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

Sunken City v2.5.1c

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

INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


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

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



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

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

CHANGELOG

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

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

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


186388-albums6607-picture72240.png

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

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

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


186388-albums6607-picture72240.png

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

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

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


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

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

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

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

Archives

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

SCREENSHOTS

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility Heroes

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

CREDITS

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


Contents

Sunken City v2.5.1c (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies...
Level 3
Joined
Jan 12, 2014
Messages
67
New warlock voice is glorious


OH and bug reports:
Berserker can get Trophy Skulls off of Snakes with Skull Split
Naga Royal Guard's water elementals can drop loot (not a bug?)
 
Last edited:
Level 6
Joined
Dec 3, 2012
Messages
243
New warlock voice is glorious


OH and bug reports:
Berserker can get Trophy Skulls off of Snakes with Skull Split
Naga Royal Guard's water elementals can drop loot (not a bug?)

1. He could take trophies before as well.
2. They can drop as well.
 
Level 6
Joined
Dec 3, 2012
Messages
243
OK, another suggestion popped up today.

Treasure bags are only for Heroic difficulty.

What if you make it possible they be a drop for all difficulties BUT put restrictions on it - less gold and less quality items for lower difficulties.

Easy - 15-20 gold / max white item from it.
Normal - 20-25 gold / max green item
Hard - 30-40 gold / max blue item
Hell - 50-75 gold / max blue item and a small chance for a violet one.
Insane - keep it the same as it is right now.

You can adjust the numbers ofc.

Thoughts?
 
Level 1
Joined
Nov 12, 2016
Messages
2
Hi Spasmaster, I asked a question earlier that you did not answer, so I'll type it here again; My friend and I are trying to find the key to the gate right below Eldril (we are level 6 almost 7 btw) and don't know how to do it. We already used our key on that hidden area under the waterworks which gives us an explosive barrel, so where can we find a second key?
 
Level 3
Joined
Jan 12, 2014
Messages
67
also i don't know how helpful this is but i love love love this map.
my buddy and i have sunk (pun) many hours into this map and i've been keeping up with it ever since i first found it.
i'm currently soloing insane heroic with necromancer, just got to the first dungeon. my method of getting through the mobs has been depressing and time consuming but worth it
 
Level 5
Joined
Aug 30, 2010
Messages
138
3.2.2 Bug hunting report
When the demon hunter transform he loses 10 base damage.
when you suicide against thoridal laser beams you get killed twice in a row. (laser death > respawn and laser death again in the respawn point).
Hunter´s dire beast talent increases 30% of atack damage[Base increase only] for the wolf but it goes from 24 to 29 (30% of 24 is 7.2) so it should be 31.2 (shame it doesnt increase the bonus from the esc points).
Hunter description still states it has the unique feature of double shot.
The dwarven shotgun item (+5 agi %x of aditional damage on hit) gave me like +3 bonus damage from agi and +1 base damage from.. nowhere?).
The hunter savagery talent does not give the indicated bonuses (tested on dire spike with 60 base damage it only gave him 42 instead of 45 damage (+50% from bestial wrath level 2 and +25% from talent) and 8 armor (6 from bestial wrath and "+4" from savagery)
 
Last edited:

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
@SpasMaster Could you please answer what's up with this recurring bug? Why does it happen? What might trigger it?
The rescursion bug is an error being made in the damage engine. No, we don't know the exact cause yet, working on it. If you get it then at the moment the only solution to give is to restart your run I'm afraid.
 
Level 6
Joined
Dec 3, 2012
Messages
243
Just tested it and I can confirm that Bloodthirst glyph does not work with Thoridal item.
Perhaps, it doesn't work with this on-hit effect damages?
 
Level 2
Joined
Dec 3, 2016
Messages
14
Review of Sunken City.

