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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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.


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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.
full
Siren
  • The Empowered Shot Talent will now benefit from the Tidecaller Specialization's effect.
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Tidewarrior
  • Fixed a bug where The One From Below could not critically strike.
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Warrior
  • Fixed a bug where the Warbringer Talent was dealing more damage than intended.
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Windmaster
  • Fixed a bug where the Windstorm ability was missing.

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


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

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

Classes
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Berserker
  • Poison Specialization's effect has been reworked.
  • Poison Specialization's Mastery scaling has been increased to 0,5% up from 0,4%.
  • Venomous Axes ticks now have chance to apply Surge of Toxins.
  • Venomous Axes' Attack Damage scaling has been increased to 15% up from 10%.
  • Venomous Axes' damage dealt scaling with Critical Strike Chance is now increased by Critical Strike Damage.
  • Fixed a bug where Poison Specialization's Mastery scaling was so much lower than intended that it essentially wasn't working.
  • Fixed a bug where the Poisoned Blade Talent triggered effects from other Talents that give Venomous Axes a chance to tick an additional time with a lower chance than intended.
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Death Knight
  • The Virulent Plague Talent's proc chance has been increased to 12% up from 10%.
  • The Virulent Plague Talent's proc chance now also scales with Potency.
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Demon Hunter
  • Item effects that generate attacks will no longer consume Demon Within stacks.
  • The Seething Power Talent now causes damage and begins accumulating stacks from the intial attack that triggers the effect.
  • The Seething Power Talent no longer has a 0,2 seconds internal cooldown.
  • The Seething Power Talent's Attack Damage scaling has been increased to 10% up from 8%.
  • The Seething Power Talent now lasts for 4 seconds down from 4,5 seconds.
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Hunter
  • Huffer now gains 65% of the Hunter's maximum Health up from 50%.
  • The Frostfang Bow Talent no longer needs the targets to be Chilled to deal double damage.
  • Fixed a bug where Spike and Grylls had incorrect scalings for their Attack Damage.
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Mage
  • Ring of Frost now causes an additional visual effect upon triggering.
  • Arcane Specialization now grants a new ability instead of Aracne Barrage.
  • Living Bomb's proc chance is no longer increased while the spell is on cooldown.
  • Living Bomb now causes instant damage against targets already affected by it.
  • The Fire Bomb Talent has been replaced with a new Talent: Firestarter.
  • The Blazing Soul Talent now increases tick rate by 25% down from 50%.
  • The Blazing Soul Talent now also increases burst chance.
  • The Pyromaniac Talent has been reworked.
  • The Supernova Talent has been reworked.
  • All Mage icons have been updated to high-res versions.
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Necromancer
  • Taking Blood Globes no longer counts as a tick towards Raise Dead.
  • Corpse Explosion no longer deals more damage after taking a Blood Globe.
  • Corpse Explosion's base damage has been reduced to 20/40/60/80 down from 25/50/75/100.
  • The Blood Sacrifice Talent now increases all damage dealt by amount equal to 0,5% of maximum Health down from 1%.
  • The Life from Death Talent no longer has chance to grant the Necromancer a Blood Globe when Skeletal Minions die.
  • The Life from Death Talent now causes Blood Globes to count as 2 ticks towards Raise Dead.
  • The Reaper of Souls Talent now benefits from Essence Specialization's Mastery scaling.
  • The Blood Reaper Talent can now benefit from Reaper of Souls' scaling.
  • The Blood Reaper Talent now reduces the damage dealt by Grim Scythe's Passive effect by 60% up from 50%.
  • The Hour of the Dead Talent has been reworked.
  • Fixed a bug where Skeletal Archers spawned by the Skeletal Archers Talent had incorrect damage scalings.
  • Fixed a bug where Skeletal Minions spawned by the Tombstone ability had incorrect damage scalings.
full
Paladin
  • Crusader's Strike mana cost for Level 4 has been increased to 35 up from 30.
full
Rogue
  • Sinister Strike's cooldown has been increased to 9 seconds up from 6.
  • Sinister Strike's mana cost has been increased to 18 up from 12.
  • Sinister Strike's base damage has been increased to 35 up from 25.
  • Sinister Strike's Attack Damage scaling has been increased to 65% up from 45%.
  • Sinister Strike's maximum Health scaling has been increased to 12% up from 8%.
  • Dispatch's cooldown has been increased to 9 seconds up from 6.
  • Dipsatch's mana cost has been increased to 18 up from 12.
  • Dispatch causes the next attack to deal 40% more damage up from 25%.
  • Vendetta's duration has been reduced to 4,5 seconds down from 5.
  • Vendetta will now allow the Rogue's next attack to deal the accumulated damage if the debuffed target dies before Vendetta expires.
  • Rupture's base damage has been reduced to 10 down from 20.
  • Rupture's Attack Damage scaling has been increased to 100% up from 80%.
  • Shadowstep's base damage has been increased to 100/190/280/370 up from 90/160/230/300.
  • Shadowstep's Attack Damage scaling has been increased to 145% up from 135%.
  • Fan of Knives' cooldown has been increased to 7 seconds up from 6.
  • Fan of Knives' base damage has been increased to 70/140/210/280 up from 65/130/195/260.
  • Fan of Knives' Attack Damage scaling has been increased to 65% up from 50%.
  • Fan of Knives' Agility scaling has been increased to 35% up from 25%.
  • The Shadowblade Talent has been replaced by a new Talent: Dirty Tricks.
  • The Shadow Dance Talent no longer reduces the cooldown of Stealth.
  • The Shadow Dance Talent now increases the damage of Rupture.
  • The icon of the Hidden Blades Talent has been changed.
  • Fixed a bug where Fan of Knives had incorrect scalings and lower base damage since v2.4.7.
  • Fixed a bug where Fan of Knives had lower range than intended.
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Shaman
  • Fixed a bug where the attacks of Flametongue Totem would sometimes cause certain effects to deal Magical Type damage.
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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...

