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Sunken City v2.5.1c

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
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Powered by Bribe's Damage Engine
[Hosted Project Page | Forum]

INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


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

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



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

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

CHANGELOG

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

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

Items
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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.
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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
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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 2
Joined
Aug 12, 2008
Messages
6
How to open the gate to Feric's Throne, I've been searching for the whole day T.T

EDIT: I managed to enter inside the gate without opening it lol, by summoning a unit inside and use the Resurrection Stone inside to teleport to it

EDIT 2: nvm I found the torch :) (after defeating the final boss)
 
Last edited:
Level 35
Joined
Oct 9, 2006
Messages
6,395
Holy hell :smile:. I had two maps on my radar to test at some point. This and Gaias Retaliation. I played the Gaia one first, and was somewhat disappointed by several lacking gameplay elements (combat, the gameplay loop and so forth) and plenty of missing tooltips. And then I didn't like the lack of any attention to single player. Cue me starting up this map. I was blown away, just about everything I felt was lacking from Gaias, you managed to do in the first 1 minute of the game. There is proper introductions, there is use of colored text for clarity, there is visual feedback, a very adjustable difficulty level, checking for single player, a nice cheat prevention system (I always check). Holy shit is it good.. also damn is it hard (maybe because I picked heroic :grin:, those almost infinite snakes are damn hard to manage). Still this is so epic, and I am looking forward to playing it more. I am now going to go recommend the creator of Gaia to take some cues from you. :thumbs_up:

Damn fine work.
 
Last edited:
Level 1
Joined
Mar 9, 2016
Messages
2
hi spas, im already play ur map. and great!!
can i ask something? in a dungeon lvl 9 so hard to finish that dungeon -_- of course with my friend offline use LAN.
and how to get thori'dal (legendary agi items) in power generator? ._.

well im appreciate it ur map. awesome

*bad english sorry ehe:grin::grin:

edited: legendary agi item solved!! forget to read that book ehe ._.
 
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,996
Holy hell :smile:. I had two maps on my radar to test at some point. This and Gaias Retaliation. I played the Gaia one first, and was somewhat disappointed by several lacking gameplay elements (combat, the gameplay loop and so forth) and plenty of missing tooltips. And then I didn't like the lack of any attention to single player. Cue me starting up this map. I was blown away, just about everything I felt was lacking from Gaias, you managed to do in the first 1 minutes of the game. There is proper introductions, there is use of colored text for clarity, there is visual feedback, a very adjustable difficulty level, checking for single player, a nice cheat prevention system (I always check). Holy shit is it good.. also damn is it hard (maybe because I picked heroic :grin:, those almost infinite snakes are damn hard to manage). Still this is so epic, and I am looking forward to playing it more. I am now going to go recommend the creator of Gaia to take some cues from you. :thumbs_up:

Damn fine work.
Thank you for the kind words.
Yes, Heroic is not really meant for Singleplayer. It adds an extra layer of difficulty. In general you can solo the game, I made sure you can do that. However, it's designed to be a team game. A co-op adventure. So you may find some things or puzzles that may be difficult to deal with in singleplayer. Nothing unmanageable in singleplayer though. Just take a lower difficulty and you should be all fine. :)
Hehe, I bet Gaias is superior when it comes to coding, since Sunken City is fully GUI. :)
 
Last edited:
Level 2
Joined
Aug 12, 2008
Messages
6
- Am I doing it wrong or Necromancer's summon skeleton sometimes fail to summon anything?

- The skeleton that asks for blood doesn't show the text 'Give me blood' (I know he asks for blood from a walkthrough video)

- The rolling stone near Feric's Throne doesn't open even though a text saying the gate is opened popped out

- Twice when I press ESC during fighting the final boss, the game crashes

- I think it's better if the rune that is not in the first order not light up when activated first (moon runes), instead of having to try all 25 combinations of the first two order

- I don't understand the lever system, sometimes it goes up n down by itself without using the lever

- Resurrection stone that is not yet visited by heroes shouldn't be useable, else you can simply use a summon to get to the resurrection stone and teleport to it

- Other classes items should be allowed to be taken but not used, instead of can't be taken at all

- I love the item Soul Box that summons a faceless one, however when I select him in a group, he will be prioritized instead of my hero, pretty annoying
 
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,996
- Am I doing it wrong or Necromancer's summon skeleton sometimes fail to summon anything?
Are you playing v2.1.6? This bug was fixed in 2.1.7. :)

- The skeleton that asks for blood doesn't show the text 'Give me blood' (I know he asks for blood from a walkthrough video)
Enable subtitles from the game options.

