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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
Easy
Normal
Hard
Hell
Insane
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%
Easy
Normal
Hard
Hell
Insane
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
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
Shaman
Fixed a bug where Chain Lightning was not affected by effects that interract with "Q" Spellcasts.
Items
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.
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
Feral Druid
Guardian of Elune Talent's effectiveness when taking damage from Lesser Creatures has been reduced to 30% down from 50%.
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.
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%.
Witch Doctor
Ancient Ward's Poison Specialization effect now has 10% maximum Mana scaling down from 15%.
Items
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.
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
Death Knight
Fixed a bug where Outbreak would sometimes not deal damage in Unholy Specialization.
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.
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.
Priest
Fixed a bug where Renew was restoring more health over time than intended.
Shaman
Fixed a bug where Chain Lightning would sometimes not benefit from cooldown reduction effects.
Siren
The Empowered Shot Talent will now benefit from the Tidecaller Specialization's effect.
Tidewarrior
Fixed a bug where The One From Below could not critically strike.
Warrior
Fixed a bug where the Warbringer Talent was dealing more damage than intended.
Windmaster
Fixed a bug where the Windstorm ability was missing.
Items
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.
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
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.
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.
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.
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.
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.
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.
Paladin
Crusader's Strike mana cost for Level 4 has been increased to 35 up from 30.
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.
Shaman
Fixed a bug where the attacks of Flametongue Totem would sometimes cause certain effects to deal Magical Type damage.
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.
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.
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.
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
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.
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.
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.
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...
The regular war3 cheat "synergy" actually lets you recruit 3 heroes in single player, but then the map kills all your heroes/lives and ends the game because "cheats detected" ?
Extremely odd design choice there i gotta admit.
Please consider allowing the "synergy" cheat so that single players can use up to 3 heroes - its so much more fun like that.
Its single player anyway...
The regular war3 cheat "synergy" actually lets you recruit 3 heroes in single player, but then the map kills all your heroes/lives and ends the game because "cheats detected" ?
Extremely odd design choice there i gotta admit.
Please consider allowing the "synergy" cheat so that single players can use up to 3 heroes - its so much more fun like that.
Its single player anyway...
All of these can simply be tested at the dummies near the vault portal (or the one at lvl1, but at the others you're more advanced in every aspect - items, spells etc.) and i would advise you to do so to confirm as i may be wrong.
1. yes, i believe they all do 'pet damage'
2. yes - as far as i know potency dmg is added in the end after all other dmg modifiers and effects. any dmg associated with your hero.
3. i dont understand the question ? if you're asking 'is potency treated as attack damage for the spells that are based on the damage stat', then - no. Potency is a separate state from 'attack damage'. However, potency will add damage on top of the damage done by spells, items etc. (e.g. spell does 180 damage after all damage modifiers and scalings, then you have 3 potency = total of 183 dmg).
Potency is a good stat for dot dmg or damage coming in multiple instances, or if you have many summons. Some talents, skills, items for example deal damage to each enemy in a range. Here potency comes helpful. Or if you have e.g. 10 summons, hitting 10 times per second...
Yea i noticed it later in the map - kinda strange that there is a hint/tutorial earlier in the map warning you that there is no way to reset your ESC stats.
Yea i noticed it later in the map - kinda strange that there is a hint/tutorial earlier in the map warning you that there is no way to reset your ESC stats
Hi guys, i have a question.
I got W3:TFT 1,27 version and i want to play the Sunken City. I've got many version of old Sunken City, but i don't know why i don't see them in game and in world editor. I've got version from 2.0 to the newest. Someone know where is the problem? Of course i've got original CD key
Hi guys, i have a question.
I got W3:TFT 1,27 version and i want to play the Sunken City. I've got many version of old Sunken City, but i don't know why i don't see them in game and in world editor. I've got version from 2.0 to the newest. Someone know where is the problem? Of course i've got original CD key
Please check the "Recommended Version" first before downloading the map. It's already detailed here.
Version 2.x onwards requires Reforged, which is obviously the very latest one (1.36). If you want to enjoy this map on non-Reforged W3, you have to do some research, especially getting the older version of this map that still supports the non-Reforged W3 (up until 1.31).
Please check the "Recommended Version" first before downloading the map. It's already detailed here.