Vidovit

Banned
Level 3
Joined
Sep 27, 2014
Messages
37
Azothan is playing it on YT now so it's fun to watch and i'm thinking of playing it as well.
There should be an explanation on how to play it in multiplayer with tauren NPC - like how to save game in mp etc.. i'm sure it's explained in this thread but nothing in-game as far as i've seen.

Of course a lot of work went into this and i can only appreciate the effort but wtf is it with those wow models. they totally don't fit in and it's for some classes that have great war3 models - death knight, druid.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Azothan is playing it on YT now so it's fun to watch and i'm thinking of playing it as well.
Yeah, I saw the videos myself. Great stuff!
There should be an explanation on how to play it in multiplayer with tauren NPC - like how to save game in mp etc.. i'm sure it's explained in this thread but nothing in-game as far as i've seen.
Well, generally the way to do it is via the regular Warcraft 3 Save/Load menu. Thus, I always felt it weird to give an explanation about a core feature of Warcraft 3. The real issue, in my opinion, rises from the fact that bot hosting or hosting through ENT in general disables this feature and leads to confusion. But I see the point and I'll see what I can do.
wtf is it with those wow models. they totally don't fit in and it's for some classes that have great war3 models - death knight, druid.
To be fair, whether they fit or not is kinda subjective - some people notice it and it stands out for them, while for others it's not the case. At any rate, the map's lore centers around a team of Horde heroes, which means that those 'great warcraft 3 models' you are talking about (I suppose the Malfurion/Druid of the Talon for the Druid and the Arthas for the Death Knight) wouldn't fit from lore perspective. There are barely any Druid and Death Knight models of good quality (if any) out there that are also Horde-related. That being said, a custom model for the Death Knight has been in the works for a while, specifically created for Sunken City that will replace the WoW model.
 
