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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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[Hosted Project Page | Forum]

INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


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

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



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

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

CHANGELOG

186388-albums6607-picture72240.png

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

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

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


186388-albums6607-picture72240.png

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

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

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


186388-albums6607-picture72240.png

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

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

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


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

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

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

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

Archives

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

SCREENSHOTS

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility Heroes

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

CREDITS

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


Contents

Sunken City v2.5.1c (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies...

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Hey, Spasorc:
Great job! Great Map! We played this map, and are now doing it again with different heroes. It's funny that you used the Warlord and Engineer in an earlier example, that's what we used and it was great. But, it would be nice to have a shorter cooldown on the Sentry guns, and a little bit longer duration with a decent amount of HP, the 75 hp for all 4 levels is too weak and the units usually kill it just one hit. This makes it harder to use them as in mid-to-late game they are useless.

Also, if an Agility hero puts together the Sulfuron Special Item for Strength characters, will it still combine? We built this item for the Warlord and it was great, but, we were thinking that we could build another legendary item since a Mote of Fire dropped, it would not assemble. Is this because only one is allowed per game? I understand that there are only 3 Legendary items, but, still thought the recipe would combine them.

Anyway, the other issue we were having, was, we could not make the Legendary Intelligence item. We thought we had all 3 of Feron's items but, are we supposed to drop them on the circles? If so, by the time the item is made, there are hardly any more units to fight. I would suggest to expand the map and add more units as well as a really cool ending scene, for doing all of the work.

Again, though, great job.

Great review. Thanks.
So let me get started. =)

Well, I am glad you like the Warlord and Enginner but their abilities are basic and simple that's what makes some people not liking them.

Sentry guns: They used to be invulnerable, so their health didn't matter. After I removed their invulnerability, I jsut forgot to change the health, but still I think that if they have a good placement, even the end-game mobs won't attack them =).

Legendary Weapons: I don't really get your question but I will answer to what I can.
1.)Yes, Agility heroes can use the Strength Legendary item.
2.)No, no more Sulfuron Hammers can be made. Once you create the Hand of Ragnaros, the trigger for it's assembling turns off.
3.)If you have one Mote of Fire, the next ones that drop are usless.

About the Intelligence Legendary item. The first part that drops is the Frame of Atiesh if I remember correctly. The Frame has two abilities:
1.)To activate other rune-circles in order to acquire the Head and Base.
2.)To form the staff. Once you get all three parts, use the Frame and see what happens. =)
About the effect. Getting one Intelligence per kill is a really nice effect, so I can guarantee that you will get atleast 50-60 kills after you assemble the Legendary. And 50-60 Intelligence is not a bit :D

Expanding the map? I recently made it smaller. There were complains about that. It takes atleast 2,5 hours to complete it and some people just don't have that time, or get bored.

Indeed, ending scene is needed. I will see if I will release a new version any time soon as I am experiencing some problems.

Thanks for the review again =)
 
Level 7
Joined
Feb 27, 2010
Messages
184
i played that, its a great map... some small bug reports i found:
1.) somewhere near the first trap - where you can take a tome but you will be ported into a deadly area - you can deathgrip the monster which guards it from the other side and it dies when it passes over (instant free kill)
2.) im not sure which item, but you can sell +4 all stats for like 300 golds and then buy +5 all stats for about 200... kinda weird :D (but i cant remember very well which item was it and the stats or costs :( )
3.) in some items is written "strenght" instead of "strength", and once i saw also "attack seed"


maybe even something else, but i dont have much time to write :D anyway, great map, 5/5.
 