Version 2.x onwards requires Reforged, which is obviously the very latest one (1.36). If you want to enjoy this map on non-Reforged W3, you have to do some research, especially getting the older version of this map that still supports the non-Reforged W3 (up until 1.31).
Let's keep the thread productive instead of pointing at eachother, yes-yes?
This question is one that we hear a lot - I will see if we can make it more clear which Warcraft 3 version is minimum in the description for the next time there is an update being pushed.
I'm not sure that contributes much, since there isn't that big a power spike from spell ranks on their own, since in most cases they only increase the base values, not the scaling ones (which is the important part of most spells).
So the most important aspect of "spell builds" is which order you learn your spells.
Let's keep the thread productive instead of pointing at eachother, yes-yes?
This question is one that we hear a lot - I will see if we can make it more clear which Warcraft 3 version is minimum in the description for the next time there is an update being pushed.
I was the one who asked a simple question in a pretty civil manner, if I may say so, after all
Anyways, I assume I can't play the current map version on either 1.29 or 1.31 - which version of the map do I need to find to play on either of those game versions?
Hello to everyone who has played, developed and generally enjoyed this wonderful map
As others have said before me, this is a true masterpiece of a map, and the fact that after so many years it is still updated, tested, played and receiving feedback and new comments speaks of itself!
I thought that level of attention to detail could only be found in a Peter Jackson movie, but here we are, still figuring out all the wonderful ways this map can be played. From Heroes to talents to glyphs to items to teams to just general playstyle, it absolutely rocks
There are some inquiries I would like to make, because I have hit a snag in several cases
1. For starters, how on Azeroth do you open the door to the last secret area? I have found all others and this one is driving me crazy!!! After hours of exploration and based on previous similar areas, I am guessing I will have to blow it up, but I cannot find any explosives anywhere. Please tell me I didn't have to save them from the beginning of the game.....
2. Does that door opposite of the chamber of Atal'ai lead anywhere, or is it left for the future?
3. This area seems to only be accessible to Naga. Is that true? And, if so, is it too important?
4. Do those structure with the lightning do anything, or are they there for aesthetic purposes?
5. On ther same vein, I could not find a use for this area, despite using the inspection circle
I have entertained the idea that maybe it is for the Death Knight exclusive quest (have not played a Death knight yet), but if it is not, did I miss something?
6. Several items that give access to in map content (Dragon Aspect statues, "rarest key", Skeletal key, the item that awakens the Ancient boss, the item that allows you to interact with the T'raqui obelisks, chest keys) are random drops (I understand that they promote replayability but, being a completionist, it's kind of annoying). Is it possible for these items to drop from the random mobs that occassionally spawn from the "tunnel" structures along the map, or should I give up on any of those not already found (I am about to battle final boss)?
7. There is a skeletal Orc at the beginning of the game
hiding behind a volcano
that just sits there. Browsing this forum I saw it's a reference to previous iterations of the map. However, I came across one comment which said it was ultimately possible to interact with him, but only after
defeating the final boss and acquiring a certain item
. That, though, was an old post. Is that still the case? And, if not, is there any purpose to that Orc besides nostalgia nowadays?
8. As you can see (and as my name suggests), I play a Dragon Sentinel. I am in love with the consept of the draconic flights of Warcraft/WoW! I have to state first that I understand Dragon Form is a very powerful ability. However, it is fueled by a special resourse (that you cannot keep track of, by the way!) which is generated through the Dragon Sentinel's passive ability. Maybe I am greedy here, but it feels like the Dragon Sentinel is playing with one less ability than other heroes (I have not yet tested every single Hero in this map), as his passive does nothing more than fuel his Dragon form. Am I missing something from a developing standpoint?
9. Similar to the Death Knight, can we expect "exclusive" content for other classes, or do you want to keep that unique?
Finally, and once again, awesome map, with great content and splendid atmosphere! Keep up the good work
Hello to everyone who has played, developed and generally enjoyed this wonderful map
As others have said before me, this is a true masterpiece of a map, and the fact that after so many years it is still updated, tested, played and receiving feedback and new comments speaks of itself!