- The rolling stone near Feric's Throne doesn't open even though a text saying the gate is opened popped out
The Rolling Stone Gate should never open. I dunno which message you got, but it is for a different door.

- Twice when I press ESC during fighting the final boss, the game crashes
Crashes are hard to identify. Let me ask some questions: did you put stat points only in 1 stat? If yes, in which one. Does it happen when you press ESC, or when you click a stat? Sending me a crash log might help.

- I think it's better if the rune that is not in the first order not light up when activated first (moon runes), instead of having to try all 25 combinations of the first two order
I'll rework that puzzle soon. :)

- I don't understand the lever system, sometimes it goes up n down by itself without using the lever
Stepping on the Elevators automatically moves the Elevator - you don't need to hit the levers at all. They are there only to "call" the elevator if it's not on your level.

- Resurrection stone that is not yet visited by heroes shouldn't be useable, else you can simply use a summon to get to the resurrection stone and teleport to it
I'll try to fix that.

- Other classes items should be allowed to be taken but not used, instead of can't be taken at all
No. I don't want you to sell those.

- I love the item Soul Box that summons a faceless one, however when I select him in a group, he will be prioritized instead of my hero, pretty annoying
I'll fix that.

Oh yea, I am certain. It has a damn good foundation, it just needs some more things in the game design department to be a great map. Also I'll likely make some further comments once I get the time to get more into the map.
Great. :)
 
Level 4
Joined
Jan 8, 2014
Messages
84
Omg this project still is going ? ok so might come back to garena if people are playing this game :D btw where is the link to the heros ?? i cant find the link or at least a picture of them to see what awaits me if i click on this or this hero :/
 
Level 2
Joined
Aug 12, 2008
Messages
6
Are you playing v2.1.6? This bug was fixed in 2.1.7. :)
Oh I didn't realized there's an update, silly me :D

The Rolling Stone Gate should never open. I dunno which message you got, but it is for a different door.
I'll try to get a screenshot next time, perhaps it was a bug

Crashes are hard to identify. Let me ask some questions: did you put stat points only in 1 stat? If yes, in which one. Does it happen when you press ESC, or when you click a stat? Sending me a crash log might help.
At first I put only in mana regen, then at some point I put some in HP/Damage. The crash happens after I click the stat. How do I get the crash log?

No. I don't want you to sell those.
Ok, what if you don't allow it to be sold like a quest item?
 

SpasMaster

Hosted Project: SC
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Messages
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I'll try to get a screenshot next time, perhaps it was a bug
That will be most helpful.
At first I put only in mana regen, then at some point I put some in HP/Damage. The crash happens after I click the stat. How do I get the crash log?
The crash logs are stored in your Warcraft folders. Also, which stat did you click that caused the crash?
Ok, what if you don't allow it to be sold like a quest item?
1) What good would it be for you to pick it up if you can't sell it, reforge it or use it?
2) I want the classes who can pick up the item to be able to sell it.
 
Level 2
Joined
Aug 12, 2008
Messages
6
Back with more bugs :)

- In multiplayer, the game can only be saved once, intentional?