Level 1
Joined
Apr 11, 2018
Messages
2
Today the Warcraft 3 patch 1.29 has launched, and the increased native resolution has broken the custom UI for sunken city. :(

Edit: Also the damage number are broken
 
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Yes, the new patch breaks a lot of stuff. I advise sticking to 1.28.5 for those who want to play Sunken City without issues.
I am actively working with Hiveworkshop and Blizzard to get all things resolved as fast as possible. We just have to be patient.
 
Level 1
Joined
Apr 11, 2018
Messages
2
Yes, the new patch breaks a lot of stuff. I advise sticking to 1.28.5 for those who want to play Sunken City without issues.
I am actively working with Hiveworkshop and Blizzard to get all things resolved as fast as possible. We just have to be patient.

Thanks for all of your hard work! Really appreciate all of the work you have poured into this map :)
 
Level 4
Joined
Nov 7, 2010
Messages
68
The save and load function is utterly bugged. I suppose the new patch even enhanced that. Something like loaded games have no computers (brown and what the other color was).

The normal function of save and load does not work with bots, so you have to host it manually and that's nonsense.

Esentially, this map doesn't have save and load function and that's a pretty huge handicap.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
The normal function of save and load does not work with bots, so you have to host it manually and that's nonsense.
Catering to third party service is what is nonsense to me. I have played with hundreds of people over my years in Warcraft 3 and we saved and loaded hundreds of games with the default loading system. Using a service (bots) that disables this feature is entirely your choice and as such you should face it's disabilities.
Esentially, this map doesn't have save and load function and that's a pretty huge handicap.
This map is not an ORPG. Save/Load functions are for ORPGs that take many multiple takes to complete. Sunken City is not designed with such gameplay in mind and lasts 3-5 hours based on team setup and difficulty selected. Such gameplay time does not demand a save/load function in any way.
 
Level 4
Joined
Nov 7, 2010
Messages
68
Catering to third party service is what is nonsense to me. I have played with hundreds of people over my years in Warcraft 3 and we saved and loaded hundreds of games with the default loading system. Using a service (bots) that disables this feature is entirely your choice and as such you should face it's disabilities.

This map is not an ORPG. Save/Load functions are for ORPGs that take many multiple takes to complete. Sunken City is not designed with such gameplay in mind and lasts 3-5 hours based on team setup and difficulty selected. Such gameplay time does not demand a save/load function in any way.
Well, of course that me and my friends tried to do it manually so the save and load option is available, but neither of us can join each other's game. Everything goes grey and you get an error saying that game doesn't exist.

Furthermore, if someone starts to lag out (that waiting for players thing), there is nothing you can do about it and it usually means that someone will be dropped out. That's not the case whilst playing on bot hosted games since they are way more reliable.

Took us 4h to get to that ultra attack speed doom lord boss and only like half of the map has been discovered and tons of other secrets were not solved. I disagree that there is esentially no need for saveload function in this map. Not to mention that sometimes you simply don't have the will or the time to play a map for that long and once you find more time or are refreshed you can not continue from where you stopped, but have to start all over again.
 
Level 6
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Mar 25, 2018
Messages
209
Well, of course that me and my friends tried to do it manually so the save and load option is available, but neither of us can join each other's game. Everything goes grey and you get an error saying that game doesn't exist.

If that happened then some one did not Port Forward their router correctly. Just like a bot has its port open, so must the host of the game. No difference

Furthermore, if someone starts to lag out (that waiting for players thing), there is nothing you can do about it and it usually means that someone will be dropped out. That's not the case whilst playing on bot hosted games since they are way more reliable.

This happens when some one has a poor internet connection or poor connection to the host, this is not the case for most people and you still get people lagging out in bot hosted games it happens plenty enough, Bots are not at all more reliable.

You can also Save more often if you are afraid of this happening.