Last edited:
Level 4
Joined
Nov 20, 2008
Messages
66
I have seen this map growing and now that it reached the glorious "recommended" status I have the proof I was right about it. I do not have much to add to what I said before, perhaps a possible improvement would be to add a couple of side dungeons and a dramatic ending fight, maybe changing what used to be the little aos area orcs vs. humans with a demonic mini dungeon.
However, improving what is nearly perfect might as well be a waste of time.
Well done mate :)
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
:grin:More than 2 months have passed since I updated my map. It was haunted by a small, but at the same time major bug which has been cleansed today by Dr. Super Good. Many thanks to him and everyone can expect me going back to the Sunken City with version 6.3 tomorrow!:grin:
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
i found a bug doesnt remember the names of the items but:
a item which grants you +2 (all) stats
costs more then
a item which grants you +2 (all) stats & +2 armor

Well, thanks for reporting that but I wouldn't call it a bug. I created some of the items before like 7, 8 months. And some are fresh and new, so it's kinda hard for me to track all of them, but I will try to find these two items that you are talking about and fix them :)
 
Level 4
Joined
Jul 25, 2008
Messages
55
Hi, Spasorc:
Wussy mode does not work. The other gamemodes seem to be fine though. Haven't tested the whole map yet.
 
Level 3
Joined
Feb 7, 2011
Messages
44
How can i get " Thori'dal , the stat Fury " , that item near the Southern Entrance , i finished the map but din't get this Item , i had a stone but i can't open prison :ogre_datass::ogre_datass::ogre_datass::ogre_datass::ogre_datass:
I tried to get Lengendary strength item , but i đin't understand the book , Sulfuron Hammer need 3 part , 1st is Storm Fury , 2nd is Eye of Sulfuras , but " another hammer of pure iron and Orb of Fire " what's it ? Where 's Pure Iron ? And what 's " another hammer " ? I can't understand . I had a Lengen Int Item , so i can't have other ( str and Agi item ) , can i ?
 
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
How can i get " Thori'dal , the stat Fury " , that item near the Southern Entrance , i finished the map but din't get this Item , i had a stone but i can't open prison :ogre_datass::ogre_datass::ogre_datass::ogre_datass::ogre_datass:
I tried to get Lengendary strength item , but i đin't understand the book , Sulfuron Hammer need 3 part , 1st is Storm Fury , 2nd is Eye of Sulfuras , but " another hammer of pure iron and Orb of Fire " what's it ? Where 's Pure Iron ? And what 's " another hammer " ? I can't understand . I had a Lengen Int Item , so i can't have other ( str and Agi item ) , can i ?

Hey, there. The Agility Legendary item is the easiest to obtain. Just read the book more crefully and I am sure you will find how to obtain it.

By another hammer of pure iron, I mean: Iron Hammer, located in the shop.
Orb of Fire is also an item in the shop.

You can have all 3 legendaries at the same time, obtaining one doesn't turn off the others.
 
Level 3
Joined
Feb 7, 2011
Messages
44
I finished it tonight, because I play solo ( Hunter) I should also slow to kill boss . And i've collected all 3 Lengendary items . This version , boss is quite difficult to defeat . This Frost Amor is truly terrible . I had to hit and run, hit and run continuously , again and again , really hard .
I think Agility Lengendary Item slightly weaker . Can you increased it up ? Example : equip : 10% x7 damge , or decreased attack speed of Enemy . 2 remaining item seems perfect, probably no need to change again . Do you think so ?
 

SpasMaster

Hosted Project: SC
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Messages
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I finished it tonight, because I play solo ( Hunter) I should also slow to kill boss . And i've collected all 3 Lengendary items . This version , boss is quite difficult to defeat . This Frost Amor is truly terrible . I had to hit and run, hit and run continuously , again and again , really hard .
I think Agility Lengendary Item slightly weaker . Can you increased it up ? Example : equip : 10% x7 damge , or decreased attack speed of Enemy . 2 remaining item seems perfect, probably no need to change again . Do you think so ?

As a last boss it's normal for him to be hard. About the overall difficulty, you can't judge if you play alone, mate :p. If you have a tank with you, you won't have to hit and run. Agility heroes are pretty good at end game because of that attack speed they get. I think I could make some fancy on their weapon, but also consider that it's the easiest one to get.