- Now Warlock's E also sometimes fail to summon

- The other 2 Scroll of Experience from completing Prison Break Quest spawns near Apotchery Haris (not 100% sure)
154907-albums8746-picture106540.png


- The gate right to Feric's Throne still says it's broken even after it's opened
154907-albums8746-picture106541.png


- The rolling door that I was talking about
154907-albums8746-picture106542.png


- Just some minor typo
154907-albums8746-picture106543.png

154907-albums8746-picture106544.png
 
Level 1
Joined
Feb 25, 2016
Messages
4
wELL.gREAT aS aLWAYS.oF cOURSE I aM NOT gOOD aT fINDING bUGS (Like Our Friend ez_mystery)
xD But Of Course I Found Everything In This Map :( (eXEPT 1 :( tHE rED iTEM fROM gAR'tHOK(iF I sPELLED iT rIGHT ))
lIKE aNYONE eLSE
jUST wANNA sAY tHAT wAS gREAT
gL wITH oTTHER vERSION sPAS
 
Level 35
Joined
Oct 9, 2006
Messages
6,395
So, got around to playing more (on easy this time). I really enjoyed the necromancers solo ability (for instance: scouting behind locked doors, activating traps and events before they should, using the summons on door activators, to have them permanently activated). Anyway, as far as I can judge I have now reached a point where I can't actually progress solo, one door seems to require some form of fire (3 torches are next to it), one doors talks about gems, yet I cannot see any. And finally the vault. Where I just miss something :grin:

Still it was some good fun, and found most of what I needed for the to finish. I basically only needed to reforge the item.

Some comments as to what I felt was lacking: A description of what chests and their purpose is. There is so many located around the map, and yet I only in the last 4 hours of play came across a key. Hence before that the chest was just objects I could clearly interact with, but had no way of using and couldn't find a single explanation as to their usage. That was somewhat confusing, to a point that I began to consider if they were just decoration. Finally I must also admit being somewhat disappointed by the chest I finally opened, not in the sense that the item was useless to me, but because when I saw it open filled with gold, I kinda expected to find some gold as well, not just an item drop - which I at that point wouldn't need given the pure rare outfit I had.

Also while on the subject: the teleport devices is also something unexplained. It seems to be that the only thing they do is always teleport to the area with the tree, or directly back to one you just entered, but it is never explained. Basically I would just remove them in favor of my stone suggestion or use them only for secret stuff :p

Also the seeds should really stack. I know you might not have done so due to the setup for the exchange with the centaur, but they take up way too much space. Also given how frequent they are, I believe I also find them overpriced at the 3 rare resources (wood) and the exchange rate, its just a terrible deal. I got a better item for 90 gold at the alter.

Finally I suggest that you make it so you are able to use each revive stone as a teleport. Just like you can always teleport to the initial revive stone, you should allow the same (have ward or something spawn when it is discovered, to give access without ruining the activate stone system). This would remove much boring backtracking and would still work with the stone activating.

I like the quests, but I don't really like the rewards. It feels odd to constantly have the return the item you just gave them, back to you. In a way it doesn't feel right, as they don't gain anything and I feel slightly like I didn't earn/do anything. Its like a blacksmith quest, where he rewards you with an item made from something you gained to him, but in that case the blacksmith would usually have gotten more than one item or something like it, for the reward to make sense.

Oh yea, a final thing: The trap/puzzle with the two levers, where I assume one of the levers would activate the siege golem, it is a shame that if one hits the correct lever first, the other deactivates, I would have liked to be able to fight the golem as well.
 

SpasMaster

Hosted Project: SC
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Anyway, as far as I can judge I have now reached a point where I can't actually progress solo, one door seems to require some form of fire (3 torches are next to it)
The 3 braziers are lit by a torch that you can find infront of the Skeleton Tomb Dungeon.

