• 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

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

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

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


186388-albums6607-picture72240.png

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

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

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


186388-albums6607-picture72240.png

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

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

Items
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...

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
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.
Interesting... I know the issue. Will be looked into.
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?
You need to use the Inspect feature on bookshelves for hints and on blue circles. It is not a bug, there is a puzzle going on, you just have to pay attention, read and think a bit. The reason for the existence of this system is because people are so used to Warcraft mechanics and visuals that it has become easier for a player's eye to detect puzzle objects. I, however, used this system to make things less obvious and make you think a bit. ;)
 
Level 3
Joined
Jul 28, 2009
Messages
33
thanks for the quick reply, after running around for 30 mins I found the obvious solution. However, for new players this might be a little tricky to get your ideas of "thinking outside the usual WC3 mechanics". Maybe stress this new feature a little bit more?

One suggestion in order to fasten gameplay: Maybe share the tomes from secret areas and creep drops to all players? Would avoid discussion/fights over them.

looking forward to explore the other new puzzles, you mean, evil mastermind :D
 
Level 2
Joined
Aug 25, 2016
Messages
14
Thanks for the update! I'm gonna try it today.

Quick question: Do Stoneshield (the new item that reduces damage taken by 12% of your Strength) and the Glyph of Mana Shield stack? I know that -stats tells you that melee/ranged damage effects don't stack, but these are a different thing, and so I'm not sure how it works.

I was gonna use them both for extra durability, but if they don't stack then I'll end up picking one or the other. Thanks in advance!
 
Level 5
Joined
Aug 30, 2010
Messages
138
i was getting cd refresh proc on the arcane pulse with the mage without the talent to refresh the healing ( in ver 2.3.0)

EDIT : does glyph of mana shield and Stoneshield passive reduce damage only from hits? or also from dots and abilities?
 
Last edited:
Level 2
Joined
Dec 3, 2016
Messages
14
Hello, been playin' your map since 2013, the progress are nice , except of few.

I hate that you kept the Orc Warrior, instead of Tauren one, also the skills the tauren warrior had were AMAZING. anyway.

I have 2 or 3 problems, first i cant see or find the Magnet, i've read a lots of post where the magnet should be, there is none.

I cant activate the 2 circles from the West Wing area to open the door, i have 2 Grunts with me (playing Solo), also i cannot find the Head Hunter's Mojo Doll either.

I like your tree talents bonus, but some of them are ... really useless, the shaman talent Flamewrath wont cast the Magma totem when the lesser Chain Lightning will procs. Also, i think Magma totem should have AOE dmg, instead of single target, the reason is simple, is Magma totem not Searing Flame Totem ... wow reference, i know.

Priest is by far the most useless Hero in single Player, 4 heals and 1 dmg ... for experimenting a good map, the single player is always the best, i can concentrate on the story and game mechanic better than with others, i done a lots of raids in wow and ... from 40 or 25 player there were like 10 always screwing your team or game play. again another wow reference.

Beside that, the map its one of the Hardest and also the best i've seen in YEARS, the first one Warchaser, i think you like the Blood Elves and Orcs too much, there are over 4 chars of those skin in the game, i personally i hate the Orcs ... beside the Shaman, the rest of them looks the same.

Also, i've read few days ago, that the easy difficulty its really hard, i must agree with him, since i always play on HC, also some mobs has almost no CD on their skills, the shield negate will absorb a spell once per 30 sec, i'm getting Entangling roots every 2 sec, Frost and Fire Bolt which gives u 1.5/2 sec stun every 4 or 5 sec, i had my luck to have either nagas or fel orc also the spell Reflect dmg should have a cooldown, like 5 to 10 sec. "enought with my Cries"

Best things about this map is the game play, you get random events, random mobs in like 60% of the game, i like the Achievements bonuses but some of them are really Hard(in a good way) like the Triple Kill, Take a deep Breath and Mind tricks, + the Ghost Buster at low lvl.
i like tat the scaling bonuses are 200% of agility instead of x2 of agility. The glyphs and talent tree are amazing too, few of them are brilliantly done, like Glyph of Thunder, Dampening, Shadow Collector, Renewal, Gold Find and Cruely.
The dungeons are nicely done too, Darkwater Bay and Waterworks its too simple(i know its for low lvl), my fav is Queen's Tomb.

