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

Sunken City v2.5.1c

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

INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


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

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



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

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

CHANGELOG

186388-albums6607-picture72240.png

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

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

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


186388-albums6607-picture72240.png

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

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

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


186388-albums6607-picture72240.png

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

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

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


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

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

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

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

Archives

FEATURES
  • Diverse Heroes: The 21 heroes in Sunken City possess different custom skills which are well presented in detailed tooltips.
  • Backpack System: In case your inventory is full, you are given a backpack with additional 6 slots where you can carry quest items or unused items for selling.
  • Stat System: Each level you are given the possibility to access the Skill Poitns Menu and gain access to secondary stats (non-Strength, Agility, Intelligence).
  • Item Interaction Systems: Sunken City gives the option to Disenchant items for stats or to Reforge unused lesser items to create better ones.
  • Chest System: There are many Chests scattered around the Sunken City. Opening them rewards you with a random item!
  • Quests: Embark quests that give you side objectives throughout the game!
  • Challenges: Complete difficult optional challenges for additional rewards.
  • Shop System: A simple and intuitive shop system makes it easier for players to navigate and purchase some of the many Sunken City shop items.
  • Rolling: Sunken City allows you to roll for items that suit everyone. Therefore you can avoid stealing.
  • Damage and Armor: Sunken City's gameplay is based around damaging the best target. By mouse-overing your damage and armor you will easiliy understand what's your best target!
  • Gold System: Players in Sunken City share the Gold gained by killing creeps!
  • Randomized Items: Each creature you kill has a chance of dropping one of the hundreds of items, contained in a scripted loot-table. In addition bosses have multiple drops, which add to the replayability.
  • Glyph System: A system that allows your hero to pick a combination of various Glyphs which add passive effects to your hero.
  • Talent System: Each hero has unique set of Talents that can amplify, modify, add or replace the existing hero abilities.

SCREENSHOTS

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility Heroes

Shaman [1]
Druid [2]
Priest [3]
Mage [4]
Necromancer [5]
Warlock [6]
Witch Doctor [7]
Warrior [1]
Paladin [2]
Death Knight [3]
Monk [4]
Tidewarrior [5]
Dragon Sentinel [6]
Tinker [7]
Rogue [1]
Hunter [2]
Feral Druid [3]
Windmaster [4]
Berserker [5]
Demon Hunter [6]
Siren [7]

CREDITS

I would like to thank the following people:
Note:
There are many more resources that I used, but I can't find their creators. If you see your resource used in my map, please tell me and I will add you here.


Contents

Sunken City v2.5.1c (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies...
Level 1
Joined
Mar 21, 2012
Messages
3
I have been playing wc3 for a LONg time now with custom maps and campaigns too.. but this! THIS MAP IS ON A WHOLE NEW LEVEL!

this has got to be the best and most polished map i have EVER seen.


Love every minute of it.


Things i'd like to see:
Gold income stat: to know how much gold i am making
Remove the limit of 1 hero /stat-> 2 str 1 int for example
Ability to re-pick hero on level 1
 
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
I want to give an update on the development of 2.3.0, because there has been a delay of the original expected release. This is because of 2 reasons:

1) As I was working on 1 feature I kept getting additional ideas for a second and a third and so on, which made the development longer and longer.
2) I've had some projects to work on in university in the last 1-2 weeks which further delayed me.

However, due to 1), this version will be one of the top (if not the actual top) versions in terms of amount of content in it. It's difficult for me to explain how many new things are coming and how many changes I have in store for all of you. There will be tons of new lore in addition to the other gameplay changes (there is plenty of them). There is a new system coming that will change how you approach puzzles and the very environment which up until now you only thought you knew.

It is coming very soon. Stay tuned.
 
Level 6
Joined
Dec 3, 2012
Messages
243
I'll be honest with you.

I'm checking with excitement every day the thread in hope to see the new patch uploaded.
Good luck finishing it soon.
 

Kusanagi Kuro

Hosted Project: SC
Level 10
Joined
Mar 11, 2012
Messages
708
Gladius (the item that written +18 str and +18 int and a +5 devotion aura) actually doesnt give us that much attributes. It only gives me 5 AGI, that's all. You should check it again.
 
Level 1
Joined
Nov 25, 2016
Messages
7
2.2.9 bug about the forever lasting Chill effect, played the map 6 times all got the unending chill effect and caused by all the Skeletal mages in the game :mad:, Can't provide screenshots but I'm positive, could be dispelled by enemy using purge, even the negative spell absorb on items doesn't negate the chill :(. Hope this gets fixed on 2.3.0.

