash report earlier

I tested the map a lot of times before releasing it and didn't have that issue. People in my Garena group also don't seem to have that issue aswell. Are you playing alone? What type of crash is it? Does it give error? If yes, you can send me the crashlog.


I played the map again at almost every difficulty and modes and the crash never occurred again. maybe it's just one of those isolated cases I've experience with playing the map. Maybe my pc is to blame. the error report always say "not enough memory" or something. (I forgot)

sorry 'bout that report.
I really love your map.
 
Level 3
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Jul 10, 2010
Messages
50
I still don't like how you nerfed or removed most of the permanent stat gain items in this map. I thought the items were a good tradeoff, less up front item strength for a sustained gain over time. Now it's much more boring item-wise choosing between X flat damage or stats and Y item with a useful active/passive.

The map is still quite fun but why not just make the items expensive or something? Some of us like to see our characters grow over time like that. Same reason I pick the gold generation items too, if only we had more than 6 inventory slots to use all these.
 
Level 2
Joined
Jul 27, 2014
Messages
17
Just finished Heroic Mode on Hell and it was a lot of fun. But I think you should reconsider the 'Heal on Cast' ability that Heroic Mode gives the enemies. It turns big bosses (ESPECIALLY the Final Boss Kergaloth) into long, boring damage sponges. Perhaps give it a cooldown or not make it AoE?

I can't imagine how long it would take to kill him on Insane!

Also the Glyph of Demon Hunting from one of the challenges just doesn't work. Doesn't go into the glyph book. The Ragnaros Glyph works great, though.
 
Level 4
Joined
Dec 16, 2013
Messages
84
sorry for my english, and please somebody solve this problem for me.

After i finishied the 3 tower thing, the tower that shot 3 slow missile thing.
I unlock the circle of power and destroyed the tower.

And now i don't know after that, im realy stuck here. I rambo to 10++ minimum level corridor, still not get any how to continue this map.

Conclusion im really stuck after 3 tower thing.
Somebody help me? what should i do next?

BTW THIS MAP IS REALLY FUN HHEHE
 
Level 2
Joined
Aug 14, 2014
Messages
11
I'm having a hard time with the moonstone to get past the gate on the western side of the map.
The first playthrough I get it.
But at the second and third I don't get it
how to find it?
 
Level 4
Joined
Dec 16, 2003
Messages
75
just tried heroic on insane with two friends playing sapper, shaman and warlord.

I really enjoyed it alot, the start was the best part but as the game progresses it becomes to easy, warlord is imbalanced when you combine his passive healing with the glyph that reduces damage when below 20%, and the item that heals him a certain procent when being hit.

I stopped healing him because he didn't need it with the item that has a chance to reset his hp.
I think you need to change how heroes scale cause right now most of the time you scale away from the content if you gear the right way with certain heroes.
 
Level 1
Joined
Mar 18, 2014
Messages
6
Bugs in 2.0.5:
- The achievement of the final boss in 4+ level is bugged. I killed the boss without step on the fire traps, it show achievement completed, but the quest is not updated. Then I step on a trap, it show achievement failed, but again, the quest is not updated.
- The achievement of the golem is bugged, I killed the golem without using any temple golem, but it's still failed

I feel like the item rewards for the challenge is not balanced. Those items are not good enough as the game progress. Maybe I usually play alone or with one 1 friend so both of us had nice items already.
 
Level 1
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Feb 8, 2014
Messages
4
Armor however is less valuable on the higher difficulties when the really tough enemies have Chaos Damage.

Chaos damage is still reduced by armour value. It just isn't reduced by armour type.

----------------------------------------------------------------

To further my point about hp vs armour, I'll make one last post, and assert this statement with the fact that I've been incredibly interested in the relations between armour, hitpoints, effective hp, and the mechanics and math behind taking damage for several years. I've looked into it in detail for wc3, dota, hon, and am well versed with formulas for both positive and negative armour, graphs for effective hp, and the optimal relationship between armour and hp. tl;dr - I love game mechanics, and know my stuff.

25hp on top of a few thousand hp is not a big difference (sometimes only a 1% bonus). It is loosely the same as gaining a single strength. Additionally, that 25 hp is a flat bonus that does not benefit from regeneration/healing (save very few specific items and abilities).

Armour offers a multiplicative bonus for all of the hp you already have. 1 armour on a hero with 800hp isn't great, but I had a friend stack 4500hp+ in a game. Taking even 3% less damage is HUGE when you've got 4000 hp. If you count the lifesteal, heals and regen that occur as the hero fights, it's as if they have several thousand hp.

