• 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
full
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
full
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.
full
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%.
full
Witch Doctor
  • Ancient Ward's Poison Specialization effect now has 10% maximum Mana scaling down from 15%.

Items
186388-albums6307-picture71865.jpg
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
full
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
full
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.
full
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.
full
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.
full
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.
full
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...

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Okay, so I've been playing around with this map for a while (love it! Very well done developers!) and there's only one thing I haven't been able to figure out is what the fifth legendary item is.
I know how to get Sulfuras, Thor'idal, Atiesh and Dawn, but whatever the last one is has me completely stumped. I figure it has something to do with the Phoenix Egg (which I found via. the teleporter doodad) but I cannot for the life of me get any clue as to what to do with it. Any hints from anybody?

1) You can find information regarding this item behind the gate which is locked with Feric's Key. The Gate is near the Skeleton Tomb Dungeon.
2) The Light Prism is heavily involved with this Legendary item, you can find it on the southern beach near the Zultar Forest Dungeon.
Played map and realy loved it... but at some point in multiplayer games when playing it i get "I am your daddy" message and forced to quit. Also this happend 3 times when i was at dungeon with the Skull of Ravius item reward and always after dealing with the boss I get prompted with this message. Anyone knows whats this about?
Something triggers the anti-cheat system. It would be best if you give me a replay of your game.
If not, any information would be useful. What heroes do you use when that happens? At what difficulty? Anything that might help, tho replay would be the best.
 
Level 1
Joined
Apr 16, 2016
Messages
4
Replay sadly I dont have, will post it if it happens again and i get it. As for difficulty and heroes i been playing with my friend: on hard heroic mode as 2 man Blood-Mage(bouth times) and Warrior/ Tidebringer when it happend as i remember those 2 times and always after the dungeon, before mentioned, does the notice of cheating come. Also its not a standard notice like one you get in singleplayer i just get the option to "quit campaing".
 
Level 2
Joined
Aug 25, 2016
Messages
14
1) You can find information regarding this item behind the gate which is locked with Feric's Key. The Gate is near the Skeleton Tomb Dungeon.
2) The Light Prism is heavily involved with this Legendary item, you can find it on the southern beach near the Zultar Forest Dungeon.

Thank you! I figured it out after some messing around. The wings look super cool!
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Not sure, I still have no issues with it. Most of the clan had no issues with it aswell. There were some of them who got notified about a possible infection, but just ignored it and everything went fine for them. I'd contact Ralle about this if I were you.
 
Level 3
Joined
Jul 10, 2010
Messages
50
Now that I've been able to play the newer version more extensively I do think that the talents largely have kept hero power roughly the same even without ults. However, the game is still slightly more boring due to less active abilities to press now. You might want to consider making some of the talents more interesting than flat % increases.

Examples of interesting talents that add to the game would be witch doctor's voodoo mask summoning or the death knight's ghoul summon. On the flip side some really bad talents that need changed would be the troll berserker's talents, you only get usage out of a lot of them when low on health which at least in my case is not the majority of the time I play him. And they're dull % increase talents that don't have some interesting gimmick to them to make them enjoyable.