I disagree that there is esentially no need for saveload function in this map. Not to mention that sometimes you simply don't have the will or the time to play a map for that long and once you find more time or are refreshed you can not continue from where you stopped, but have to start all over again.

A save code system is not needed if the host can properly set up Port Forwarding, if they can not its their own fault, its not hard at all to be done.

If "you simply don't have the will or the time to play a map for that long and once you find more time or are refreshed" you can simply use Warcraft III's in game save/load feature, if the host has properly set up their Port Forwarding, which any one can do.
 
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Level 17
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Sep 24, 2009
Messages
1,590
Any plans on adding one extra spell to every hero? I am not saying about ultimate, I am thinking about just normal spell. Because, at the moment I feel like I have too few buttons to press majority of the time.
 
Level 1
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Dec 20, 2017
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7
Hello, sorry if this is known already, but I couldnt find any info about it.
I noticed today that certain enemies dont get damaged by some spells.
The very first three murlocs did not get damaged by Ice lancer's Ice lance Q ability and his passive Cold touch.
Same with the Tauren druid ability Starfury.
Both of the jungle stalkers are receiving damage as intended.
The demon pack after opening the first door has the same issue as the murloc camp.
They also dont have damage numbers popping up, but targeted abilities do work on them.

It appears any ability that is not targeting either an enemy or an area will not deal damage to most of the monster packs. This also goes hand in hand with missing floating damage numbers.
Just had it happen on the paladin circling hammers aswell, works fine against the jungle stalker, absolutely no effect vs the murlocs and demons.
 
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Level 4
Joined
Nov 7, 2010
Messages
68
Alright, so, one of us did the port forward. All of us entered it and started the game. Decided to save at the beginning after choosing heroes to see if it is working. The host guy loaded the game and there are no bots (usually there are 2 comp normals) and neither of the rest of us could join it. Either everything is grey and it says you can not join the specified game or it looks like it will join and in the end it doesn't (the UI goes up and simply puts you on the same screen you were before) and notifies anyone inside the lobby that player entered and left at the same time.

So?

EDIT: I've done the same thing he did through port forwarding. Still can't join.
"Hosting manually is the same if not superior to hosting with bots" In-freaking-deed.

EDIT2: We tried some blizz map (duskwood) and the same problem arises. Perhaps this is a bug that came with the new patch but nobody noticed it yet since people don't do save/load(/host?) manually.
 
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Level 6
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Mar 25, 2018
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209
EDIT2: We tried some blizz map (duskwood) and the same problem arises. Perhaps this is a bug that came with the new patch but nobody noticed it yet since people don't do save/load(/host?) manually.

this could be possibly something on your end as well (or his since he is hosting) , as for me i dont have any issues like this, and i also dont know of any one else who has the issue your describing

so im out of ideas

pm me your discord name and i can try and host and troubleshoot with you more
 
Level 4
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Nov 7, 2010
Messages
68
this could be possibly something on your end as well (or his since he is hosting) , as for me i dont have any issues like this, and i also dont know of any one else who has the issue your describing

so im out of ideas

pm me your discord name and i can try and host and troubleshoot with you more
You limit who can see your profile page so I can not PM you. PM me yours instead, please.
 
Level 3
Joined
Apr 16, 2018
Messages
68
Hi guys. I`m stuck in 2.4.2 version, Insane, Normal(not heroic), Necromancer. In previous versions 1.92 and 2.2.9 it all was ok (levers, keys to open main`s) about to proceed. For now i can not find a way to proceed the map: passed the Twin corridors, reached the Elves and stuck. No keys, no levers to open Garden, i even cant complete optional Waterworks(cant find solution of water flows).

EDIT: Very sorry. i have just 'inspected' the table and found a key. Must have read the Mahul`s rules first about changes damn me!!

Little review: A lot of thanks for the Death Knight and Necromancer. I only play games or especcially W3 maps having Vampire`like, Undead heroes; hate "warrior, archer, mage" games/maps.
 