I have 1 Question tho, as to. . .
What does the Filled Botanical Plate do? >.>
If its Legendary related I wont ask further
but I Spent 5 hours watering Dead Logs and Dead Trees and
got nothing, any hints maybe? :/

Welp still So hyped about the upcoming map, Keep the Great work up ;) Hope you could give insights and Date as to when the new Version comes out.
 
Last edited:

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
2.2.9 bug about the forever lasting Chill effect, played the map 6 times all got the unending chill effect and caused by all the Skeletal mages in the game :mad:, Can't provide screenshots but I'm positive, could be dispelled by enemy using purge, even the negative spell absorb on items doesn't negate the chill :(. Hope this gets fixed on 2.3.0.

I have 1 Question tho, as to. . .
What does the Filled Botanical Plate do? >.>
If its Legendary related I wont ask further
but I Spent 5 hours watering Dead Logs and Dead Trees and
got nothing, any hints maybe? :/

Welp still So hyped about the upcoming map, Keep the Great work up ;) Hope you could give insights and Date as to when the new Version comes out.
It's used to open one of the doors in the Vault.

Expected release date is either to day or tomorrow, depending on how testing goes. Stay tuned!
 
Level 6
Joined
Jan 26, 2012
Messages
230
SpasMaster

Could you please send me a high quality image of the minimap/map ? I want to make a guide that shows all shops,fountains etc.
 
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Could you please send me a high quality image of the minimap/map ? I want to make a guide that shows all shops,fountains etc.
Sure, but won't be able today. It was a very difficult day for me, with the release of 2.3.0. I had to do a ton of things. :p
*checks credits* aww.. nothing by me is used? :c
Certainly wanted to on multiple occasions... :p
Multiplayer map size restrictions make me think on how to use each and every kilobyte. But hey, Blizzard have talked about a patch that will increase the size limit, so I am looking forward to that day, so I can make use of all the great models that you and other Hive members have created!
 
Level 2
Joined
Aug 25, 2016
Messages
14
So, the Druid spell Wild Growth doesn't work right now...as in, it literally does nothing. Mana spent->nothing happens. Probably should be fixed.

EDIT: Killing the Firelord (I'm playing the Death Knight) makes the game crash every time. Kinda sucks!
 
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
What are you targeting? Give more info when reporting bugs, you can't overgeneralize like that.

EDIT: Are you playing alone? Does it really never work? Does it not work when targeting wounded/healthy targets? Does it not works on units and heroes? Info, info, info :p
 
Certainly wanted to on multiple occasions... :p
Multiplayer map size restrictions make me think on how to use each and every kilobyte. But hey, Blizzard have talked about a patch that will increase the size limit, so I am looking forward to that day, so I can make use of all the great models that you and other Hive members have created!

we sure are waiting a lot on that (to put it a bit silly) 'mythical' mapsize patch. i hope it becomes a reality
 
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What are you targeting? Give more info when reporting bugs, you can't overgeneralize like that.

EDIT: Are you playing alone? Does it really never work? Does it not work when targeting wounded/healthy targets? Does it not works on units and heroes? Info, info, info :p

Sorry! I'm targeting well...anything friendly. Heroes, pets (i.e. Furbolgs), the grunt you start with (I'm only playing solo right now.) Nothing happens when I case Wild Growth. If I get the Glyph of Dark Pact for the Druid I get the halved instant heal, but the HoT effect doesn't apply no matter what I target. It doesn't let me cast it on full health people (which is fine, it shouldn't), but it still doesn't put the buff on anybody that is wounded.

As for the Firelord, I'm playing solo, I'm a Death Knight, and everything I've tried has resulted in an error when the Firelord dies. I've tried doing the fight normally, letting a summon (Ravius) do it (took forever), unequipping all my items in case those were causing the problem...crashes every time. I haven't tried it with any other characters yet, since the map takes a while to get through (especially when I'm enjoying myself inspecting everything! Fun stuff).

Any other info?
 
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It's noted to be removed in the changelog. It was causing crashing.
I have removed my post since I just noticed it in the changelog, thanks for the quick reply anyway :D
I'm playing deathknight right now and I'm wondering if there are Stats like Spell Damage reduction % that affects/reduces health taken from healthcost skills per cast, since Dark pact effect on Blood pact, casting healthcost was increased to 20% and seem too costly and risky to use early in the game.
 