I humble my way out, thanks again for the this great map, i hope you'll soon change some spells in the future and the models of some characters.
I'll give this map 4 out of 5, and its not 'cause of the map, it's 'cause of what i said earlier to some classes, spells, talents and models to heroes, too many orcs and blood elves.

May the Elements of Conflux watch over you.
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
Also, i've read few days ago, that the easy difficulty its really hard, i must agree with him, since i always play on HC, also some mobs has almost no CD on their skills, the shield negate will absorb a spell once per 30 sec, i'm getting Entangling roots every 2 sec, Frost and Fire Bolt which gives u 1.5/2 sec stun every 4 or 5 sec, i had my luck to have either nagas or fel orc also the spell Reflect dmg should have a cooldown, like 5 to 10 sec. "enought with my Cries"
The reason it seems like there is no cooldown on their abilities is because they always prefer heroes, and the map is balanced with 3 heroes as potential targets. That makes it very difficult to get past some of the packs when playing solo, but that's the risk you take. It is doable, but it is a challenge.
 
Level 4
Joined
Dec 16, 2003
Messages
75
I cant activate the 2 circles from the West Wing area to open the door, i have 2 Grunts with me (playing Solo)

I have the same problem playing solo, "the door is kept closed by the two circles of power" Can't use the furbolg on one and my hero on the other. Or am I just missing something?
 
Level 6
Joined
Dec 3, 2012
Messages
243
I'm suggesting to add a cooldown timer on all passive skills with really long durations to easily track them.
Examples: Siren's Elusion (120/100 sec), Phoenix's item revive time (300 sec; also forgot the full name)

P.S. I'm referring to the Threads of Flame and Phoenix's egg item combination. Yeah, I'm bad at names.
 
Level 3
Joined
Aug 18, 2008
Messages
76
Need help. I have leyline gemstone, Pristine Emerald, old god essence and charging stone. what should i do with it.
 
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Level 1
Joined
Dec 5, 2016
Messages
2
Playing this map since 2.2.8 version, and enjoyed this new version with a lot of puzzle and inspect .

Crashed on Firelord, and Blood Mage skill, whenever consumes blood globe in full health, minions like grunt (playing solo) not healed anyway although skill info said that.

And I stucked on broken lever nearby twin corridors key. Have no idea after inspecting bookshelves. Need help
 
Level 1
Joined
Mar 15, 2015
Messages
5
Spasmaster gone done it again! Made the best map even greater :p.
Me and my mates are just completely stomped on the old god essence for the legendaries, where is it!?!?!?! :D

A hint would suffice (maybe^^)
 

SpasMaster

Hosted Project: SC
Level 24
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Messages
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Quick question: Do Stoneshield (the new item that reduces damage taken by 12% of your Strength) and the Glyph of Mana Shield stack? I know that -stats tells you that melee/ranged damage effects don't stack, but these are a different thing, and so I'm not sure how it works.
If the tooltip says that it reduces the "melee and ranged damage" by flat amount, this does not stack. Any other damage reductions stack multiplicatively.
i was getting cd refresh proc on the arcane pulse with the mage without the talent to refresh the healing ( in ver 2.3.0)
Arcane Pulse can reset passively due to the Passive effect of Arcane Master. The Talent is different.
EDIT : does glyph of mana shield and Stoneshield passive reduce damage only from hits? or also from dots and abilities?
Any damage.
I have 2 or 3 problems, first i cant see or find the Magnet, i've read a lots of post where the magnet should be, there is none.
It's in a Treasure Cache as hinted by a bookshelf. Pay attention to the environment in the area.
I cant activate the 2 circles from the West Wing area to open the door, i have 2 Grunts with me (playing Solo)
You need to Inspect them, not stand on them.
I like your tree talents bonus, but some of them are ... really useless, the shaman talent Flamewrath wont cast the Magma totem when the lesser Chain Lightning will procs
It's the other way around. Flametongue Totem casts Chain Lightnings. It's not the Chain Lightnings that summon the Totem.
Priest is by far the most useless Hero in single Player, 4 heals and 1 dmg
This is not a singleplayer map and never will be. Sorry.
Also, i've read few days ago, that the easy difficulty its really hard, i must agree with him, since i always play on HC, also some mobs has almost no CD on their skills, the shield negate will absorb a spell once per 30 sec, i'm getting Entangling roots every 2 sec, Frost and Fire Bolt which gives u 1.5/2 sec stun every 4 or 5 sec, i had my luck to have either nagas or fel orc also the spell Reflect dmg should have a cooldown, like 5 to 10 sec.
Playing alone (surprisingly) makes the game more difficult, the enemies have no other targets so they spam spells on you. It's still doable tho.
I humble my way out, thanks again for the this great map, i hope you'll soon change some spells in the future and the models of some characters.
Thank you for your feedback.
I'm suggesting to add a cooldown timer on all passive skills with really long durations to easily track them.
Examples: Siren's Elusion (120/100 sec), Phoenix's item revive time (300 sec; also forgot the full name)
Probably won't happen. But Elusion for example has a buff that lets you know when its ready.
Me and my mates are just completely stomped on the old god essence for the legendaries, where is it!?!?!?!
There is a new boss called Azumoth that is located after the small labyrinth with fireballs in it at the bottom left corner of the map.
 