Some comments as to what I felt was lacking: A description of what chests and their purpose is. There is so many located around the map, and yet I only in the last 4 hours of play came across a key. Hence before that the chest was just objects I could clearly interact with, but had no way of using and couldn't find a single explanation as to their usage. That was somewhat confusing, to a point that I began to consider if they were just decoration.
I mean, I could make a message appear when you approach a chest that would say that you need a key for it... or just rename the Chest to 'Locked Chest' - that way it will be suggested you need a key for it.
In general I like to give detailed explanations to game systems, commands, spells, etc.. but not to puzzles/ingame objects. I like the mystery. I like when the player goes: "I wonder how I should open this?"
Finally I must also admit being somewhat disappointed by the chest I finally opened, not in the sense that the item was useless to me, but because when I saw it open filled with gold, I kinda expected to find some gold as well, not just an item drop - which I at that point wouldn't need given the pure rare outfit I had.
Yeah, I understand. Keep in mind that with more players you play on higher difficulties and therefore have higher drop chances => more keys. The reward has chance to be either Uncommon/Rare/Epic item. I'd like to keep it that way instead of having a guaranteed high quality item, because that way with higher Magic Find, you'd suddenly gear up in no time. On top of that, each item is somehow useful here. You can either sell it for gold, disenchant it for stats or reforge it into a higher quality item. There is always something you gain from items. I understand your point though. You waited so long for a key and when you finally got it, you get an average item from it. I can guarantee that in higher difficulties with more players you get keys more often and that makes it a different experience.

Also while on the subject: the teleport devices is also something unexplained. It seems to be that the only thing they do is always teleport to the area with the tree, or directly back to one you just entered, but it is never explained. Basically I would just remove them in favor of my stone suggestion or use them only for secret stuff :p
I am not sure what should be explained here. They are created to get you back to that "tree area" which indirectly makes it your 'base' or 'home' if you like to put it that way. I think that becomes pretty clear once you encounter your second teleport.
How would you like that explained, I am not sure I understand? A message to appear when you enter the portal to tell you something that is already obvious on the screen?
Hmm, maybe a quest or NPC should tell you what the portals are for, that could work I believe.

Also the seeds should really stack. I know you might not have done so due to the setup for the exchange with the centaur, but they take up way too much space.
Just drop them in the 'home area' that you can always teleport to. :)
You can only use them within that area anyways, you don't need to carry them anywhere with you.

Also given how frequent they are, I believe I also find them overpriced at the 3 rare resources (wood) and the exchange rate, its just a terrible deal. I got a better item for 90 gold at the alter.
Believe it or not, they are less rare than Chest Keys. :p
RNG was not with you that day, I guess.
About their price: Within the shop, Shadow Crystal Epic quality items cost 1500 gold and 5 Shadow Crystals (SCs). Assuming that 1 Seed drops for you and you purchase 2 more for 6 SCs you have an Epic quality item for just 6 Crystals.

Finally I suggest that you make it so you are able to use each revive stone as a teleport. Just like you can always teleport to the initial revive stone, you should allow the same (have ward or something spawn when it is discovered, to give access without ruining the activate stone system). This would remove much boring backtracking and would still work with the stone activating.
I believe you mostly see the Res Stone 'Recall' ability as a tool to save running time. It's usage to save you from death is also a huge deal. If suddenly all stones you've reached so far can Recall you, that becomes an issue.

I like the quests, but I don't really like the rewards. It feels odd to constantly have the return the item you just gave them, back to you. In a way it doesn't feel right, as they don't gain anything and I feel slightly like I didn't earn/do anything. Its like a blacksmith quest, where he rewards you with an item made from something you gained to him, but in that case the blacksmith would usually have gotten more than one item or something like it, for the reward to make sense.
Fair point. I'll see what can be done in the future. :)

Oh yea, a final thing: The trap/puzzle with the two levers, where I assume one of the levers would activate the siege golem, it is a shame that if one hits the correct lever first, the other deactivates, I would have liked to be able to fight the golem as well.
RNG is a big deal in this map and exists to provide as much replayability as possible. As far as I am concerned, after reading this comment, my design goals are achieved. You now want to see the other outcome. I am trying to have each time you play to be as different from the previous as possible. Next time you play and you reach that area you may experience another outcome.