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Senneria

Hosted Project: SC
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how druid healing spell works?

how to open the big door whith nagas in it
Druid's Wild Growth spell is currently bugged and it's being investigated.
Big door with nagas should be opened with the Moon Key if its the door after the Naga Royal Guard boss.
 
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Hello, may i ask about Gentulon - the water thing. I played with friend and just can't kill him: it just dissapear instanly and left his minions, it stay about 1-2 seconds. Is it works properly and we just have to find out how to handle it?
 
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Hello, may i ask about Gentulon - the water thing. I played with friend and just can't kill him: it just dissapear instanly and left his minions, it stay about 1-2 seconds. Is it works properly and we just have to find out how to handle it?
Killing him is easy, as long as you have stuns to make him stay a few more seconds before disappearing again and save the burst skills when he reappears :cool: and Im not so sure about your situation, but he stays atleast 2-3 seconds before disappearing again, timing your stuns when he reappears after a second or two would give you more time to burst him down :p
 
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243
Playing Rogue and I'm gonna report later some things I've noticed.

The puzzle system is really good now and that's what I've meant some time ago. Although it's not a new thing, it's surely suits the map best. Congratz!

Good luck with future development and new ideas.
 
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Just played the new patch with the Deathknight, and I'm already stuck confused on the Water Flow Towers in the Lv4 Dungeon, I believe the description is vague , and there are no indication showing if what I was doing was wrong/right in some way. which makes the puzzle frustrating to deal with, but hey its just me. I really liked the concept of the "Inspect" system and the little satisfying changes like removing the annoying naga tower in the twin corridors :D, I still feel so weak getting stuck too early in the game tho :(
 
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Level 1
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Messages
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Just played the new patch with the Deathknight, and I'm already stuck confused on the Water Flow Towers in the Lv4 Dungeon, I believe the description is vague , and there are no indication showing if what I was doing was wrong/right in some way. which makes the puzzle frustrating to deal with, but hey its just me. I really liked the concept of the "Inspect" system and the little satisfying changes like removing the annoying naga tower in the twin corridors :D, I still feel so weak getting stuck too early in the game tho :(
There are hints about the puzzle near the towers, use inspect to find them.
 
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There are hints about the puzzle near the towers, use inspect to find them.
I actually solved the puzzle before finding the hints, I did not pay attention to the "Inspect discription" thoroughly :p. I really Love the whole new updates, more info, lores, new puzzles, and stuff you need to pay attention to in order to avoid screwing up like I did, Kudos to the Developers :)
 
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Killing him is easy, as long as you have stuns to make him stay a few more seconds before disappearing again and save the burst skills when he reappears :cool: and Im not so sure about your situation, but he stays atleast 2-3 seconds before disappearing again, timing your stuns when he reappears after a second or two would give you more time to burst him down :p

So if i haven't any hard control abilities it'll take damn hours to kill. May be i understand what's going on: i played with fire cloack and friend have char with DoT damages - guess he dissapear after damage instances not time. TY for answer - we'll try
 
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doom guard drops Moon key and a ring of protection, skel warlord dropped Sword of the Skel Warlord and a Lantern of hp?
Also the inspect doesnt seem to work on the Massive Ruined door.
Moon key is a fixed drop, whatever goes along with it is at random, same for the skel warlord except he does not have any fixed drop item (Based on Repeated Gameplay) and Reading the Tooltip for "Inspect" might help :p Try Looking around much harder :3:mwahaha:
So if i haven't any hard control abilities it'll take damn hours to kill. May be i understand what's going on: i played with fire cloack and friend have char with DoT damages - guess he dissapear after damage instances not time. TY for answer - we'll try
My answer to your previous question was meant for the last version of the map, I had just played the 2.3.0 version with the Death Knight and Fought Gentulon, The only rework on Him was "All Reef Elementals spawned by Gentulon must now be killed before he can reappear." He is Nearly Impossible to kill, because he Disappears the moment you cast a skill or Deal 1-3 damage instances on him, I don't believe this is Intentional because it would make the Sidequest Impossible to complete, I have tried dealing all physical damage = he disappears in a hit or 3, Cast Stun skills = Disappears immediately without being stunned at all, Cast Indirect skills like "Unholy fury" of the DK and let the Rot do Damage = Disappears after a second or two, to top it off with the rework, he would only reappear after the spawn dies. I gues We should wait for this issue to get Clarified :(
 
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Senneria

Hosted Project: SC
Level 6
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Messages
165
doom guard drops Moon key and a ring of protection, skel warlord dropped Sword of the Skel Warlord and a Lantern of hp?
Also the inspect doesnt seem to work on the Massive Ruined door.
You can inspect bookshelves. Those often contain lore or hints on how to proceed. In fact, one of the bookshelves holds the answer to your "Massive Ruined Door" question.
 