I thought that level of attention to detail could only be found in a Peter Jackson movie, but here we are, still figuring out all the wonderful ways this map can be played. From Heroes to talents to glyphs to items to teams to just general playstyle, it absolutely rocks
There are some inquiries I would like to make, because I have hit a snag in several cases
1. For starters, how on Azeroth do you open the door to the last secret area? I have found all others and this one is driving me crazy!!! After hours of exploration and based on previous similar areas, I am guessing I will have to blow it up, but I cannot find any explosives anywhere. Please tell me I didn't have to save them from the beginning of the game.....
I have entertained the idea that maybe it is for the Death Knight exclusive quest (have not played a Death knight yet), but if it is not, did I miss something?
6. Several items that give access to in map content (Dragon Aspect statues, "rarest key", Skeletal key, the item that awakens the Ancient boss, the item that allows you to interact with the T'raqui obelisks, chest keys) are random drops (I understand that they promote replayability but, being a completionist, it's kind of annoying). Is it possible for these items to drop from the random mobs that occassionally spawn from the "tunnel"structures along the map, or should I give up on any of those not already found (I am about to battle final boss)?
7. There is a skeletal Orc at the beginning of the game
hiding behind a volcano
that just sits there. Browsing this forum I saw it's a reference to previous iterations of the map. However, I came across one comment which said it was ultimately possible to interact with him, but only after
defeating the final boss and acquiring a certain item
. That, though, was an old post. Is that still the case? And, if not, is there any purpose to that Orc besides nostalgia nowadays?
8. As you can see (and as my name suggests), I play a Dragon Sentinel. I am in love with the consept of the draconic flights of Warcraft/WoW! I have to state first that I understand Dragon Form is a very powerful ability. However, it is fueled by a special resourse (that you cannot keep track of, by the way!) which is generated through the Dragon Sentinel's passive ability. Maybe I am greedy here, but it feels like the Dragon Sentinel is playing with one less ability than other heroes (I have not yet tested every single Hero in this map), as his passive does nothing more than fuel his Dragon form. Am I missing something from a developing standpoint?
9. Similar to the Death Knight, can we expect "exclusive" content for other classes, or do you want to keep that unique?
Finally, and once again, awesome map, with great content and splendid atmosphere! Keep up the good work
1.There's a cache of explosives a bit before.
2.No, with some heroes that have summons you can summon them on the other side and explore. There's nothing
3.Nothing accessible only by naga heroes is relevant for the run. There are small bonuses, like a tome, rune, gold coins or a small item.
4.If you refer to the red crystal one - No. Aesthetic purposes only
5.Sometimes a dragon is spawned there. There are other areas like this. Each run is unique and you may face enemies which are not always there.
6.They are completely random but honestly i dont remember if they dropped from these respawnable tunnel mobs.
7.No purpose or interaction with him.
8. Its just the way he is. He has some passives
9.Im not a dev and cannot answer, but would be nice.
1.There's a cache of explosives a bit before.
2.No, with some heroes that have summons you can summon them on the other side and explore. There's nothing
3.Nothing accessible only by naga heroes is relevant for the run. There are small bonuses, like a tome, rune, gold coins or a small item.
4.If you refer to the red crystal one - No. Aesthetic purposes only
5.Sometimes a dragon is spawned there. There are other areas like this. Each run is unique and you may face enemies which are not always there.
6.They are completely random but honestly i dont remember if they dropped from these respawnable tunnel mobs.
7.No purpose or interaction with him.
8. Its just the way he is. He has some passives
9.Im not a dev and cannot answer, but would be nice.
1. Yeah, thank you. I eventually managed to find it, it was pretty well hidden. Finally managed to collect everything
2. I was suspecting that. Well, glad I didn't miss another thing when exploring
3. The hints say so, yes, but you get some good lore insights from those ghosts and I was wondering if there was something juicy there
4. Yes, the red crystal structure from the one image and the statue on the other. They looked ominous enough that I expected them to do/summon/send forward something or interact with them somehow (like open them to reveal a secret passage behind). Thanks again
5. Wait, you somehow make it spawn, or it happens on its own? And are there any triger conditions? Is it related in any way to the quests or the lore of the map? Is it possible that it spawns only in higher difficulties? (so many questions )