The Map: its a good and nicely done map, most of the time you feel like playing an MMORPG and has the aspect of the
old "true" rpg of Warcraft 3.
The map has Random events, by finishing some fights with certain mobs, the Xp scalling and gaining its amazing, it reminds me of the first RPG map i played in Warcraft 3: Rain of Chaos, Warchaser.
The Elements of the map takes place into an old city with Huge terrain and some Quests, Events/Achievements and some nicely done and hard on Challanges for Bonusess, Love the idea of not "can't" use of Cheats, also i love your Replies for Them, I'm your Daddy and Greed is not Good, good ones \m/
The Custom for this map is Amazing for Heroes and Scalling Spells, to a degree, i'll talk about that later, but unique Heroes with Original ideas as Hunter, Tiderwarrior, Primal Guardian, Rogue, Monk, Paladin, Dragon Knight, Druid, Warlock"2.3.2" and Windmaster.
The Crafts: i like the idea taken from DOTA with buying some items and Conjuring into a more powerful one, some items are AMAZING, in like 40% of the time "depends by each individuals" and others are MEH, some of them are repetitive. Love the idea by taking 3 Poor items and make it green, 3 Greens into 1 blue and 3 Blues into one Nice or Useless Epic, depend of Luck, ofc.
I'm Masmerized by the amount of Gold you can get via selling items, i don't think i've seen a Blue item going over 230g to sell to vendor, the only one which you can sell over 230g are Epics "of course", also you cannot have too many items since you'll pray for one to drop, even with "Magic Finder" bonus. The gold wont be so much trouble if you have the Glyph for it.
The Glyphs: nicely done, in like 60 to 70% of them, few of them are repetitive to some Good ones but changed to some different purpose.

The Heroes: Support, Damage Dealer, Tanks and of course Hybrids.
Support: Druid, Shaman, Priest, Monk and i guess Which Doctor.
Damage Dealers: Mages, Shaman, Windmaster, Rogue, Hunter, Ice Lancer, Tiderwarrior, WArrior, Primal Guardian, Demon Hunter, Siren and Warlock.
Tanks: Tiderwarrior, WArrior, Paladin, Primal Guardian, Dragon Knight and i guess the Monk.
Hybrids, Tidewarrior, Warrior, Primal Guardian, Shaman, Druid and Monk. "there are more, but those are the main Events"
Useless Class "in my Humble Opinion": Priest, Witch Doctor, Necromancer, Death Knight, Tinker and Berserker.
Some of the classes are the other face of the same coin, like: Warrior/Tiderwarrior, Death Knight/Dragon Knight
Blood Mage/Mage, Druid/Shaman, Necromancer/Warlock, Hunter/Siren, Windmaster/Rogue, Ice Lancer/Berserker and Tinker/Sapper.
2 most useless Class in this game are by far PRiest, Necromancer and Tinker "my opinion only"
The Spells: a lots of the spells gain Bonus from your Primary attribute and second your "highest" Attribute.
I like the showing Healing done on you and the Dmg done on NPC/Mobs.
Some custom spells are amazingly done, scalling with your attributes and of course playing your own style to achieve your true destiny in game.

The Enviroment aka the Enemy.
Nicely done to some Degree, i hate that some Spells like PURGE and Dispell cost 20 to 40 mana, instead of 125 to 200, they're OP and have 0 cd, i've seen items with Purge which had ... 40 to 60 sec cd? no offense not your best attention to it.
Some spells dmg are bad customized aswell, like Flame Strike, Frost and Fire Bolt "both stuns" and Flaming Laso, they give HUGE dmg low mana cost aswell and ofc low cd's.
Frost bolt and Flaming laso at low lvl is your ENTIRE enemy, not the mob who's casting it but the SPELL itself.
Flaming LASO: Immobilizes you up to 4-5 sec, huge dmg and if some mobs are near the one which casted the spell, you're DEAD, you can evade it via Resurrection Stone "cooldown of 240 sec"
Frost Bolt, Cost 30 - 40 mana and gives roughly 150 to 200 dmg depends of armor "i hope" and at low lvl you're like 400 or up to 600hp at best till you met that NPC. poorly done "no offense"
I see that you paid huge amount of time making the enemy thinking like they should, casting spells when they have or they need an advantage, playing support for their friends, assisting their friend in need, ETC.
Some mobs from Dungeons are killing machines, but they work via old school body pull.
AS a whole % i give the Enviroment a huge hands down to the Testers and whomever helped you creating 'em.