Also you might want to do more to differentiate glyphs and talents because the only really unique thing talents have going for them is the fact they're different for each hero. However they share the same 3 choice cap glyphs have, and most talents are basically more specialized versions of the offensive/defensive glyphs.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
However, the game is still slightly more boring due to less active abilities to press now.
I am sure you were pressing those ultimates all the time... with their cooldowns of over 100 seconds... give me a break...
You liked them and now you hate me because they are gone - that's fine. But just don't come and tell me how the heroes feel "less active now" because a skill you can't even cast twice in 2 fights got removed. And let's be honest - even when ultimates are ready to use, people save them for the right time to use. They are never spammed on cooldown.
On the flip side some really bad talents that need changed would be the troll berserker's talents, you only get usage out of a lot of them when low on health which at least in my case is not the majority of the time I play him. And they're dull % increase talents that don't have some interesting gimmick to them to make them enjoyable.
I am always going to consider suggestions, but the passive nature of Berserker is the reason for what you call "dull" Talents. Regarding the % thingy, there are ways to keep yourself at ~50% the majority of the time.
While at that topic, I've noticed something throughout your comments; you seem to have a taste about things (and that's totally fine), but you want your tastes to be satisfied across ALL heroes. But, see that's the thing, the existence of so many heroes and talents is so it can fit the tastes of many different players. Say, for example, that you like a hero that spams a lot of spells - then perhaps the Mage is probably suited for you. However you also want the Berserker, the Dragon Knight, the Warrior and everyone to fit your taste which just won't happen. You seemed to be annoyed by passiveness and again, that's fine. But Berserker has very passive styled abilities. He's mostly centered around auto-attacking which is why his talents are mostly amplifiers. I do not deny their simplicity, but it's meant to be simple in his particular scenario.
Not to mention that Talents in this game by default are meant to be passive improvements to hero abilities. The price was the ultimates which I never was proud of, because most of the time they were yet another AoE ability with greater stats. There were good, unique and interesting ultimates in the game - guess what happened to them? They stayed and are still in the game. Everything that was plain simple and boring got removed in favor of 8 Talents that bring passive effects to your spells.
Also you might want to do more to differentiate glyphs and talents because the only really unique thing talents have going for them is the fact they're different for each hero. However they share the same 3 choice cap glyphs have, and most talents are basically more specialized versions of the offensive/defensive glyphs.
Well, this was the goal for them from the start. I did want to have the 3 choice cap. I have always liked games where you have to choose a set bonuses out of many options. I am well aware of the technical similarities between Glyphs and Talents, but both thematically and gameplay-wise they are completely different.
Now that I've been able to play the newer version more extensively I do think that the talents largely have kept hero power roughly the same even without ults.
In fact, it's not nearly the same. Heroes are way stronger now, which is why I recently did all the buffs across difficulties greater than "Easy".
 
Level 3
Joined
Aug 27, 2016
Messages
29
"New areas in the late game (Coming with the WC3 patch that increases map size limit)"

im sorry for going off-topic here but is the size limit increase even confirmed to be coming? coz last i heard it was just speculation
 
Level 3
Joined
Jul 10, 2010
Messages
50
I am sure you were pressing those ultimates all the time... with their cooldowns of over 100 seconds... give me a break...
You liked them and now you hate me because they are gone - that's fine. But just don't come and tell me how the heroes feel "less active now" because a skill you can't even cast twice in 2 fights got removed. And let's be honest - even when ultimates are ready to use, people save them for the right time to use. They are never spammed on cooldown.

I am always going to consider suggestions, but the passive nature of Berserker is the reason for what you call "dull" Talents. Regarding the % thingy, there are ways to keep yourself at ~50% the majority of the time.
While at that topic, I've noticed something throughout your comments; you seem to have a taste about things (and that's totally fine), but you want your tastes to be satisfied across ALL heroes. But, see that's the thing, the existence of so many heroes and talents is so it can fit the tastes of many different players. Say, for example, that you like a hero that spams a lot of spells - then perhaps the Mage is probably suited for you. However you also want the Berserker, the Dragon Knight, the Warrior and everyone to fit your taste which just won't happen. You seemed to be annoyed by passiveness and again, that's fine. But Berserker has very passive styled abilities. He's mostly centered around auto-attacking which is why his talents are mostly amplifiers. I do not deny their simplicity, but it's meant to be simple in his particular scenario.
Not to mention that Talents in this game by default are meant to be passive improvements to hero abilities. The price was the ultimates which I never was proud of, because most of the time they were yet another AoE ability with greater stats. There were good, unique and interesting ultimates in the game - guess what happened to them? They stayed and are still in the game. Everything that was plain simple and boring got removed in favor of 8 Talents that bring passive effects to your spells.

Well, this was the goal for them from the start. I did want to have the 3 choice cap. I have always liked games where you have to choose a set bonuses out of many options. I am well aware of the technical similarities between Glyphs and Talents, but both thematically and gameplay-wise they are completely different.

In fact, it's not nearly the same. Heroes are way stronger now, which is why I recently did all the buffs across difficulties greater than "Easy".