6. Well, end of the run for me I guess.....
7. So was the old interaction that I talked about removed?
8. Fair enough
9. Glad to see more people share the sentiment
Once again, thank you very much for taking the time to respond to my questions
A true masterpiece of a map, and the fact that after so many years it is still updated, tested, played and receiving feedback and new comments speaks of itself
Sunken City is an amazing RPG style map! The sheer variety of ways to personalise your playstyle in terms of heroes, abilities, items, and passive bonuses is ludicrous, and offers so many ways to play the game in a way you want to play. From Heroes to talents to glyphs to items to teams to just general playstyle, it absolutely rocks
And, perhaps above all, the atmosphere of the map is beyond describing. Warcraft managed to blend RTS and RPG, and this map makes the most out of it, truly leaving you with the impression of having been wrecked ashore in uncharted lands and having to find your way through the unexplored remains of an once upon a time great and ancient but now lost and forgotten civilisation
I came here to tell you one thing but i did read some of the recent comments and maybe i'll say something about that too;
You should update the screenshots list, none of them can be zoomed, its a series of very smoll pictures.
And umm, now about that other topic, I suppose it wont be bad to have a 1.31.1 version supported since it should have most of the latest functions, however mr @Anderson should know that if he wants to play Retail stuff on an older patch, he should wait, the more Warcraft III Community edition is developed, the more this becomes a possibility without having to sacrifice one thing or the other.
Is there a way for me to be able to tell which functions were added in which patch? Like a list of each one with a version on the side or something. Because in order to have 1.31.1 I need to know exactly which functions are absent there.
That being said, I believe @Bribe 's Damage Engine does use functions post 1.31.1, but I may be wrong. Could you confirm/deny mr. Bribe?
It does not. I had certain plans at one point, but I don't believe I'll ever get to them. I'm busier than ever and with a baby son now, so it's close to impossible to realize what I had planned.
6. Several items that give access to in map content (Dragon Aspect statues, "rarest key", Skeletal key, the item that awakens the Ancient boss, the item that allows you to interact with the T'raqui obelisks, chest keys) are random drops (I understand that they promote replayability but, being a completionist, it's kind of annoying). Is it possible for these items to drop from the random mobs that occassionally spawn from the "tunnel"structures along the map, or should I give up on any of those not already found (I am about to battle final boss)?
7. There is a skeletal Orc at the beginning of the game
hiding behind a volcano
that just sits there. Browsing this forum I saw it's a reference to previous iterations of the map. However, I came across one comment which said it was ultimately possible to interact with him, but only after
defeating the final boss and acquiring a certain item
. That, though, was an old post. Is that still the case? And, if not, is there any purpose to that Orc besides nostalgia nowadays?
You can interact with him.
And the comment you read is correct. I am afraid, however, that your Dragon Sentinel buddy won't be able to help you perform that interaction.
8. As you can see (and as my name suggests), I play a Dragon Sentinel. I am in love with the consept of the draconic flights of Warcraft/WoW! I have to state first that I understand Dragon Form is a very powerful ability. However, it is fueled by a special resourse (that you cannot keep track of, by the way!) which is generated through the Dragon Sentinel's passive ability. Maybe I am greedy here, but it feels like the Dragon Sentinel is playing with one less ability than other heroes (I have not yet tested every single Hero in this map), as his passive does nothing more than fuel his Dragon form. Am I missing something from a developing standpoint?
The resource that you cannot see is courtesy of Blizzard's second to last patch, which broke several of my custom UI elements. I am still researching the issue and will get it fixed at some point.
Regarding the last ability, it's a fair observation, but also one that was taken into account when balancing and designing the hero.
Not impossible, but unlikely, as the Death Knight case was one where I found this really cool Scythe custom model and was able to have a modeler make sure his weapon is swappable. I made the exclusive content, because I had a really cool content to deliver and the concept was there.
I don't want to add class-specific items for the sake of adding class-specific items. It has to be something really cool.
Hello, I have been returning to this work of art periodically once a year for the past 7 years. I was extremely disappointed when those crooked-armed potatoes broke Warcraft by making it Reforged. Recently, a new command introduced the save-load system, but for some reason it throws us out of it when loading. Could you fix this somehow? Thank you so much for your efforts.
It does not. I had certain plans at one point, but I don't believe I'll ever get to them. I'm busier than ever and with a baby son now, so it's close to impossible to realize what I had planned.