The Dungeons: I hate that they're Optional, if you want to pass some mobs you need "that" dungeon, and the most important is of course in my Opinion, Black Fathom Deeps aka Water Work.
There are a total of 6 dungeons, Water Work, Skeleton's Tomb, Troll Zultar's Forest, Queen's Tomb "the hardest one", Water Bay and Gold Mine.
The Quests: are few and goes one with the story only at some "needing' time for you to pass some challanges.

The "Legendary" items: in your old Verions i could craft 'em at least once per 2 games, now i played this version 2.3.2 at least 20 times and i hardly could make any of those.
the only item i was proud of getting was that Ancient Tablet i guess is the name. its an Heirloom.

this is the review of your map, Sir SpasMaster, me and my buddies are giving you a good 4/5 points.

Sorry for Spam.

May the Elements of Conflux watch over you.
 

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Level 6
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I've just read Mcmxcix's long post and want to share a thought or two.
I'm agreeing with him to a certain level but I'm just merely making a note about this matter.

I'm a single player type of gamer and I'm always accepting the hardest challenges. Meaning, I always play with different classes on Insane-Heroic.


I'm aware that the map is balanced around Hell-Heroic (correct me if I'm wrong) but some creep spells are kinda ridiculous. Low cd, low mana heavy disables are so much pain in the ass that it goes beyond "the fun and hardest challenge".

But still, it's up to the map creator.
 

Senneria

Hosted Project: SC
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I'm aware that the map is balanced around Hell-Heroic (correct me if I'm wrong)
The map is balanced around Hell Standard 3 player, which means 3 times the amount of possible targets for all the spells. Because of this solo play is generally much harder than a 3player run.
 
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1. The Dawn recipe states it needs old god's essence. When actually creating the item, the essence is left unusable.
2. Azumoth keeps casting the destructive wave everytime he is hit. Perhaps increase its cd?
3. Azumoth's Tenticals are "leeching" from you and thus refreshing their time limit. Is this intentional?


4. How come for a second time after killing Kelgaroth the dungeon gate didn't open? Is it more to it?

5. The quest "The Scepter of the King" has a vague description. Maybe a better one or with some more guidance is required.
 
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hey i would love it if you brought back timed mode i thought that was a fun challenge and really changed how you approached the game.

strongly disagree with the comment that death knight is weak, think he is too strong.

Witch doctor is weak and a boring hero in my opinion and warlock dots should have a shorter duration with more damage, the figths are way to fast to get value from 12 sec duration, i really liked the reseting of his Q ability but make it have a better reapply affect, either instant damage or maybe aoe dot? aoe damage?

love all the different items and how you made changes, keep up the great work!
 

SpasMaster

Hosted Project: SC
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Btw, any plans on adding new heroes, now that Blizzard made 128 MBs as new map limit?
The 128mb is visual. All that allows me is to import more custom material (eg; icons, textures, models, etc). There are, however other, more important limits that are involved and take part in hero creation. Besides, even if none of that was the case, new heroes is the last thing that the map needs. Dungeon Crawlers, on average have 8-12 heroes. I have 24, all with tens of customization options.
Had a recurring bug when playing ice lancer and druid, also happened with primal champion and blood mage.

this text comes up and won't go away:

WARNING: Recursion error when dealing damage! Make sure when you deal damage from within a DamageEvent trigger to do it like this:

Trigger - turn off(This Trigger)
Unit cause...
Trigger - turn off(This Trigger)

it fucks with the damage and causes my attacks and/or on hits to heal the enemy.
I have made some changes in 2.3.3 that is about to come. Hopefully the issue is fixed. Let me know if it isn't next time you play 2.3.3.
Now, with the map size increase do you plan adding a tons of new things?
Visuals? Yes. Over time.
OK, another suggestion popped up today.

Treasure bags are only for Heroic difficulty.

What if you make it possible they be a drop for all difficulties BUT put restrictions on it - less gold and less quality items for lower difficulties.

Easy - 15-20 gold / max white item from it.
Normal - 20-25 gold / max green item
Hard - 30-40 gold / max blue item
Hell - 50-75 gold / max blue item and a small chance for a violet one.
Insane - keep it the same as it is right now.

You can adjust the numbers ofc.