Thanks for your comment =)
 
Level 15
Joined
Nov 28, 2009
Messages
1,538
I played this map with a friend so only 2 players, but in the start we could easily manage to kill every boss & creep. Untill there we got passed the level 6 recommended zone while we were lvl 9. 4 Hydra's blocked the way and my druid was in 4 shots dead and killing them was impossible since they regenerate freaking fast. So we just runned past the gate (like 20 times) that's why we had almost 30 deaths... after we get in the power circle there is a demon boss with huge dps and mana burning minions quiet op after that a bunch of revenants slayed my Warlord friend in 6 hits and thats were the 30th death came and we quited. The bosses aren't really that special, but the heroes are awesome. (only tested Warlord and Druid soo far) we had like 7/11 secrets so that was no problem. There was a small bug when my Warlord friend did Savage Strike (or something) while the Firelord was on a cliff casting his Flame Strikes as a result my friend was trapped on the cliff. But he could teleport himself to the boat so that wasn't much a trouble.

Overall an awesome map, good job.
 
Level 4
Joined
May 9, 2010
Messages
50
- Can you add a critical hit to the Pyroblast, Archmage skill.
I'm so like chainlightning of the Shammy because of its has a passive chance to do another spell with no 'mp' and 'cd'. This ability is'nt just simple "chainlightning". Nice.
So can you add some tricks to other spells that's just do damage. Magical critical. Chance to double cast. (It can be a little like 10%, and you can just decrease base dmg of the ability by 10% too, but it will be a very nice to have this chance). Chacne to restore 50% of the spell mana cost. Chance to cast a bloodlust to teammates.

- 11 Secret areas only, throught this huge gameplay time. First of them most loved. You know why? Because it has a fun secret. Why other ones has not somefin like that. Must have!

- Wow, good point with ESC stats. But why only 2% atk spd per lvl? Wtf :) Is that same power as +0.8% hp regen or +45 HP. 13 lvls. So i can grow up my atk. spd to 26%. Is'nt too small against 13*45hp=585 hp bonus? (imho, im not sure)

- There is "shadow orb", that decrease enemy armor, we found it. -5 armor. Wow! Dude. A lot of mobs has 0 or no more that 10 armor. -5 is to much. Example: Naga have about 5 000 hp and 0 armor. -5 armor allow you to do near 30% dmg more to this creep. This's huge bonus from 1 item only., because any attacker has it, if we focus on that creep.

-Pyroblast lvl 1 does x2 Int dmg. Hey. Who will learn it? It's 34 dmg at hero lvl 1. Not good enough instead of other spells which does about 100 nove dmg. Make it like x4, x5, x6 of MAGE INT in dmg at levels.

-Load screen has little story of the map. Nice intro at the start. Finish. =)

Anyhow. Love it, should be imroved.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
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Messages
1,994
- Can you add a critical hit to the Pyroblast, Archmage skill.
I'm so like chainlightning of the Shammy because of its has a passive chance to do another spell with no 'mp' and 'cd'. This ability is'nt just simple "chainlightning". Nice.
So can you add some tricks to other spells that's just do damage. Magical critical. Chance to double cast. (It can be a little like 10%, and you can just decrease base dmg of the ability by 10% too, but it will be a very nice to have this chance). Chacne to restore 50% of the spell mana cost. Chance to cast a bloodlust to teammates.

- 11 Secret areas only, throught this huge gameplay time. First of them most loved. You know why? Because it has a fun secret. Why other ones has not somefin like that. Must have!

- Wow, good point with ESC stats. But why only 2% atk spd per lvl? Wtf :) Is that same power as +0.8% hp regen or +45 HP. 13 lvls. So i can grow up my atk. spd to 26%. Is'nt too small against 13*45hp=585 hp bonus? (imho, im not sure)

- There is "shadow orb", that decrease enemy armor, we found it. -5 armor. Wow! Dude. A lot of mobs has 0 or no more that 10 armor. -5 is to much. Example: Naga have about 5 000 hp and 0 armor. -5 armor allow you to do near 30% dmg more to this creep. This's huge bonus from 1 item only., because any attacker has it, if we focus on that creep.