Bummer, but understandable! It would have been nice to see all the ideas you had for this map eventually implemented, but seeing how many years now you keep updating, I guess one lifetime might not be enough And hey, family always comes first. Congratulations on your baby boy. Hope he is healthy and happy, and make sure to eventually have him play the map one day
So, about that, can I somehow cause the boss to spawn? If you don't want to give a straight answer (like "play this class"), feel free to be cryptic about it
They can drop from cave spawns, but the odds are so low that I don't recommend anyone inflicting such torment on themselves.
You can interact with him.
And the comment you read is correct. I am afraid, however, that your Dragon Sentinel buddy won't be able to help you perform that interaction.
So, much as the previous question, who can? And are there special conditions for it (if you wish to not answer, it is understandable)?
The resource that you cannot see is courtesy of Blizzard's second to last patch, which broke several of my custom UI elements. I am still researching the issue and will get it fixed at some point.
Regarding the last ability, it's a fair observation, but also one that was taken into account when balancing and designing the hero.
Of course they did.......thank you for putting in the effort
Yeah, I had a feeling the intent would be somewhere along those lines...
Not impossible, but unlikely, as the Death Knight case was one where I found this really cool Scythe custom model and was able to have a modeler make sure his weapon is swappable. I made the exclusive content, because I had a really cool content to deliver and the concept was there.
I don't want to add class-specific items for the sake of adding class-specific items. It has to be something really cool.
Also, I recently had something interesting happen and wanted to ask. I was afk with the map open to gather some gold, and after a lot of hours (probably >12) I came back and the game was frozen. It immediately unfroze when I pressed a button, but I thought I would ask. Since I have never been afk for that long in a normal match, is this a feature of the map or does Reforged have it in general?
Hi,
we just stardet a new round and found a bug with saving / loading on multiplayer.
when someone picks the Witch Doctor the game crashes when loading.
Hi,
we just stardet a new round and found a bug with saving / loading on multiplayer.
when someone picks the Witch Doctor the game crashes when loading.
Bummer, but understandable! It would have been nice to see all the ideas you had for this map eventually implemented, but seeing how many years now you keep updating, I guess one lifetime might not be enough And hey, family always comes first. Congratulations on your baby boy. Hope he is healthy and happy, and make sure to eventually have him play the map one day
So, about that, can I somehow cause the boss to spawn? If you don't want to give a straight answer (like "play this class"), feel free to be cryptic about it
Figures. Thanks for the answer
So, much as the previous question, who can? And are there special conditions for it (if you wish to not answer, it is understandable)?
Of course they did.......thank you for putting in the effort
Yeah, I had a feeling the intent would be somewhere along those lines...
Not a problem at all, cool design is why we are captivated by this map in the first place! Good going
Oh well, now i remember. Some time ago i did interact with the skeletal orc, but i cant give you details as it was in a previous version and honestly i think it was one time only. For the item necessary i dont remember. The interaction itself i think was very 'soothing' for the orc and he finds peace ✌. My memory could lie.
The dragon boss, i dont think you can force to spawn. Its either there when you go or isnt, it is determined in the start of the run if im not mistaken. Sometimes there's a rare boss instead of a normal mob. e.g. next to the first goblin merchant one of the footmen is a Captain sometimes. This is really randomized and you cant control it and there are other locations with rare bosses.
As for being a completionist - i know what you mean, so am i. However you cant really complete everything, acquire every item, fight every rare boss etc. There are rare bosses that you can encounter once in god knows...30 runs? e.g. There's a boss that in order to awaken, you need a specific item - which is a random drop. As for the dragon aspects items - i have found out that in single player it is mostly possible to get both of them every run. One is always stored in a chest (wink wink), the other one is a completely random drop... However, there are areas/mobs/chests/crates with higher drop chance that you can 'farm' with save/load. I wouldnt recommend it, as the the time wasted could be too much. If you want like the perfect run on one hero - e.g. you get lucky enough to get the key of life (i've only had it 2-3 times), and you want to have the other legendary along.. sure. But not worth the time.
Regarding viewing the resource - yeah sometimes it bugs out and is not visible but some things do refresh it - like learning spells or just save/load. However, not always..