Thoughts?
I will consider your idea. :)
3. Azumoth's Tenticals are "leeching" from you and thus refreshing their time limit. Is this intentional?
Yes, it is. Further adjustments are coming to that fight such as faster health drop of the tentacles.
4. How come for a second time after killing Kelgaroth the dungeon gate didn't open? Is it more to it?
It's a bug. Fixed in 2.3.3, which is incoming.
hey i would love it if you brought back timed mode i thought that was a fun challenge and really changed how you approached the game.
Will happen. Not sure if it will be in the exact same fashion tho. We'll see, stay tuned.
love all the different items and how you made changes, keep up the great work!
Glad you enjoy it.


I want to remind everyone that I am reading every single comment, but I just can't keep up with the responses. All your suggestions and bug reports are always looked into and considered.
 
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I though Shroud of the nathrezim aura would stack with the bloodthirst glyph and the blood presence ./sad
Urn of the Razj doesnt summon the indicated skeletal warlord when it reaches 25 stacks it just goes back to 1 (has no price cant be sold)
Oh and i doubt this can be solved but after several saves the game becomes really unstable and crashes randomly...
When visiting the panda shop spot you get the arrow indicating theres a shop nearby i am guessing you need to do something?
 
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Level 6
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hey i would love it if you brought back timed mode i thought that was a fun challenge and really changed how you approached the game.

Can someone elaborate on this shortly? I did miss the older versions and not aware of what was it. Sounds interesting.

2. Azumoth keeps casting the destructive wave everytime he is hit. Perhaps increase its cd?

Hey @SpasMaster , you didn't cover this one and it seems important.


Also, thank you for

I want to remind everyone that I am reading every single comment, but I just can't keep up with the responses. All your suggestions and bug reports are always looked into and considered./
 

SpasMaster

Hosted Project: SC
Level 24
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I though Shroud of the nathrezim aura would stack with the bloodthirst glyph and the blood presence ./sad
It stacks. However the item's ability itself is bugged, that's why you are not seeing it work. Fixed in 2.3.3.
Urn of the Razj doesnt summon the indicated skeletal warlord when it reaches 25 stacks it just goes back to 1
Fixed in 2.3.3.
(has no price cant be sold)
Intentional.
Oh and i doubt this can be solved but after several saves the game becomes really unstable and crashes randomly...
I can make code optimizations. That's on my list and will be addressed very soon.
In the meantime, try restarting Warcraft 3 before loading your game.
Also, send Crash Logs to me in PM, sometimes they can help me out. :)
Can someone elaborate on this shortly?
There was a mode which allowed you to choose a time limit (1h, 1h30min, 2h, etc). When that timer expired, you lost the game. Timed Mode included extra rewards, but was replaced by Heroic Mode.
2. Azumoth keeps casting the destructive wave everytime he is hit. Perhaps increase its cd?
It takes 15 seconds for Azumoth to begin channeling after his last channel is finished. This sounds fair to me and based on my tests - balanced. It is sure to be harder when soloing, but I don't want to make balance changes to the game, based on solo experience. I am sorry. Let me know if it is some sort of bug you are talking about.


I've read the comments about CC being out of control in solo games. Usually, in 3-player games, when the enemies have more targets, you (as 1 of the 3 players), get CC-ed much more rarely. However this is an issue that I am willing to address. Changes to enemy creeps and their abilities will come soon.
 
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After many tries, I found that using AOE skills has higher chance to trigger the bug. Among 5 2-player games, team with blood mage always meet the bug in early game, while team with necro are more likely to meet the bug in late game. The only time the bug did not occur was in the game which we finally decide not to use AOE skill on enemies. Heros were windmaster and necro. We finally found some way to pass the door and won.

In the only 3-player game I played, the bug didn't occur until we ran out of lives and lost. The heros were shaman and two goblins. No AOE team.

The lightning glyph also cause the bug. I haven't seen other glyph cause the bug yet.

Even when bug occurs, back to a safe save and stop using AOE will almost prevent it from occuring.

Single game seems bugless. I play 2 times alone, one crashed by the time the human kight boss dies(this occurs only once among all games), one ran out of lives before old god. Neither of them had bug.


And some advice:
1. Torch. As I remember, there were 3 torches in old versions, thus 3 baskets to light. Now only one torch, but we still need to light 3 times and wait for CD. Could it light all 3 baskets once?
2. 'E' skill of bag. The CD was too long. Some easy riddle takes very long time, especially in single mode. Could the CD be reset once it trigger something? This will also prevent someone use it everywhere.
 