-Pyroblast lvl 1 does x2 Int dmg. Hey. Who will learn it? It's 34 dmg at hero lvl 1. Not good enough instead of other spells which does about 100 nove dmg. Make it like x4, x5, x6 of MAGE INT in dmg at levels.

-Load screen has little story of the map. Nice intro at the start. Finish. =)

Anyhow. Love it, should be imroved.

Thanks for your comment, mate!

-First of all, I am glad you liked the Chain Lightning Spell. I see you want other heroes to have similar spell. The point is though, that I want every hero to feel different from the other. Think about it: the Archmage has an AoE damage spell with stun - Frozen Circle. Does the Shaman have that? No. What I agree is that Heroes turned out to be way better the others, but I am constantly trying to change that.

-Indeed I can add more secret areas =).

-Attack Speed is balanced at the moment. 26% for an Intelligence or Strength hero may seem somehow low, but the Agility Heroes become true beasts along with their attack speed items.

-I will edit the decreased armor value for the Shadow Orb =)

-Pyroblast will be changed in a different way soon.

-Of course the loading screen will have a little story!! The point is to play the game to learn the story, right? :D

-CWeener did an amazing intro, indeed =)

In the end: Yes EVERY map can be improved, and I am doing this here for an year already :p
 
Level 2
Joined
May 10, 2009
Messages
11
couple of things we noticed:

- engineer mines and summons trigger the +int ability of the legendary int item

- the engineer mines are fun, but you have to stack them a lot, to do some dmg later (and early on they are overpowered) - a limitation to max of 5 or 6 mines at the same time would be great, the dmg could scale with your stats or levels

- chainheal (shaman) jumps 6 times on the highest level, but doesnt hit heroes more than once, so the extra jumps are kind of useless since there are not that many summons

- dynamite (engineer) hits only one unit and does very little damage ... due to the casting animation, auto-attacking is simply better

- the paladin doesnt really feel like a paladin without any healspells

- ghost creeps dont trigger mines (intended?)

We had great fun playing the map thou, very good work overall. Thanks a lot!
 

SpasMaster

Hosted Project: SC
Level 24
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Messages
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couple of things we noticed:

- engineer mines and summons trigger the +int ability of the legendary int item

- the engineer mines are fun, but you have to stack them a lot, to do some dmg later (and early on they are overpowered) - a limitation to max of 5 or 6 mines at the same time would be great, the dmg could scale with your stats or levels

- chainheal (shaman) jumps 6 times on the highest level, but doesnt hit heroes more than once, so the extra jumps are kind of useless since there are not that many summons

- dynamite (engineer) hits only one unit and does very little damage ... due to the casting animation, auto-attacking is simply better

- the paladin doesnt really feel like a paladin without any healspells

- ghost creeps dont trigger mines (intended?)

We had great fun playing the map thou, very good work overall. Thanks a lot!

Thanks for your comment mate!
So:

-Did I get it right? Each time the Engineer places a mine or summons a unit, he triggers the effect of the Legendary staff? O_O

-Overall, the Engineer is the hero I failed mostly at. I am really thinking on replacing him with completeley different hero, but as the map says it's based on World of Warcraft, so I don't have many possibilities. I'll try to balance the mines somehow though.

-If the Chain Heal could do more than one jump on the same target, it would be the best healing spell there is. The idea is cool, but it will require some balance changes.

-I already said what I think about the engineer.

-The base idea of the map is to be as less soloable as possible and to require a lot of teamplay. As the Strength heroes are most durable and tough, giving them a healing spell would be insane!

-What are ghost creeps? o_O

Anyways, thanks for your comment. I highly advice you to try other heroes than the engineer.
 
Level 4
Joined
Jul 25, 2008
Messages
55
Hi, Spasorc,
Please do not change the mines, instead, maybe change the ultimate to do 1200 damage. The 425 line-damage is not enough, even toward the end of Level 3's Circle of Power. By the time we enter the Level 6's Circle of Power, the ultimate is so low that we are dependent on the mines.