Level 1
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Mar 15, 2015
Messages
5
Thx for the quick reply mate, that was pretty lucky.

We would never go down there otherwise, normaly it was just a meh item down there. not worth the risk, lives matter! xD
 
Level 1
Joined
Dec 5, 2016
Messages
2
You need Disabled Rod. It's a bit after the Western Entrance.



Go near the Master's Chamber and inspect the pipes.

Great! Thanks, never thought about that one. Guess i missed that :p


I've managed to complete all three parts of atiesh, but when i click the frame, nothing happens

Are there any other condition to combine these parts ?
 
Level 2
Joined
Feb 22, 2010
Messages
27
The azumoth is too awful,we know how to avoid the damage of his destructive magic,but generally we can not finish getting to the safe cover.His summoning,even my teammates,always get in the way.Then we die and we can not get the Old God Essence.
 
Level 6
Joined
Dec 3, 2012
Messages
243
The azumoth is too awful,we know how to avoid the damage of his destructive magic,but generally we can not finish getting to the safe cover.His summoning,even my teammates,always get in the way.Then we die and we can not get the Old God Essence.

I totally agree with this. Even on solo it's hard to kill him.

Nerf, please?
 
Level 1
Joined
Dec 9, 2016
Messages
4
Hello.
In the beginnig of the game I got two gate keys - one on the table near Diana, and the second - near keeper of the grove in a well.
First I used to open rolling-stone-gate at the waterworks entrance, the second - to open Garden gate (not sure if that key can open anything else).

I assume that the table-key is for gate in front of Edril, but since I wasted it, I can not open it and proceed the map.

Is there another gate-key in the areas I already discovered, or this try is already failed and I have no options to open the gate in front of Edril?
 
Level 1
Joined
Dec 28, 2012
Messages
8
Hello.
In the beginnig of the game I got two gate keys - one on the table near Diana, and the second - near keeper of the grove in a well.
First I used to open rolling-stone-gate at the waterworks entrance, the second - to open Garden gate (not sure if that key can open anything else).

I assume that the table-key is for gate in front of Edril, but since I wasted it, I can not open it and proceed the map.

Is there another gate-key in the areas I already discovered, or this try is already failed and I have no options to open the gate in front of Edril?

The door to progress 'right' is to do with a lever protected by a magic wall, you'll need to kill a generator that is powering that wall
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
I assume that the table-key is for gate in front of Edril, but since I wasted it, I can not open it and proceed the map.
Is there another gate-key in the areas I already discovered, or this try is already failed and I have no options to open the gate in front of Edril?
There is key for every Gate that needs one. I would never lock you due to "wrong" decision that you didn't know about - that would be horrible design. There is a key in the area between the Skeleton Tomb and Edril. Inspect Bookshelves and Blue Circles for clues. The key is actually visible on low ground nearby. You just have to figure out how to get it.
 
Level 1
Joined
Dec 10, 2016
Messages
2
Can i solo this map? i'm just started and already stuck. Cant open first massive gate. I killed big skeleton and demon boss, and nothing happened. then i looked som vids on youtube and there was a lever near big skeleton, what opened gate. I restarted map a few times and there was no lever. Is this a bug?
 