It really depends on the hero, some are hurt greatly by the removal of their ult which was a deciding factor in boss fights. Though the talents balanced out the strength roughly for them I'm sure like you said they made other heroes more overpowered.

I never said I wanted all heroes to fit my tastes either, I was just saying it's unhealthy to have a hero purely fit into a single role when you could use talents to change them up a bit. Is variety that extends beyond hero choice such a bad thing to you? They can be passive improvements without being completely boring you know.

Also some ults were more than cast once and forget, warlock's for example with the infernals added a lot to the fight with minions to soak up damage for you and do a decent bit on your own, among others. Don't act like your ults were all just single target boring damage bursts or something you were completely exaggerating how little they're used.
 
Level 17
Joined
Sep 24, 2009
Messages
1,590
I actually opened Internet Explorer after 5 years to download this map. Haha. Tested it a bit. Haven't played that much, but from what I have seen I like direction you are taking this map, but I am not sure is it perfect right now. I am really not big fan of removed ultimates. I get it, you had no space for talents, but still, I like having my "shit got real" button. And it is always nice being half way through level 5, knowing that on the next level you are getting your ultimate, and you can't wait to test it. I remember in TKoK Eastern Kingdoms that creator took one item slot for talents, not sure how it looked like, because I haven't played it in ages, but I think you should check it! Keep up with the good work!
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
im sorry for going off-topic here but is the size limit increase even confirmed to be coming? coz last i heard it was just speculation
It is confirmed. Two members of the Hive visited Blizzard several months ago and discussed the future of Warcraft patches and Blizzard said that it is coming. What isn't confirmed is how big the increasement will be.
I never said I wanted all heroes to fit my tastes either, I was just saying it's unhealthy to have a hero purely fit into a single role when you could use talents to change them up a bit. Is variety that extends beyond hero choice such a bad thing to you? They can be passive improvements without being completely boring you know.
Alright then, as I said, I am open for suggestions. I will take in consideration anything and everything.
Also some ults were more than cast once and forget, warlock's for example with the infernals added a lot to the fight with minions to soak up damage for you and do a decent bit on your own, among others. Don't act like your ults were all just single target boring damage bursts or something you were completely exaggerating how little they're used.
You know that the Infernal is still there, right...? Right? -_-
I'd advise you to see which of the ultimate abilities remained in the game in one form or another before talking how good they were.
Tested it a bit. Haven't played that much, but from what I have seen I like direction you are taking this map, but I am not sure is it perfect right now.
It cannot possible be perfect. I spent almost 3 months working on this. It's freshly released, there will be many changes to the Talents in the future, they cannot be perfectly nailed from the get-go.
I am really not big fan of removed ultimates. I get it, you had no space for talents
It wasn't just the space. They didn't fit in with Talents, cause they couldn't be affected by them. Or, well, they technically could, but having a Talent that is useless until level 6 is just bad.
I like having my "shit got real" button. And it is always nice being half way through level 5, knowing that on the next level you are getting your ultimate, and you can't wait to test it.
Yes, I understand. I know it isn't the same, but I set the last Glyph Slot and the last Talent Slot to be unlocked at level 6 which is the point where you can get your entire build and setup going for you. So level 6 is still a big deal. Again, I know it's not the same but both me and everyone else has been sticking to the same exact leveling system for over 10 years. There are thousands of maps where you get an ultimate ability at level 6. And in some of them it's essential to have it (like moba games). But I felt that with Talents I can break away a bit from the pattern and implement a system that is unique for this map. Have something new. And I don't regret it, because the response has been overwhelmingly positive.
And yes, I do care for those who liked ultimates, which is the the reason that I have kept so many of them still within the game: Starfall, Polar Blast, Skull Split, Dragon Form, Metamorphosis, Infernal, Static Shock, Army of the Dead.... the list goes on.
 
Last edited:
Level 3
Joined
Jul 10, 2010
Messages
50
It is confirmed. Two members of the Hive visited Blizzard several months ago and discussed the future of Warcraft patches and Blizzard said that it is coming. What isn't confirmed is how big the increasement will be.