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It takes 15 seconds for Azumoth to begin channeling after his last channel is finished. This sounds fair to me and based on my tests - balanced. It is sure to be harder when soloing, but I don't want to make balance changes to the game, based on solo experience. I am sorry. Let me know if it is some sort of bug you are talking about.

OK, I see your point.

Let me explain how a battle vs him goes for me.

Entering, hitting him till he starts channeling his first dest.wave. He pulls me back BEHIND him, I'm already slowed and I'm supposed to leave the cave before he sends the wave. So, with all being said, I'm just lacking the time to escape during his slow and the pull behind him things. I can use once the tele stone to escape but when go back he has his wave up and ready to be cast again. Oh, and forgot to add the tentacles blocking your way out. Basically, this goes on an on till I give up or my lifes are over.

I don't know how other teams manage to kill him without giving too much lifes out.

Couple of options of how to solve this:
1. Increase the cd of the wave
2. Make longer channeling time
3. Remove or nerf down the slow aura around him
4. Smaller aoe of his wave
5. Remove that pull

That's for Azumoth.


I have 2 item suggestions:

1. Item that burns mana away from enemies on every hit.
2. Item that makes images of you. Like 2 illusions on cast.

I guess you thought about them but some balance issues stopped you to implement such items ingame. Is that right?

Also, there were an item that gives you Windwalk invisibility but you've removed it. Was it so imbalanced?
 
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SpasMaster i forgot to mention that the urn of urzj gets stacks when using active items like the tomb of felric which heals you is that intended too?
 
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Two more suggestions:

1. Make it possible to skip the scene between you and Kergaloth.
2. Make it possible when transfering items between the hero and the backpack to not stop the actions of the hero.
I.e. , while the hero is just running, moving an item from his inventory to the backpack will cancel his running and make him stop still.
 
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I've read the comments about CC being out of control in solo games. Usually, in 3-player games, when the enemies have more targets, you (as 1 of the 3 players), get CC-ed much more rarely. However this is an issue that I am willing to address. Changes to enemy creeps and their abilities will come soon.

WRONG, its not about being out of control, its about not being SCIPTED at all. i'm sorry for being a douche right now but, here i go.

Take it from WOW perspective, when you're fighting few mobs for a quest, and soloing them, its only 25% for them to use CC on you with FULL HP or waste their mana, while in case you're in a party, they'll use their spells to CC you or your teammate so you can't down them easily, in this MAP is vice-versa while you're solo, i get it you take all the SPELLS on you, but i am not ALONE, i have 2 god dammit grunts and a Furbolg with me "while playing solo", so they will have then 4 targets. what's the difference between MM and SP? i tell u what, in SP i am the only one using spells, while in MM we're 3 that's all, but the targets are still the same, over 2 units. In Wow and any other SP/MM games i've been playing my PETS or Companions were always CC'ed before me, so they could focus on the main target which is YOU, Me, The Player.

May the Elements of Conflux watch over you.
 
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The cave that is between western entrance and the troll looking for his god idol has an abnormal spawn chance lol like more than 50% the time we went through there tons of mob spawned.
The rare boss near the acolyte that gives a quest near cevius can be farmed for tons of gold and exp literally (its specially easy with the dark knight since you can easily get him into the fountain and thus he will have infinite mana and health so he will summons lots of sea elemental that give easy exp and gold :) did this for like 30 mins and got a huge advantage xD)
The gate key that you can to dig triggers the text that the "pick" broke but you use a shovel xD hahha
that time challenge mode sounds like fun :O can i suggest if its possible a mode where you can break the current rules of 1 role per player?
The boss that drops god essence can be pulled outta his room by the dk *wink wink* he does teleport back when he does his one shot move though since we are outside his room he almost never teleports us with him mwahaha! all hail dk
The siren boss that has a challenge to get her out of her cicle 5 times spawned tons of makruras (lobster monsters) and they dropped tons of potions 2 chest keys and triggered the gold glyph several times i think again farmable if you dont kill her / heal her with the fountain if you kite her all the way or pull her with a dk.
tomorrow we will try to kill the old god essence boss again and try to find more bugs ( we crashed and its too late)
Kudos to my reliable testing partner Maniawar3 couldnt have done all my bug reports here without him
 