Level 1
Joined
Dec 9, 2016
Messages
4
There is key for every Gate that needs one. I would never lock you due to "wrong" decision that you didn't know about - that would be horrible design. There is a key in the area between the Skeleton Tomb and Edril. Inspect Bookshelves and Blue Circles for clues. The key is actually visible on low ground nearby. You just have to figure out how to get it.

Thank you! The problem was with "weapon stash" - I had to stand on a precise spot to inspect it. Earlier I thought that this stash is just non-inspectable stuff.
 
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Level 4
Joined
Jan 8, 2014
Messages
84
I guess iam to dumb or i found a bug, i killed the energy generator at the satyr boss fight then went to the skeletons tome then i got a torch. then ... i cant proccess but i need a key or something and i dont know where to get it because i failed to look at the map and iam now lost becasue of it how to progress further `?
 
Level 1
Joined
Dec 10, 2016
Messages
2
Cant find what to do in vault. I got the explosives from main map and got the ghost cloak, only ghost that i found is near cut tree, sais that nobody left. Also cant find garden key for main quest
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
then i looked som vids on youtube and there was a lever near big skeleton, what opened gate. I restarted map a few times and there was no lever. Is this a bug?
The videos on youtube are currently outdated. Have I played with the new system? Yes. Will I upload a playthrough with the new system eventually? Yes. Just need to hold tight until I get a game to the end which is worth showing it off :)
Cant find what to do in vault. I got the explosives from main map and got the ghost cloak, only ghost that i found is near cut tree, sais that nobody left. Also cant find garden key for main quest
When you cannot progress further, inspect is your friend. Inspect bookshelves and blue circles for clues.
 
Level 4
Joined
Aug 5, 2007
Messages
68
hello, i've been following your version from 2.0.8
great job!

can i ask how to solve the waterwork (first dungeon) problem? there is a path where you will always die if you go through. but there is a lever beyond that point. how i suppose to solve this puzzle?
 
Level 3
Joined
Jul 10, 2010
Messages
50
You really need to make it more intuitive to find the hidden items to progress in some areas. The search feature is cool and all but some of us aren't very good with puzzles and things like the gear in the pipes are a bit of a struggle to find.

Overall a good update to the map with a lot of needed features but I do have one other complaint as well, the tentacle boss behind the instakill fireball maze is a bit much. You really should add something like a teleporter to the back of the maze after you get through it the first time so if players can't finish the boss in 1 go they don't have to waste so much time going through it again (the boss's tentacles block pathing so if they spawn in the wrong location they can screw you over and are also invulnerable of course). I would suggest the same with the queen's tomb but I assume you want that cancerous area to stay that way with the beetles lol.

Lastly, I played druid the other day and genuinely had fun with him so you did well with the character, I just wish it was possible to get everything in the queen's tomb without having massive amounts of health otherwise the beetles tear you to shreds.
 
Level 6
Joined
Dec 3, 2012
Messages
243
I have a suggestion.

Rain of Chaos is a good talent. Every time you cast a spell, it will count it with a floating number.
Instead of a floating, add a status icon to track the count more easily. Sometimes, when battling, it's hard to see the floating number and to remember it, since it has a strategical relation on when to cast the next Gift of Sargeras.

OR

Make the number to be a bit bigger and/or stay longer when floating.
 
Level 1
Joined
Dec 17, 2016
Messages
1
We have a problem. After blowing up dynamite, killing mountain giant and clearing Skeletal Tomb we are stucked. The door near moving platform trap is locked. It requires the key. Other doors (one that requires Feric's key and the one with Twin Corridor key) also do not opening. We tried to find the solution, but in other version of this map this door opened different way. Is it a bug or we need to find something? ver. 2.3.1
 
Level 1
Joined
Mar 15, 2016
Messages
4
There is a problem with item 'Shieldtronic Gear' can't be made with shifting charm and 2x runed mask !
v 2.3.1,pls fix it
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
We have a problem. After blowing up dynamite, killing mountain giant and clearing Skeletal Tomb we are stucked. The door near moving platform trap is locked. It requires the key. Other doors (one that requires Feric's key and the one with Twin Corridor key) also do not opening. We tried to find the solution, but in other version of this map this door opened different way. Is it a bug or we need to find something? ver. 2.3.1
The key is visible on the lowground near the Flesh Golem. Inspect blue circles and bookshelves in the area to find out how to get the key.
There is a problem with item 'Shieldtronic Gear' can't be made with shifting charm and 2x runed mask !
v 2.3.1,pls fix it
I know about the issue. Unfortunately you will have to wait for 2.3.2 for the fix.
 