If you heal a hero with 0 armour (full damage) for 500 hp, then they'll have 500 hp more.

If you heal a hero with 5 armour (say, 25% less damage) for 500 hp, they'll have 667 hp more.

Additionally, only the armour value (damage reducton %) scales diminishingly. Armour's relation to your health pool is actually linear, and scales without diminishing. Technically, it will scale more, as you continue to gain health indefinitely through strength, but cannot continue to gain much armour (1 point per 10 agi).
 

SpasMaster

Hosted Project: SC
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Messages
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@CORROS1VE, according to your statements, to get that efficiency from Armor, you need HP in the first place, which makes HP a requirement for Armor to be useful, thus making HP better than armor until a specific point in the game where the roles switch.
 
Level 1
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Jul 26, 2015
Messages
6
A bug in the latest version (2.0.6): how to kill clones of Azune without putting hands. In order to easily get the achievement "Mind trick", hit Azune and depart. Wait for the duration of your illusion will be end. Loss of illusion will be counted for the death, but player has not made any impact. Repeat twice.

P.S.
Sorry for my bad English skill
 

SpasMaster

Hosted Project: SC
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Messages
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When we can expect these new heroes?

I am not sure myself. I have their concepts and abilities already designed. However I currently don't have the space for them, so I will have to free some first. I also have limited free time these few months. It will happen and will most likely be around 2.1.0. But that's not a promise. :)
 
Level 1
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Jul 31, 2015
Messages
1
In the latest version (2.0.6), sometimes the anti-cheat triggers randomly. The message "I am your daddy" shows up and the game ends. This happens on both single player and 2-player modes, and seemingly occurs more frequently as the hero's level increases, making it impossible to finish the map.
In both single player and 2-player modes I always pick the Shaman, could it be some kind of bug with the hero?
 
Level 1
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Aug 5, 2015
Messages
2
How can i find feric's key? I am stucked at one place for 5 hours and i don't know where to go. I have bought a lot of exp scrolls to proceed to level 10+ area, but door close to guardians key wont open. What should i do? I play this map every day for a week, but can't go anymore further. Maybe there is some walkthrough?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
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How can i find feric's key? I am stucked at one place for 5 hours and i don't know where to go. I have bought a lot of exp scrolls to proceed to level 10+ area, but door close to guardians key wont open. What should i do? I play this map every day for a week, but can't go anymore further. Maybe there is some walkthrough?

You don't need Feric's Key to open the door you are stuck at. You need the Moonstone which is hidden within the Treasure Room corridors. Once you find it, use it at the 5 glowing stones with runes to open the door.
 
Level 1
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Aug 5, 2015
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You don't need Feric's Key to open the door you are stuck at. You need the Moonstone which is hidden within the Treasure Room corridors. Once you find it, use it at the 5 glowing stones with runes to open the door.

oooh! thank you very much!!! :ogre_love:
 
Level 13
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Jan 4, 2014
Messages
556
Hi, I played your map about a year ago and loved it. I beat it with a friend and we had a great time. I decided to show your map to another group a friends who play warcraft, and i'm impressed at the changes you have made. So many new features and new areas, it's amazing how you made an already awesome game even better! Although this time around, the puzzles seem more difficult! I was wondering if you could help my friends and I who have hit a roadblock. We cleared the area with the large Naga Siren serrounded by Moon Runes and there seems a gate we are not able to open. We have spent several hours looking at solutions but found nothing. Usually when you walk infront of a closed gate a HINT appears, but this ones doesn't have one. Please help us.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Hi, I played your map about a year ago and loved it. I beat it with a friend and we had a great time. I decided to show your map to another group a friends who play warcraft, and i'm impressed at the changes you have made. So many new features and new areas, it's amazing how you made an already awesome game even better! Although this time around, the puzzles seem more difficult! I was wondering if you could help my friends and I who have hit a roadblock. We cleared the area with the large Naga Siren serrounded by Moon Runes and there seems a gate we are not able to open. We have spent several hours looking at solutions but found nothing. Usually when you walk infront of a closed gate a HINT appears, but this ones doesn't have one. Please help us.

To open the door you are stuck at, you need to find the Moonstone. It's well hidden somewhere within the Treasure Room corridors. Once you find it, use it to activate the rune stones in the correct order and the door will open.
 
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