Again, please do not change the mine ability. It may take a little time setting up mines, especially in different spots. But, overall, that's the engineer's best attribute. He really is more of an intelligence hero due to all of the casting, and self-healing. That's the beauty of strategy.

Since you are kind enough to take in suggestions, maybe just add a tavern with the added heroes. Then, the tavern is removed, along with the initial Circle of Powers. I am only suggesting this, because, I know that writing up heroes and balancing them is hard enough, but, removing them is a waste of all of the hard work put into them.

Thanks,
Nushi
 

SpasMaster

Hosted Project: SC
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Messages
1,994
Hi, Spasorc,
Please do not change the mines, instead, maybe change the ultimate to do 1200 damage. The 425 line-damage is not enough, even toward the end of Level 3's Circle of Power. By the time we enter the Level 6's Circle of Power, the ultimate is so low that we are dependent on the mines.

Again, please do not change the mine ability. It may take a little time setting up mines, especially in different spots. But, overall, that's the engineer's best attribute. He really is more of an intelligence hero due to all of the casting, and self-healing. That's the beauty of strategy.

Since you are kind enough to take in suggestions, maybe just add a tavern with the added heroes. Then, the tavern is removed, along with the initial Circle of Powers. I am only suggesting this, because, I know that writing up heroes and balancing them is hard enough, but, removing them is a waste of all of the hard work put into them.

Thanks,
Nushi

The engineer will now be able to set up mines from a ncie range, so he wont need to go into the fray to set a mine and will instead throw them from a distance :)
 
Level 2
Joined
May 10, 2009
Messages
11
Hi, Spasorc,
Please do not change the mines, instead, maybe change the ultimate to do 1200 damage. The 425 line-damage is not enough, even toward the end of Level 3's Circle of Power. By the time we enter the Level 6's Circle of Power, the ultimate is so low that we are dependent on the mines.

Again, please do not change the mine ability. It may take a little time setting up mines, especially in different spots. But, overall, that's the engineer's best attribute. He really is more of an intelligence hero due to all of the casting, and self-healing. That's the beauty of strategy.

I am a fan of the mines aswell, but don't you think its quite tedious/imbalanced to set up 20+ mines and kill an entire creep camp or bosscreep !?

Wouldnt it be more fun/balanced if you could only place 6 mines with a higher dmg output that is influenced by your level !?
 
Level 4
Joined
Jul 25, 2008
Messages
55
YumitsTasty,

I agree. With the low ultimate dmg, I think a higher dmg for mines would be better. Instead of changing the cooldown for the mines, maybe raise the Mana for the bombs to help with balance.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
It's been quite a while since the Engineer has been released. I by myself enjoy playing my map over and over again once a week through Garena. Sadly I've never seen anyone play the Engineer. My friends dislike him and his spells are simple. So after a short talk to one of my team members, we've decided that a new, highly customized and new hero should take his place - the Shadow Hunter. Master of diseases, undead summonings, curses and soul manipulatings, this new addition would not only take the place of the Engineer, but also become a really interesting and balanced hero to play with. For those of you who are fans of the Engineer, you could still keep your current version of the map in store. So brace yourselves, for the first hero replacement this map ever had. =) I hope you will enjoy him. If things go well, he will be released today! Stay tuned!
 
Level 4
Joined
Jul 25, 2008
Messages
55
Why not just add a "Forgotten Heroes" altar, tavern, or whatever, and place the engineer there. That way, in the future, if you decide to replace other heroes, you can add them to Forgotten Heroes.

Because, to be honest, I only play with the engineer. Sure, some of the other heroes are okay. But, the engineer is my favorite, and will always be.

If he has to go though, a moment of silence is in order:

.....
.....
.....

Farewell, Gazz Stripbolt, enjoy retirement! :goblin_boom:

~Tridinar
 
Level 1
Joined
Jul 20, 2011
Messages
2
help

People i need your help! We dont know where to go after. We passed Western entrance and saw an altar there saying that 1 key is there and another 1 is missing... what is that? we also opened huge doors (used 2 buttons) killed lots of monsters upper but still found no way there.. only a death pit. plz help where to go and how. I also added a screenshot from game in pdf file.
 