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Dec 3, 2012
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So...

1. Killing Firelord made the game to crash. Dunno if it was just one time.
2. When Cup of Midas and Golden Charm are in the inventory and the hero is in "invulnerable" state (i.e. impaled by the Spider queen), after that the items don't properly give gold. Actually they stop giving it.
3. Master's Helmet, for some reason, give health regen (not the +6hp/sec) which is not stated in the description.

Gonna add more.
 
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Level 1
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Dec 28, 2012
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Any hints on where I can find the mechanism for the broken lever right before the twin corridor key?

Also confirm firelord death crashes :(
- Manner of death doesnt seem to matter: DoT/Regular attack/Spell
 

Senneria

Hosted Project: SC
Level 6
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Messages
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Druid healing ability doesn't work.
Known issue. Will be fixed as soon as we are done collecting bug reports.

Any hints on where I can find the mechanism for the broken lever right before the twin corridor key?

Also confirm firelord death crashes :(
- Manner of death doesnt seem to matter: DoT/Regular attack/Spell
Inspect bookshelves in the large area with the troll village for clues.
 
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1. The wisp near the Matriar Hydra is not responding. Dunno if intentional or I'm not positioning myself well.
2. The Saruran Wine is not used in the Dawn making although it states that way.
3. Add respawn timer to the scoreboards, please.
4. Make the troll quest giver who is near the Western Entrance invulnerable. The creeps just killed him. P.S. Actually the quest did finish properly but anyway for no further confusion of the players.
 
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Level 1
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Jun 7, 2015
Messages
3
Currently stuck after Ravius's Tomb area, no idea where to find the key to open the door to proceed to the Kalisean flame area. I managed to find a new explosive further back from the Waterworks but I have no place to put them. Help would be appreciated greatly.

....Stupid Magnet.
 
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Level 5
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Currently stuck after Ravius's Tomb area, no idea where to find the key to open the door to proceed to the Kalisean flame area. I managed to find a new explosive further back from the Waterworks but I have no place to put them. Help would be appreciated greatly.

....Stupid Magnet.
Use your magnet to attract a key near flesh golem. Do you see it near last boss watery area, guarded by several revenants? There you use the magnet.
 
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Finally finished it!

Even trickier than I remember :)

Are the dragon tokens/key of life random drops? So far have only seen dragon token drop from one location only.

Also an unusual bug:
Was teleporting with the staff as tidewarrior and landed at the lost tuskar rather early on. I was able to swim ashore to the West Entrance area but there were no enemies, so I was able to loot loot loot; the big hydra was still there so I didn't do the attune with nature before picking up the Pristine Emerald, which subsequently disappeared instead of being dropped.
Pirate's Hat has a clickable ability - all it seems to do is trigger the spell shield and put it into cooldown.
 

Senneria

Hosted Project: SC
Level 6
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Messages
165
Finally finished it!

Even trickier than I remember :)

Are the dragon tokens/key of life random drops? So far have only seen dragon token drop from one location only.

Also an unusual bug:
Was teleporting with the staff as tidewarrior and landed at the lost tuskar rather early on. I was able to swim ashore to the West Entrance area but there were no enemies, so I was able to loot loot loot; the big hydra was still there so I didn't do the attune with nature before picking up the Pristine Emerald, which subsequently disappeared instead of being dropped.
Pirate's Hat has a clickable ability - all it seems to do is trigger the spell shield and put it into cooldown.
Dragon Tokens and Key of Life are completely random drops. Key of Life is very rare to boot. About 1 in a thousand games or so.
 
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So I'm doing a run with the Ice Lancer and sometimes his Q does no damage. It appears that it only happens when the glyph of thunder proc goes off.
 
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Messages
33
Hey Spas and team,

nice changes you made there with the talent section. The map is getting better and better :)

So I just decided to give it a new solo try, though I didnt come far: The lever that is used in previous versions to open the South Entrance is deactivated. So I cant enter.... Is this a bug or did you change this aswell? :D
 
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