Alright then, as I said, I am open for suggestions. I will take in consideration anything and everything.

You know that the Infernal is still there, right...? Right? -_-
I'd advise you to see which of the ultimate abilities remained in the game in one form or another before talking how good they were.

It cannot possible be perfect. I spent almost 3 months working on this. It's freshly released, there will be many changes to the Talents in the future, they cannot be perfectly nailed from the get-go.

It wasn't just the space. They didn't fit in with Talents, cause they couldn't be affected by them. Or, well, they technically could, but having a Talent that is useless until level 6 is just bad.

Yes, I understand. I know it isn't the same, but I set the last Glyph Slot and the last Talent Slot to be unlocked at level 6 which is the point where you can get your entire build and setup going for you. So level 6 is still a big deal. Again, I know it's not the same but both me and everyone else has been sticking to the same exact leveling system for over 10 years. There are thousands of maps where you get an ultimate ability at level 6. And in some of them it's essential to have it (like moba games). But I felt that with Talents I can break away a bit from the pattern and implement a system that is unique for this map. Have something new. And I don't regret it, because the response has been overwhelmingly positive.
And yes, I do care for those who liked ultimates, which is the the reason that I have kept so many of them still within the game: Starfall, Polar Blast, Skull Split, Dragon Form, Metamorphosis, Infernal, Static Shock, Army of the Dead.... the list goes on.


The infernal was just an example of an ult that was more than cast at a particular moment and forget, you did have some well designed ones. Also referring to what Mogul said you wouldn't really need talents to affect ultimates they're plenty strong on their own, or you could make it so that ultimate talents were another category entirely and you could pick 1 to change them up a bit after fighting a certain boss or finding an artifact maybe, That would make it more than just some level cap. Though I'm fine with talents and no ultimates as long as they're improved a bit.

Also Dragon Form and Metamorphosis are so low duration they're not very useful now so I would hardly call that keeping them in the game, it's a token effort at best.

Here are some simple suggestions to make your talent system more interesting,

-For example you could make a talent for Naga Siren that makes it so that her water elementals gain a new interesting ability like splitting into smaller elementals on death or give them a minor ability to cast like a small slow or healing/buffing allies.

-Troll berserker could have a talent to do with his large amount of poisons, maybe make it so that whenever he throws his toxic sack it can summon spiders or oozes. Another potential talent for him would be adding an interesting effect to the poison like making it heal him slightly based on how many trophy skulls the berserker has or make enemies explode on death. You could keep the low health talents in there if you want but it's better to add some rewards for players who aren't stupid enough to keep their hero constantly low hp to balance it out.

-Even more examples include:
1: Making the Blood Mage gain max health or mana every time he uses a blood globe, for obvious reasons he seems to love them.
2: Give the necromancer some sort of soul collection mechanic where after X number of kills he summons a stronger skeleton with better stats and an ability or something.
3: A talent for the Pandaren Monk to make random healing or buffing food every time he uses an ability or some other condition. Brew items would work too as a substitute if you didn't want food.
4: Holy heroes like the priest or paladin could gain bonuses against unholy creatures like the demons increasing their damage output against them or something, but naturally it wouldn't work on non-demons.
5: Demon hunter could temporarily gain something like +1 to all stats every time he kills a demon for X number of seconds or maybe slightly increase his damage or attack speed, or give him a % chance on hit to do something like snare a demon for 1 second or something minor.
 
Level 6
Joined
Dec 3, 2012
Messages
243
SpasMaster said:
Well, this was the goal for them from the start. I did want to have the 3 choice cap. I have always liked games where you have to choose a set bonuses out of many options. I am well aware of the technical similarities between Glyphs and Talents, but both thematically and gameplay-wise they are completely different.

Increase the amount of the talents then. It would definitely make you wonder twice what to choose in different situations and actually, that will make the game even more "flexible".
 
Level 1
Joined
Aug 23, 2016
Messages
2
You need a torch, its in front of the lvl6 dungeon entrance, hidden in plain sight.
 