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Level 1
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Jul 21, 2011
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People i need your help! We dont know where to go after. We passed Western entrance and saw an altar there saying that 1 key is there and another 1 is missing... what is that? we also opened huge doors (used 2 buttons) killed lots of monsters upper but still found no way there.. only a death pit. plz help where to go and how. I also added a screenshot from game in pdf file.

Hey, there. The Agility Legendary item is the easiest to obtain. Just read the book more carefully and I am sure you will find how to obtain it.

It really is easy. First time playing i found the item required to trigger that stone.

Also the death pit.... go up the path to the death pit with your camera turned at a different angle(press and hold Delete) :infl_thumbs_up:

That's all I'm giving. :grin:
 
Level 4
Joined
May 9, 2010
Messages
50
-please, add constant mark in table "max dps" for each player. Because of it's difficult to monitoring always your dps during the battle; you need to focus on motion, but when actions finished dps start to go down immediately. So you donno your max dps whatever you did.
p.s. can be like that "DPS METER 26(67)". The first value show your current dps, in brackets max whatever you did.
 
Level 2
Joined
Feb 21, 2010
Messages
12
One of the best Maps i´ve ever played.
GJ
i hope u will do some new specials, maybe some new bosses like Instructor Razuvious.
i tried it and it worked :D
just make 2 circles on the ground and then:
if someone enters this region (entering units = hero and not and ally of Player 12) then change control of guard 1 to owner of triggering units.
and neu trigger:
if someone leaves this region then change control of guard 1 to Player 12.
but its just one idea of hundreds :p
 

SpasMaster

Hosted Project: SC
Level 24
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Jan 29, 2010
Messages
1,994
One of the best Maps i´ve ever played.
GJ
i hope u will do some new specials, maybe some new bosses like Instructor Razuvious.
i tried it and it worked :D
just make 2 circles on the ground and then:
if someone enters this region (entering units = hero and not and ally of Player 12) then change control of guard 1 to owner of triggering units.
and neu trigger:
if someone leaves this region then change control of guard 1 to Player 12.
but its just one idea of hundreds :p

You just gave me a different but far better idea! Thanks man, expect awesome new boss soon!
 
Level 2
Joined
Feb 21, 2010
Messages
12
Np ^^
i tried it already.
It´s really funny.
the boss (Illidan) is so hard, that u cant kill him with ur heroes.
So u get the controll of 2 Naga units with much hp and dmg.
then every xx seconds spawn naga units in the near of ur heroes to kill them.
U have to go with the controlled units and taunt them, so the heroes dont die.^^
And if one of the controlled units kill a naga they get healed a little bit.
but its just like i did.
And nice that i could help u a little bit.
If i get new easy ideas for boss or secrets or item etc. shall i tell it you? :p
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Np ^^
i tried it already.
It´s really funny.
the boss (Illidan) is so hard, that u cant kill him with ur heroes.
So u get the controll of 2 Naga units with much hp and dmg.
then every xx seconds spawn naga units in the near of ur heroes to kill them.
U have to go with the controlled units and taunt them, so the heroes dont die.^^
And if one of the controlled units kill a naga they get healed a little bit.
but its just like i did.
And nice that i could help u a little bit.
If i get new easy ideas for boss or secrets or item etc. shall i tell it you? :p

Of course man! Any ideas are welcome! =)
 
Level 4
Joined
May 9, 2010
Messages
50
-dps meter should be reworked.
you use all yours nova spells in one time and it's show 15 000 dps and after 1 second this value will be nulled. This is not , how its should work.
You can see right way of the DPS in "Wow Arena Allstars".
DPS slowly go down over all of the time during in combat even if you do not damage anyone, not nulled instantly.
But DPS meter nulled fo each round. So, for this rpg as "nulled" point can be "in combat" timer.

-This one...huge golem, immune to magic, has a hammer as drop. Its just a big creep with a lot of HP and dmg (and Thunder clap which one he didnt use if you tank with 1 hero only). Must have more abilities. Simple - add him 5% chance to bush, 5% to x2 critical.
 