Here is the thing. I have to choose between two possible design goals:
  • Consistency, where you can experience everything. Each puzzle and area would be 100% solvable. There would be no questions left and everything should be clear. This may be more satisfying and less.. "annoying" the first time, but imagine the following scenario:
    -You come across the 2 levers.
    -You hit the first lever and get the item.
    -You hit the second lever and beat the golem.
    So, the next time you play you have nothing to surprise you. Nothing to expect. Having guaranteed events decreases the lifespan of the map.
  • Randomness, where even after you reach the end, there are events, puzzles and other things left unseen or unanswered. Imagine the scenario where you go into a puzzle area and get a totally different outcome from the last time you played. It's unexpected. Based on my experience, people get surprised and are caught off-guard. And that's precisely the goal.
I realise that for some might prefer the first option, where they want to play once and complete the map on 100%.
It really is a situation of: Do I want to satisfy players who play the map once and want to see everything at their first game? OR Do I want to make the map entertaining for people that have already completed it once?

I'd (obviously) choose the second without any doubt. :)
Thanks for your comment!
 
Level 35
Joined
Oct 9, 2006
Messages
6,395
Believe it or not, they are less rare than Chest Keys. :p
RNG was not with you that day, I guess.
-snip-
I believe you mostly see the Res Stone 'Recall' ability as a tool to save running time. It's usage to save you from death is also a huge deal. If suddenly all stones you've reached so far can Recall you, that becomes an issue.

Ah I see with the RNG being scaled for players as well. Nice. I got 15 seeds and one key :grin: Oh and a shit ton of items from the altar (I bought the altar always favor item)

Anyway thanks a lot for the replies - and yea I believe locked chest as name would explain it.

Also I agree with you fully on the random for replayability. It was just that tasty locking golem right next to me that I couldn't attack :cool:
 
Level 1
Joined
Mar 18, 2016
Messages
1
Hi There!

I just finished this map with my third character and played over 50+ hours. First things first a huge THANKS to the creator(s). I had tremendous fun and I still discovered new things with the third hero I picked. Let's be fair as well, I suffered a lot! Man this damn moon sign to open the gate... I spent HOURS to find that damn thing!

I might try it one more time with an increased difficulty!

However I would like to try my chance like the others and ask a couple of questions before starting over. I have already discovered most of the "mainstrean" secrets :
- The 3 standard legendary items (I almost killed myself to find that damn charging stone!!).
- The phoenix armor (amazing skin btw o_O).
- The imperial ruby.
- The scepter of the queen.

However a lot of questions remained! I know you won't give me direct answers but even very tiny hints would be much appreciated ;)

1) The ghost key
Yes, I know it's a big deal. I have read most of the tones of comments in the thread around it. My guess is that this key opens the magical pen which leads to the area with Marn. I also think that the circle of power in this area will TP to the book The legend of dawn which I could not reach so far even with the ultrasafe teleporter.

As you mentioned before the ghost key requires the acquisition of random items. So my question is about the only two RELIC I did find any use for so far:
- Rod of King Feric
- Skull of Gaskal
Is any of these items of any use??

2) The Dragon Tokens
So far I got 1 Nozdormu token with my naga queen and 2 Ysera tokens with my dragon knight. So my guess is that there are random loots and that one needs the 5 different tokens to unlock one of the 2 master's door. Am I right with this?

3) The botanic bowl
I know where to fill it. I still didn't find where to use it. Someone suggested to use it on one the locations you got teleport by the ultrasafe teleport. I tried them all! I thought the place with the phoenix egg would be the right one but no. I still have no idea where to use it. Is it still scripted?

A last question: there are 3 areas stroke by thunder. Would it trigger anything if 3 players were to step in at the same time? I only played in solo so I never could try this...

Thanks again for the time and energy you put in that map =)
 
Level 1
Joined
Feb 28, 2009
Messages
5
On 2.1.7 the Skull Split ability didnt grant experience upon executing an enemy. Found myself pretty underleveled from executing all the bosses. Was that fixed as well?
 