Level 4
Joined
Mar 19, 2016
Messages
50
Hey $M! First of all, great map! I really enjoy playing it :) I found out something that pisses me off :( I was playing on solo and every time I want to save the game crashes. I was playing it on 2.2.7 so I don't know if it got fixed on 2.2.8. Reply please!
 
Level 6
Joined
Dec 3, 2012
Messages
243
Hey $M! First of all, great map! I really enjoy playing it :) I found out something that pisses me off :( I was playing on solo and every time I want to save the game crashes. I was playing it on 2.2.7 so I don't know if it got fixed on 2.2.8. Reply please!

I had the exact same issue.
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
@apcrabnightlive try and change your Warcraft 3 version to 1.26 with a Warcraft version switcher. You can get one from dota-utilities. Does the issue persist when using that version as well?
 
Level 5
Joined
Feb 3, 2014
Messages
212
Is there really no we can obtain the Artifact items? I've basically found their locations.. I think there's no way to get them :/


EDIT: IDK if anyone encountered this but... I played Death Knight recently and his 2nd skill does no damage... a bug perhaps?
 
Last edited:
Level 1
Joined
Sep 14, 2016
Messages
4
Outstanding Map!!! I've been playing it during 6months and each update makes the map better and better. Great Thanks to :)SpasMaster:).
Witing for a new update:rolleyes:
 
Level 3
Joined
Aug 27, 2016
Messages
29
man there's this horrendous bug for demon hunter, sometimes when you die and you are mid animation for an ability or during metaphorm, the methamorpm ability will grey out and you won't be able to do anything with your character, once you use an ability it will stay auto-atacking forever, have lost several games cause of this, its enfuriating not being able to play a hero because it can just fuck up and not work anymore

here's a replay showing it happening, it happends almost at the end ( ended game pretty much) after we blow up the door after the water ele boss, demon hunter gets killed by the stone giant right as i was trying to recall it back to a resurrectiopn stone and bug happends
 

Attachments

  • aaa.w3g
    749.9 KB · Views: 57

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
Checked the replay, sadly WC3 replay viewer is terrible since it doesn't show the command card.
Going to recreate the bug and see if we can find the cause.
 

yhe

yhe

Level 1
Joined
Sep 24, 2016
Messages
2
Great map 5/5. All Thanks to the creator/s. This has been my favorite custom map in wc3.
Played it a year ago using "Silencer or Spell Stealer" with my friends, and noticed that hes gone o_O and some new heroes are added. Anyway since new characters are being added, would it be cool if you add a "Maiev Shadowsong" looking hero next time cause she's awesome. Just a suggestion though.

Also I've been meaning to ask if Rogue's "Thrill for the Kill" stacks with other lifesteals? orb? because it aint added in the -stats info.. And can't really compute since there is no green txt appearing in the head as heal. (Just want to build the lifesteal strat on Rogue). Thanks.
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
Great map 5/5. All Thanks to the creator/s. This has been my favorite custom map in wc3.
Played it a year ago using "Silencer or Spell Stealer" with my friends, and noticed that hes gone o_O and some new heroes are added. Anyway since new characters are being added, would it be cool if you add a "Maiev Shadowsong" looking hero next time cause she's awesome. Just a suggestion though.

Also I've been meaning to ask if Rogue's "Thrill for the Kill" stacks with other lifesteals? orb? because it aint added in the -stats info.. And can't really compute since there is no green txt appearing in the head as heal. (Just want to build the lifesteal strat on Rogue). Thanks.
The green star indicates that it benefits from the glyph "Deep Healing", not that the spell is a heal. As for what type of lifesteal that "Thrill of the Kill" is, if I recall correctly it's aura lifesteal, since it doesn't state anywhere in tooltip that it is an orb effect, which means you can stack it with an orb effect and a potion.
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
I have a bit of a problem with the map crashing the game.Out of the four times i played the map(with dk hero) it crashed every time i tried to lvl up the regen(this happened at different levels 1,2,2,3) Imgur: The most awesome images on the Internet map version 2.2.8
I believe it is a bug when you pick health regen in ESC stats and have pets. Until a solution is found I suggest putting your ESC stats into health or armor instead, for the time being.
 
Top