SpasMaster

Hosted Project: SC
Level 24
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Messages
1,994
-dps meter should be reworked.
you use all yours nova spells in one time and it's show 15 000 dps and after 1 second this value will be nulled. This is not , how its should work.
You can see right way of the DPS in "Wow Arena Allstars".
DPS slowly go down over all of the time during in combat even if you do not damage anyone, not nulled instantly.
But DPS meter nulled fo each round. So, for this rpg as "nulled" point can be "in combat" timer.

-This one...huge golem, immune to magic, has a hammer as drop. Its just a big creep with a lot of HP and dmg (and Thunder clap which one he didnt use if you tank with 1 hero only). Must have more abilities. Simple - add him 5% chance to bush, 5% to x2 critical.

-I don't agree with you here. Think about it: You start a battle, tossing all of your abilities for 1 second. The first second of the fight. As this is DPS metter, displaying damage per second it dispalys all the damage you did in this second, like 4000, doesn't matter (4000/1 = 4000). All is cool, right? But you used all of your abilities, and suddenly comes another second where you make an auto-attack for 30 damage. The DPS meter calculates the damage and appears that for 2 seconds you definately dont do 4000, because of that 30, so it decreases to 2015 (4030/2 = 2015). Comes your third second, with second auto attack for 30 damage, resulting in 4060 damage done for 3 seconds, but DPS --> 4060/3 ~ 1350.

-This will be the remade boss. =)
 
Level 2
Joined
Feb 21, 2010
Messages
12
U could do this:
Kergaloth comes early in the game, but is invulnerable.
Pause the players heroes
Then he says something and teleports away.
2 or 3 times.
After the last time teleport him to the endroom. ^^
He could always say something about the story/history.
After he teleported back, summon some special creeps.
Half as hard like a boss.^^
and yes i´ve boredom.
and sorry for bad english :x
 
Level 4
Joined
May 9, 2010
Messages
50
-I don't agree with you here. Think about it: You start a battle, tossing all of your abilities for 1 second. The first second of the fight. As this is DPS metter, displaying damage per second it dispalys all the damage you did in this second, like 4000, doesn't matter (4000/1 = 4000). All is cool, right? But you used all of your abilities, and suddenly comes another second where you make an auto-attack for 30 damage. The DPS meter calculates the damage and appears that for 2 seconds you definately dont do 4000, because of that 30, so it decreases to 2015 (4030/2 = 2015). Comes your third second, with second auto attack for 30 damage, resulting in 4060 damage done for 3 seconds, but DPS --> 4060/3 ~ 1350.

-This will be the remade boss. =)

Yes! DPS --> 4060/3 ~ 1350 It is. My battle perfomance is 1350. And this way only to know it.
Why do I need DPS meter which is nulled for every second? I can not catch his values. To know what damage i do in combat i should keep my mind on DPS meter only. Impossible. I mean...after combat I want to know how many "damage" or "dps" i did, but what will i see? "Zero" :D

If you ever play World of Warcraft with DPS addons, you know the right way of usefull DPS display. It doesnt refresh each second.

If you need to know how much damage you done per current second look at the dmg msg txt. But if you need to know what is you battle efficiency - must have DPS like that: DPS --> 4060/3 ~ 1350. Then I can see my combat power.

:fp: First Naga boss (the place where grunt is locked in cell). This boss can summon water elemental. Can you make this Boss invulnerable while his summon still alive. Nice trouble for players. Need to kill elemental first. And if you'll do this, then CD of this ability should be enough for 2 times use, or just give more hp for current elemental minion.

:fp: Why turtles do not have ability "turtle shell": for 10 sec turtle get 50% less damage? Have no idea why not.

p.s. there is problem: we have different way for what DPS is needed:
- If you wish to know how much damage you did in last second - there it's.
- But if you need to know your combat efficiency, then its should be DPS like in World of Warcraft. (more usefull, imho)

p.s.s. nice shammy change!
 