Level 1
Joined
Aug 30, 2010
Messages
5
Discovered a bug: Got the Agility legendary item, whilst already having the phoenix sigil in my inventory; Got the message you can only carry 1 legendary item and the Agility Legendary item (the bow) Evaporated, in no hero or backpack inventory - and not back behind the electrical grid :/
 
Level 2
Joined
Jul 22, 2012
Messages
25
I don't play since the 2.0.# and the updates are amazing! xD you touch the sky $pa!
Btw, "Living Wand" use Mantle of inteligence, that isn't in intelligence shop. (and don't work with others items.)
Hotkeys F y T of Mage don't work
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,996
Also something I forgot, the rune that added a special ability to one of your existing abilities, didn't see any effect from it.
You took the Heroism Glyph on which hero?
Also the explosive flesh rune is clearly the best damage rune.
It's only good on heroes with a lot of damage instances.
Discovered a bug: Got the Agility legendary item, whilst already having the phoenix sigil in my inventory; Got the message you can only carry 1 legendary item and the Agility Legendary item (the bow) Evaporated, in no hero or backpack inventory - and not back behind the electrical grid :/
The issue will be fixed in 2.1.9.
Btw, "Living Wand" use Mantle of inteligence, that isn't in intelligence shop. (and don't work with others items.)
The issue will be fixed in 2.1.9.
Hotkeys F y T of Mage don't work
They work, but you have a non-English client and that messes with them.
 
Level 2
Joined
Apr 17, 2010
Messages
22
Why make the map unplayable with less than three players?

Hey, big fan of sunken city, really enjoy the map, my friend and I have played through multiple versions and loved every second of it. But why in more recent versions have you made it impossible to play through with less than a party of three? I would be super appreciative if you could somehow make it possible to play through the map with less than three people again, so that my friend and I can finally enjoy all of your wonderful improvements.

Thank you for consideration.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,996
why in more recent versions have you made it impossible to play through with less than a party of three?
I have not made changes that made the game unplayable with less than 3 players. Just the opposite, I have continuously made puzzles completable with 1 or 2 players. And in terms of difficulty I am not messing with Easy and Normal difficulties.

I am not sure if you are talking about game difficulty or puzzles. Whichever it is, both are achievable.
-If you are talking about puzzles I can assure you that you can complete the map both solo and with 1 friend.
-If you are talking about difficulty, I've recently seen 2 players beat the game on Insane Heroic (the highest possible difficulty and mode), so I am sure you 2 can manage on Easy.
 
Level 3
Joined
Oct 19, 2010
Messages
58
Hi there,

i am enjoying the Game with 2 Friends, however we reached a Point in the Game where we just don't know wha to do/what we miss. I was hoping that some1 can Help us.

We are currently in the bottom left part of the map, we already did beat the Abomination on the Graveyard and the Divine Golem. We have no Clue how to open up the Magical Pen(if it is needed to go farther) or how to open the 2 Beams in front of the Huge door. I made a Screenshot with the Beams i meant.

2j0jcc2.jpg



and as you can see on the Screenshot, the 4th Item(i forgot the Name) is a bit bugged. Whenever you are hit, it has a chance to spawn a Meteor to do 100 DMG, that part is fine. However it stops the Hit from the Enemy, resulting in it "trying to hit again" just to trigger the Effect again. Sometimes the Enemies show their Hit animation 5-10 times without even hitting(got no DMG, i checked that).

Greetings AcE
 
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Level 2
Joined
Dec 2, 2014
Messages
28
Is heroic on insane difficulty just forcing me to stay afk and using 1 skill on start area ?
Just f.e. I like playing mage, but if I use fire bomb or frost circle, with a bit of "luck" I just practically one shot myself (ghost spawn + return from every mob in aoe).
So I just have to stay afk in all earlygame using only my heal to not die from random ? Is that your idea about it ?
 
Level 1
Joined
Aug 30, 2010
Messages
5
Eh, cannot pick lives for Insane - get auto-set to 5, i must say this is really disappointing, as the 2 players i usually play with and i are able to stomp hell mode in the late game, but the early game is challenging - I get that its not an elitist way to think but i liked the ability to set your early game to different difficulty then the rest of it on the basis of lives you start with :/
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,996
Is heroic on insane difficulty just forcing me to stay afk and using 1 skill on start area ?
Just f.e. I like playing mage, but if I use fire bomb or frost circle, with a bit of "luck" I just practically one shot myself (ghost spawn + return from every mob in aoe).
So I just have to stay afk in all earlygame using only my heal to not die from random ? Is that your idea about it ?
My idea about it is for you to invest in defense. Where do you spend your ESC points? What items do you get? What are your glyphs? You know you can't just go "Glass Cannon" in Insane Heroic.
Hi there,

i am enjoying the Game with 2 Friends, however we reached a Point in the Game where we just don't know wha to do/what we miss. I was hoping that some1 can Help us.