Level 1
Joined
Mar 15, 2016
Messages
4
The key is visible on the lowground near the Flesh Golem. Inspect blue circles and bookshelves in the area to find out how to get the key.

I know about the issue. Unfortunately you will have to wait for 2.3.2 for the fix.
thx and some item got same issue too, waiting fo 2.3.2 xD
 
Level 6
Joined
Dec 3, 2012
Messages
243
irInVeins said:
We have a problem. After blowing up dynamite, killing mountain giant and clearing Skeletal Tomb we are stucked. The door near moving platform trap is locked. It requires the key. Other doors (one that requires Feric's key and the one with Twin Corridor key) also do not opening. We tried to find the solution, but in other version of this map this door opened different way. Is it a bug or we need to find something? ver. 2.3.1

You need something to attract the key, which is standing near the teleport device. This something can be found near a gate which requires a key. (Purposely, I'm not spoiling all the fun for you.)
 
Level 1
Joined
Dec 9, 2016
Messages
4
I can't find the third royal ruby. I've found ones around gazret and nearby 4-lvl dungeon, and I also found info in this thread about ruby near path-is-clear quest gate - but there is nothing I can see. Also there was info about some "barrel" - but I cant find it too :(

Any clues?
 
Level 4
Joined
Aug 5, 2007
Messages
68
i played 2 times on version 2.3.1 and i cant finish the game because sometimes when i tried to save the game on single player, fatal error occurs. that makes my save data corrupted... earlier versions never cause this problem. please help
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
i played 2 times on version 2.3.1 and i cant finish the game because sometimes when i tried to save the game on single player, fatal error occurs. that makes my save data corrupted... earlier versions never cause this problem. please help
We will need more information, namely hero used, items, glyphs, talents etc etc. If you look in your log folder there should be a crash log, if there is PM it to SpasMaster as well, it might help in narrowing down what is causing this error.
 
Level 1
Joined
Dec 19, 2016
Messages
2
Hey right now im on a solo run with death knight. And as this was my first time playing and im quite a hardcore dungeon playing dude i chose hard and heroic without knowing that hard is indeed hard as fuck for solo run O_O. But luckily death knight is so good right now im in water elemental boss with 2.4 k bonus health with grand total of 3.8 k hp.

But i encounter some bug that kind of broke the game for me.
1. Vunjo masoschist mask said that every 12.5 % hp missing it will add 1 more armor but instead it gave me 8 armor on 100% hp and decreasing for each 12.5% hp missing ( I really want to make a super tanky death knight that heals instead of taking damage but because of it i can't )
2. That water elemental boss keeps splitting itself instantly when it reforms.
3. Is it intended that nightmare can spawn from sneks?

Right now in the middle of game i can just tank everything because i gain a lot of hp from snakes hitting me but everytime i cleared a bunch of snakes there's always this ghost thingy that eat up a lot of your hp and because it's a clusterfuck of monster i can't see the ghost and i ended up dying. Can you do something about it please?
 
Level 6
Joined
Dec 3, 2012
Messages
243

You can not kill the Water elemental boss. You need a lot of chain stuns to happen and on solo you just can't kill him if you want to complete the special quest. Try to kill him in the late late game again.
The ghost is dealing magic damage. Just gain enough magic resistance and you are ok.
 

SpasMaster

Hosted Project: SC
Level 24
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Messages
1,994
The split timer of Gentulon starts when he splits, meaning that the longer it takes you to kill the small elementals, the less time you will have to fight him. Usually in 3 player games, based on which I balanced the boss mechanic, it's totally doable.
I will however make improvements that will accommodate the boss for solo play.
 
Level 1
Joined
Dec 9, 2016
Messages
4
I got it - the barrel with ruby newa "path is clear" gate was removed in 2.3.0, so the previous hints are obsolete. but where is it now?
 
Level 1
Joined
Dec 20, 2016
Messages
2
hey i have been playing your map for a few months now and i really like it! but, i have been having issues with the massive ruined gate. i looked at all the bookshelves and saw all the hints but i still cant find out where to go); i would like to have this area spoiled for me because i cant find the way out, I'm stuck. MSG me or something (it has something to do with a firepot correct?)
 
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