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Level 1
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Dec 20, 2017
Messages
7
Aisolon, what Warcraft version are you running? I've heard about issues in most recent 1.29 patch.
Exactly that. Since I dont really have a choice in which version I want, owning a legal copy, im kinda boned until either blizzard fixes this or spas comes around making a compatibility patch.
 
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Level 3
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Apr 16, 2018
Messages
68
Putting one hour into it, I can say that it performs really well. It has all the boxes ticked in terms of modern RPG elements. However, it is clear that the game was intended to be played in a team, which makes my singleplayer run anything but relaxing.

Hell no!!) i was just recently gladly soloed on Hard, exactly relaxing after works)
 
Level 3
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Apr 16, 2018
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68
You've got some exotic tastes, my friend
I didnt catch, my friend. You misunderstood. "sometimes to explain 2 words you have to write a book"...
1. If you set all players "close" except yours, game is counted as single player, this maybe affects gameplay somehow.
2. I bet for 100% you played with some warrior, mage, rogue etc, they can not just bruise along. Thats the eternal problem with all such heroes, they are not independent, supporting recommended. And yes,most of wonderful maps are for team play( But there are 2 heroes, at least, that never experience lack of party;) that`s why boldly can run hard for more fun rather than 1-2 shoting on easy.
 
Level 1
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Apr 29, 2018
Messages
1
hey there,
im really enjoying your map atm, thx for your amazing work!
i had a hard time at the beginning of the game, maybe because i decided to solo the heroic insane mode on my first run, who knows?
no bug so far except some critical errors when reloading, but its not much of an issue.
the problem is that im stuck at a door in west wing, the one that requires circles of power to be opened. sea elementals or grunts cant activate those circles, is it a bug or is it meant to be doable by at least 2 players? id really love to not have to give up on this run, took me hours to get there :)

Oh my.... im feeling dumb right now ^^ thx for the reply
 
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SpasMaster

Hosted Project: SC
Level 24
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Jan 29, 2010
Messages
1,994
the problem is that im stuck at a door in west wing, the one that requires circles of power to be opened.
Inspect them :p
I bet for 100% you played with some warrior, mage, rogue etc, they can not just bruise along.
Mage is one of the best heroes to solo the map with. The rest you listed can do just fine. Generally speaking, any hero can solo the map on any difficulty/mode if you play correctly. Some have easier time than others, but both Warrior and Mage certainly aren't of those who have harder time doing it.
However, it is clear that the game was intended to be played in a team, which makes my singleplayer run anything but relaxing.
That is correct, the game is not designed with single player in mind. That said, there are many approaches where you can literally steam roll through the map on easy standard solo if you play your early game correctly (the right, glyphs, talents etc).
 
Level 3
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Jan 12, 2014
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67
there are actually ways to steam roll even insane heroic with the right hero set-ups (it's just insanely hard to get it going properly)
once you have one or two items you can go nuts with some characters, like the berserker and the death knight. until then though it's hit and run tactics and multiple cheesy deaths unless you're really careful.
 
Level 1
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Mar 27, 2018
Messages
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there are actually ways to steam roll even insane heroic with the right hero set-ups (it's just insanely hard to get it going properly)
once you have one or two items you can go nuts with some characters, like the berserker and the death knight. until then though it's hit and run tactics and multiple cheesy deaths unless you're really careful.
Crett, do you mind sharing what items and build in your opinion works for solo Berserker? You can pm me if you don't want to spoil the fun for others :p
 
Level 3
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67
Crett, do you mind sharing what items and build in your opinion works for solo Berserker? You can pm me if you don't want to spoil the fun for others :p

what you really want is to become as tanky as possible.

voodoo shuffle and astral shift are your friends, second glyph should be whatever heals you more between the regen and the lifesteal.

get items with flat damage reduction/reduction based on agility first. order isn’t too important, because once you’re at a certain baseline of durability you just need the attack/crit boosting items and your lifesteal will become bonkers.

its been a while so a lot of the so specifics escape me, but here’s my promise; the early game will comprise the bulk of the time you spend on this run, because you’ll have to do very cowardly, time consuming things to clear mobs and once you start getting tanky items and levels everything becomes a trash mob

determination leads u to ultimate power. that and skull splitting snakes for hours.
 