We are currently in the bottom left part of the map, we already did beat the Abomination on the Graveyard and the Divine Golem. We have no Clue how to open up the Magical Pen(if it is needed to go farther) or how to open the 2 Beams in front of the Huge door. I made a Screenshot with the Beams i meant.
You need to activate the Obelisks at the Divine Golem location.
Eh, cannot pick lives for Insane - get auto-set to 5, i must say this is really disappointing, as the 2 players i usually play with and i are able to stomp hell mode in the late game, but the early game is challenging - I get that its not an elitist way to think but i liked the ability to set your early game to different difficulty then the rest of it on the basis of lives you start with :/
Sorry, but fixed lives are what makes Insane most challenging and I don't intend to change that. Mostly because I've seen people manage Insane so many times. Sometimes without even dying once.
 
Level 2
Joined
Dec 2, 2014
Messages
28
So your suggestion to me is to spend on first lvls ESC on hp, take *which glyphs will help me live through oneshoting me on mage by my abilities rofl* and buy items for hp ? So then I won't be able to cast my spells if I want to heal coz I will have no mana to sustain, and nothing changes :thumbs_up:
I'm talking about how random is usage aoe abilities on heroes with low hp pull like mage cause every mob can return me it, and your suggestion is about the same but in different way
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,996
So your suggestion to me is to spend on first lvls ESC on hp, take *which glyphs will help me live through oneshoting me on mage by my abilities rofl* and buy items for hp ? So then I won't be able to cast my spells if I want to heal coz I will have no mana to sustain, and nothing changes :thumbs_up:
I'm complaining about how random is usage aoe abilities on heroes with low hp pull like mage cause every mob can return me it, and your suggestion is about the same but in different way
I may reduce the reflected damage, but don't expect to just skip defensive measures on higher difficulty. And don't tell me that 1 item/1 glyph or ESC points will make you unable to sustain, please. Dampening Glyph reduces incoming spell damage by 20%. Still, as I said, I'll reduce the reflected damage simply because I did not adjust it to the recent scaling increases.
 
Level 2
Joined
Dec 2, 2014
Messages
28
How do I know about the type of reflect damage ? I suggested its like in dota (pure), but do you really think that one esc stat make me durable enough ? This is problem with aoe abilities only, so f.e. I cast fire bomb on 4 or more units, everyone reflect it on me, on lvl 1-2 my dmg from bomb is like 100, I would probably survive it if 4 units and with glyph you mentioned, but if it spawn more this snakes, and RNG decide so, I die for just casting my skill, not much fun enough.
I would suggest just decrease damage return on aoe abilities for how much units it return (like 1 unit = as now, 2 = 90% or like that, you sure do better than me, maybe even only for like first 5 lvls of your hero, and then full). Thanks for attention
 
Level 3
Joined
Oct 19, 2010
Messages
58
as you can see on the Screenshot, the 4th Item(i forgot the Name) is a bit bugged. Whenever you are hit, it has a chance to spawn a Meteor to do 100 DMG, that part is fine. However it stops the Hit from the Enemy, resulting in it "trying to hit again" just to trigger the Effect again. Sometimes the Enemies show their Hit animation 5-10 times without even hitting(got no DMG, i checked that).

2j0jcc2.jpg


Greetings AcE

dont know if you saw that, because you didnt comment on thtat
 
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Level 1
Joined
Mar 7, 2016
Messages
3
hey SpasMaster, you should check quest "The ancient marking".
When I bring Tribal Stone back to Orc Witch Doctor (i already active quest), nothing happen.
But when I bring that stone to him (not active yet), quest complete.
If i were you, i will re-check condition part of that trigger :D :D :D
(sr for my bad E)
 
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