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The legends of dawn recipe 2nd item has a typo the item is called eternal threads something if i recall corretly but the recipes mentions another item
We managed to pull the old god essence boss while he was casting his oneshot (he was invunerable) and i believe he sends a dark wave around him but we didnt get killed i think... Also if you leave dots on him and he teleports back to his cave while channeling the oneshot after he finishes it he walks away because the DoT is damaging him and he can actually walk outside his cave
The troll looking for his god idol/statue drops it when you complete the quest and it stays there
Above the pirate optional dungeon theres a book with a typo saying ahve instead of have

PD: do you mind if i send the crash logs to sunken city´s facebook through a private message?

"This Application has encountered a critical error:
Not enough storage is available to process this command.
Program: C:\Users\----\Downloads\Warcraft III\war3.exe
Object: Chunk (.?AUChunk@CDataStoreChunked@@)
only i receive this crash while saving my friend doesnt :/
 
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Bloodelf mage seems to be buggy.

Sooner or later you´ll get an error if you play as her, not an actual crash but a text error that blocks the left screen, not THAT much but its still an error that appears.

I do not know how related it is to her but it only appeared the most when either I played the mage or we had the mage in our team since this version.

I sadly took no screenshot yet but basically the error says something about that if you deal damage you have to do it like that (trigger example) instead.
 
Level 5
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Bloodelf mage seems to be buggy.

Sooner or later you´ll get an error if you play as her, not an actual crash but a text error that blocks the left screen, not THAT much but its still an error that appears.

I do not know how related it is to her but it only appeared the most when either I played the mage or we had the mage in our team since this version.

I sadly took no screenshot yet but basically the error says something about that if you deal damage you have to do it like that (trigger example) instead.
most of the time that error pops up in 2.3.2 is with AoE skills once it begins it wont stop its so bothersome
 
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It's extremely difficult to fix. Even more - if I don't fix it, the map is dead.
So be happy if we ever get a fix and don't push for it to be "fast".

Do you know exactly what is causing it?

I'm playing with Mage right now and I've noticed something...
 
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Game related question: I've found Damascus rose. It says: "When mixed into a potion, it can make you forget."

Sounds like a secret or is it my imagination gone wild?
 
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Triggers that use the Damage Detection system and have an action to deal damage within themselves run eachother. When 5 or more triggers run eachother you run into a recursion error.

Well thats an explanation but...can you fix it? Its quite annoying. It never happend in previous versions.
 
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Running into a really inconsistent/weird issue with the Windmaster. Sometimes Storm Scion will either completely drain your entire mana bar, and some other times it'll completely fill it. Dropping and picking up items sometimes makes it do one or the other but not always. Very strange, and obviously either really crippling or really abusable respectively. Any ideas?
 
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So I see that this is already posted above. But after a while an error started appearing on the left side of the screen... something about damage reculsion. I'm playing as the Primal Guardian and my brother is playing as the Demon Hunter. Both of our 'Q' abilities are actually healing the enemies, we can a couple tests and it's definitely healing them. My friend is playing the Blood Mage but he doesn't seem to be affected.
 
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In the previous versions there was a Spirit Walker named "Marn".
How one can reach him now in 2.3.2 version? Random teleportation device, yes?
 
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Ehm... what?!

Sorry. I wanted to reply the post above you, but it went wrong...

BTW, I dont think Marn is reachable. The headhunter no longer dies, stories seems to be deleted. I guess he may come back in next verions with new story. Codes of him looks still exist.
I tried many times and believe random teleportion cant reach him. Marn is in the mid-west sea on the map. Naga siren with lots of water element summoned around her may force relocate tide warior into the sea area of Marn by using feric scepter. May need a huge number of water element, thus not possible without cheating, while cheating code shell not work with multiplayer.
 
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I get it abour Marn.


ATTENTION!

There's a bug which is game-braking at some level.

If the quest "Path is clear" starts (the talking of Kagar, I mean) and you activate a switch before he ends his words, the trigger won't count the already activated switch and therefore the player is stuck with only 3/4 activated switches.

I know you have bigger problem with the other one, but this bug is important too.
 
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