Last edited:

Vunjo

Hosted Project: SC
Level 19
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Jul 1, 2010
Messages
1,340
Why do I need DPS meter which is nulled for every second?

Why do you need a brain if you don't use it? You just said Why do I need a Damage Per SECOND meter which is nulled for every second. I rofled hard. The system works exactly as in wow (yes I play wow), the only difference is, that in wow, all spells deal similar damage, which makes the DPS meter so "stable". Either you said something wrong, or you are a tard. You probably want the damage that is in wow outside of ( ), as like this:

Overall Damage (DPS)

That's how it works in wow, if that's what you are trying to say, I might add it, but you just outtrolled yourself. Still can't stop laughing at your sentece.
 
Level 30
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Apr 6, 2010
Messages
3,219
Haven't finished it yet (but I like it so far).

Just one setback so far, you can't skip the intro cinematic.

Also, is there supposed to be an AI of some kind? The first time I tried it, the computer did absolutely nothing; the second time, he took a priest (and then did absolutely nothing).

If not, maybe you could set it up so single players can control three heroes by taking command of the absent player's units.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Yes! DPS --> 4060/3 ~ 1350 It is. My battle perfomance is 1350. And this way only to know it.
Why do I need DPS meter which is nulled for every second? I can not catch his values. To know what damage i do in combat i should keep my mind on DPS meter only. Impossible. I mean...after combat I want to know how many "damage" or "dps" i did, but what will i see? "Zero" :D

If you ever play World of Warcraft with DPS addons, you know the right way of usefull DPS display. It doesnt refresh each second.

If you need to know how much damage you done per current second look at the dmg msg txt. But if you need to know what is you battle efficiency - must have DPS like that: DPS --> 4060/3 ~ 1350. Then I can see my combat power.

:fp: First Naga boss (the place where grunt is locked in cell). This boss can summon water elemental. Can you make this Boss invulnerable while his summon still alive. Nice trouble for players. Need to kill elemental first. And if you'll do this, then CD of this ability should be enough for 2 times use, or just give more hp for current elemental minion.

:fp: Why turtles do not have ability "turtle shell": for 10 sec turtle get 50% less damage? Have no idea why not.

p.s. there is problem: we have different way for what DPS is needed:
- If you wish to know how much damage you did in last second - there it's.
- But if you need to know your combat efficiency, then its should be DPS like in World of Warcraft. (more usefull, imho)

p.s.s. nice shammy change!

Glad you like the shaman changes. I currently like the DPS metter. Yes, it can be improved, but it does great job. It will remain the same for now. I like the idea about the first boss =) I'll see if I will do it.
 
Level 30
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Apr 6, 2010
Messages
3,219
Hoo boy, MAJOR bug: the abomination boss' zombies keep on spawning and spawning even after he dies until it crashes the game (this takes a while, but it will).

Now, I don't know if the player is supposed to trigger the stop-zombies-from-spawning, but you might want to put a cap on the maximum amount that shows up at any time even if this is the case.

Also, they show up in the weirdest places: the boss fight with the Hydra Matriarch at the Western entrance, for example.

Some others:

Using the urn of Fenros in the Throne Room gets a Default String message.
The Grandstaff parts only activate in one order, shouldn't they be compatible with each ther?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
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Hoo boy, MAJOR bug: the abomination boss' zombies keep on spawning and spawning even after he dies until it crashes the game (this takes a while, but it will).

Now, I don't know if the player is supposed to trigger the stop-zombies-from-spawning, but you might want to put a cap on the maximum amount that shows up at any time even if this is the case.

Also, they show up in the weirdest places: the boss fight with the Hydra Matriarch at the Western entrance, for example.

Some others:

Using the urn of Fenros in the Throne Room gets a Default String message.
The Grandstaff parts only activate in one order, shouldn't they be compatible with each ther?

I tried the boss only 2 times in release by now, and they stopped spawning after he died.

How is the default string message a problem? Meh, I will edit it.
You combine all parts to create the staff.
 
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