Level 3
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Jan 12, 2014
Messages
67
yea! have fun

really though i have to stress it's going to be quite a slog in the early game. you'll be WQing mobs and running away until their cooldowns are back up, but if you're willing to put up with that long enough for those first couple of levels (first 3-4 hours really, maybe longer) you will be golden later.
 
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Level 24
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May 20, 2007
Messages
3,283
what you really want is to become as tanky as possible.

voodoo shuffle and astral shift are your friends, second glyph should be whatever heals you more between the regen and the lifesteal.

get items with flat damage reduction/reduction based on agility first. order isn’t too important, because once you’re at a certain baseline of durability you just need the attack/crit boosting items and your lifesteal will become bonkers.

its been a while so a lot of the so specifics escape me, but here’s my promise; the early game will comprise the bulk of the time you spend on this run, because you’ll have to do very cowardly, time consuming things to clear mobs and once you start getting tanky items and levels everything becomes a trash mob

determination leads u to ultimate power. that and skull splitting snakes for hours.


Fine, I'll give it a shot with this exact build.

EDIT: It works.

Now I'm stuck at the Massive Gate
 
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Level 4
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Apr 9, 2013
Messages
100
There are a number of "Massive Gates" tho all of them can be passed with some reading shelves and inspecting. or rare cases EXPLOSIONS. :D
 
Level 24
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May 20, 2007
Messages
3,283
The bookshelf next to the zombie-spawning Skeleton mentions a key dropped at the Fire Pot.
There is a way to extinguish the fire and acquire the key. Look near the Alliance camp close to the Volcano for something that can help you do that.

I edited my post out of sheer excitement when I managed to solve the puzzle.

At this point, I made it really far in the game and I only stopped because I had to take a dinner break.

I'm changing my rating, this map is a step above the rest. It even rivals full fledged games through sheer scale. Congratulations!
 
Level 2
Joined
May 25, 2017
Messages
8
I have created a thread where people can ask and answer to questions about puzzles. That way, there will be a dedicated place which will be easier to go through for puzzle solutions.
Puzzle Hints, Help & Solutions Thread
Oh, thanks. No need, already found the models I was scrounging for. By the way, the map itself was fun. I got the hang of it after playing a few times. VERY challenging but fun nonetheless. Thanks!
 
Level 3
Joined
Mar 23, 2010
Messages
45
played old version from years ago today... some kind of str grom hellscream model. SOlo mind you. Hes so broken. So is trickle gold from charm and midas. Broke one of the quests cause i triggered an objective without even starting the quest by jumping through where i wasnt supposed to and i cant be arsed to play from older save lol. Its a great map though.
 
Level 1
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Jun 23, 2014
Messages
3
Can any1 give me a hint where the Corrupted Essence is, I've cleared the map twice now on Solo Heroic Hell and I still can't find it anywhere :/
 
Level 2
Joined
Sep 14, 2017
Messages
19
I have a few bugs to report. I was playing through on standard easy difficulty as a warlock.

I was able to gain experience in the waterworks dungeon even though the dungeon says it shouldn't grant any.

The grimoire of synergy talent seems to spawn demons that last for a flat 10 seconds even though it should also scale with maximum health.

The malefic grasp talent damage bonus applies to all currently summoned demons even if you're only using siphon life on one. I would assume the damage reduction portion of the talent is the same (although I haven't tested it).

Edit: Also the "-stats" command pastes the info text on the bottom half of the screen overlapping with the overlay making it unreadable.
 
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