If you want to explore more, sometimes you can get the goblin nightscope item or however it is called, that lets you reveal a portion of the map - similar to Thrall's "Far Sight" ability from the campaign. It is as any other item - a random drop. (maybe also acquirable through combining items together, idk) Maybe if you play a few times you'll get it- use this run for map exploration, make a save and come back to it if you want to check something
Okay, it's been ages since I responded here and there are few answers I wanted to give, so here we go:
Yeah, I am aware. I'll try to get to fixing them eventually.
Is there a way for me to be able to tell which functions were added in which patch? Like a list of each one with a version on the side or something. Because in order to have 1.31.1 I need to know exactly which functions are absent there.
That being said, I believe @Bribe 's Damage Engine does use functions post 1.31.1, but I may be wrong. Could you confirm/deny mr. Bribe?
It does not. I had certain plans at one point, but I don't believe I'll ever get to them. I'm busier than ever and with a baby son now, so it's close to impossible to realize what I had planned.
Rare Boss spawn location.
They can drop from cave spawns, but the odds are so low that I don't recommend anyone inflicting such torment on themselves.
You can interact with him.
And the comment you read is correct. I am afraid, however, that your Dragon Sentinel buddy won't be able to help you perform that interaction.
The resource that you cannot see is courtesy of Blizzard's second to last patch, which broke several of my custom UI elements. I am still researching the issue and will get it fixed at some point.
Regarding the last ability, it's a fair observation, but also one that was taken into account when balancing and designing the hero.
Not impossible, but unlikely, as the Death Knight case was one where I found this really cool Scythe custom model and was able to have a modeler make sure his weapon is swappable. I made the exclusive content, because I had a really cool content to deliver and the concept was there.
I don't want to add class-specific items for the sake of adding class-specific items. It has to be something really cool.
Hi Spas!
I'm a huge fan of your work and this map, it is something great!
Should we await a new 2.5 patch and new heroes maybe ?
Maybe ability to play as some rebel demon that separated from the burning legion, or nightborne?
Hello. I have played this map a few times on different versions of maps, warcraft 3 and now on reforged. Always single. But independently what/how/where etc. i play, my saves are breaking. Not on beginning of gameplay, more likely after few hours. I'm saving a lot on a few saves but sometimes i have 3-4 saves broken and 1-2 still working and i hate doing things i just did. I've searched few pages and i see more people have trouble with saves(can't load, game crashing), but is there anything to... avoid? Saving in special places? What cousing these problems?
Can you please implement that when you choose difficulty and game mode that you can choose to not get the peon mining? The hardest game mode should be without free cash. <3
Your game must be on the latest version (1.36.2). The one you got it from Battle.net.
Make sure you put the maps in "Documents\Warcraft III\Maps" folder.
Your game must be on the latest version (1.36.2). The one you got it from Battle.net.
Make sure you put the maps in "Documents\Warcraft III\Maps" folder.
Your game must be on the latest version (1.36.2). The one you got it from Battle.net.
Make sure you put the maps in "Documents\Warcraft III\Maps" folder.
hi, i have the same issue, newest sunken city is not showing up and i still seeing sunken city 2.5.0, my W3 reforged is showing as 1.36.2.21230, is this the correct version?
hi, i have the same issue, newest sunken city is not showing up and i still seeing sunken city 2.5.0, my W3 reforged is showing as 1.36.2.21230, is this the correct version?
There is no stipulation where maps can be visible in Multiplayer but not in Single Player. You would either see it in both place or nowhere at all.
I personally can see the map in the list and I asked some users from the Discord Server to also check.
I am not sure what to advise you further. Perhaps try to run a repair on your Warcraft 3.
If you download another random map, doesn't matter which one, do you encounter the same issue?
P.S: This doesn't seem to be something specific to the map file and this version, because it would've affected all users the same way.
There is no stipulation where maps can be visible in Multiplayer but not in Single Player. You would either see it in both place or nowhere at all.
I personally can see the map in the list and I asked some users from the Discord Server to also check.
I am not sure what to advise you further. Perhaps try to run a repair on your Warcraft 3.
If you download another random map, doesn't matter which one, do you encounter the same issue?
P.S: This doesn't seem to be something specific to the map file and this version, because it would've affected all users the same way.
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