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  • 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.
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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...
Level 6
Joined
Dec 3, 2012
Messages
243
A big thank you for bringing up a new version!

Some great changes finally. I want to add something for the next versions.

For fixing:
Blood Mage's hydras type damage description from lvl 4 says Hero instead of Chaos
Make Tinker's Goblins to not lose focus after using Static shock on a target
Just tested, Hypotermia talent doesn't freeze the main target after casting Ice blast.


Suggestions:

Мake more "unique class" items. Right now, Rogue(Vengeance feels a bit weak now, imo) and Tidewarrior have such items. In older versions, there were more of them for almost each hero class.
Make a rally point for Tinker's Pocket Factory
Make an autoping when activating a ressurection stone
Make a respawn timer in the scoreboard. I suggested it quite some time ago but still it's not in. It's a no-brainer, basically.
 
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Some great changes finally
More like bugfixes :p
Blood Mage's hydras type damage description from lvl 4 says Hero instead of Chaos
Just tested, Hypotermia talent doesn't freeze the main target after casting Ice blast.
Will upload a hotfix version today.
Make Tinker's Goblins to not lose focus after using Static shock on a target
I have actions in place that cause them to do just that, but the AI of units trying to attack a unit with that Crwod Control effect, just prevails.
Мake more "unique class" items. In older versions, there were more of them for almost each hero class.
But you didn't have Talents then, didn't you. ;)
Class items are currently something that I don't want to further implement. They are against my current design philosophy. On top of that, there is a limit in place that prevents me from doing many more new items. So if I do add an item, I want it to be available for everyone to use. Because otherwise, I am investing resources in something that will be used in a very narrow and specific situations.
Make a rally point for Tinker's Pocket Factory
Can't do that.
Make an autoping when activating a ressurection stone
...sure? I guess.
Make a respawn timer in the scoreboard. I suggested it quite some time ago but still it's not in
Soon™
 
Level 6
Joined
Dec 3, 2012
Messages
243
But you didn't have Talents then, didn't you. ;)
Class items are currently something that I don't want to further implement. They are against my current design philosophy. On top of that, there is a limit in place that prevents me from doing many more new items. So if I do add an item, I want it to be available for everyone to use. Because otherwise, I am investing resources in something that will be used in a very narrow and specific situations.

Point taken.

Yesterday, I was pondering about how many "unique" features this map presents to the player.
Class items are/were one of those features.
Utilizing the skill/s of the hero to achieve it (Tide to swim, Rogue to blink in) is probably one of the most interesting, sometimes mysterious, sweet, original ideas to ever encounter in an rpg wc3 map.
Kudos for this.
I hope you bring up more ideas like this, cause this is what makes the map so awesome.
Keep it up.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
New Hotfix released.
Since a new fix is coming, would you mind addressing the "Path is clear" issue too or in another patch?
No. I have been working for weeks - hours upon hours in bugfixing the Recursion Error. Sorry, but I won't spend more time on something that you can "fix" yourself by patiently waiting 5 seconds more and not rushing to the objective before the quest lines are finished.

One day, I may find the time to fix this bug that has been reported only once in its ~3 years of existence. I am way too tired and anxious to spend hours, dealing with insignificant issue like this one.
 
Level 6
Joined
Dec 3, 2012
Messages
243
New Hotfix released.

No. I have been working for weeks - hours upon hours in bugfixing the Recursion Error. Sorry, but I won't spend more time on something that you can "fix" yourself by patiently waiting 5 seconds more and not rushing to the objective before the quest lines are finished.

One day, I may find the time to fix this bug that has been reported only once in its ~3 years of existence. I am way too tired and anxious to spend hours, dealing with insignificant issue like this one.

I'm reporting everything wrong I can detect.

It's good to hear your opinion on the matter and in general as well.

Keep it up.
 
Level 1
Joined
Dec 8, 2010
Messages
2
Can you help me? I want to play with my friend but whenever I create it on LAN it says gamefile too big. You might have mention it in comments below but there are like 120 pages to read, so I would appreciate if you could help me.
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
Can you help me? I want to play with my friend but whenever I create it on LAN it says gamefile too big. You might have mention it in comments below but there are like 120 pages to read, so I would appreciate if you could help me.
You need to use the latest warcraft 3 patch. Patch 1.27b
 
Level 7
Joined
Jan 23, 2011
Messages
351
I don't know if you patched this or not, but it doesn't appear in the changelog. I'm playing solo 2.3.2 as a tinker

I died at the first lasers that are besides an alliance camp, i revived and died instantly. Losing 2 lives, which hurt a lot because i play with the least amount of lives
 
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Hei there, i got a big problem and i was hoping one of u folks could help. Basically after playing warlock solo - wich is a big like from my point of view i am stuck in advancing past the massive ruined gate . The one near the start . I checked some videos and after slaying 2 minibosses ( i am playing on normal - had to kill a big skeleton, he was on some other dificulty and playing with a friend ) the guy had to click a lever and the massive gate would open . Problem ? No lever in my game . ( As i said it is the Masssive Ruined Gate - after you pass the apothecary gate ). Any word of advice would help alot. Thank you !
 

Senneria

Hosted Project: SC
Level 6
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Jan 17, 2015
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165
Hei there, i got a big problem and i was hoping one of u folks could help. Basically after playing warlock solo - wich is a big like from my point of view i am stuck in advancing past the massive ruined gate . The one near the start . I checked some videos and after slaying 2 minibosses ( i am playing on normal - had to kill a big skeleton, he was on some other dificulty and playing with a friend ) the guy had to click a lever and the massive gate would open . Problem ? No lever in my game . ( As i said it is the Masssive Ruined Gate - after you pass the apothecary gate ). Any word of advice would help alot. Thank you !
There's no videos since the inspect system got introduced. Inspect bookshelves for hints, one will tell you that the key is in the firepot. Perhaps that blue circle by the goblin merchant is worth inspecting?
 
Level 6
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Dec 3, 2012
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243
Hei there, i got a big problem and i was hoping one of u folks could help. Basically after playing warlock solo - wich is a big like from my point of view i am stuck in advancing past the massive ruined gate . The one near the start . I checked some videos and after slaying 2 minibosses ( i am playing on normal - had to kill a big skeleton, he was on some other dificulty and playing with a friend ) the guy had to click a lever and the massive gate would open . Problem ? No lever in my game . ( As i said it is the Masssive Ruined Gate - after you pass the apothecary gate ). Any word of advice would help alot. Thank you !

You need a specific key to open it. Try to look more for it.


I don't know if you patched this or not, but it doesn't appear in the changelog. I'm playing solo 2.3.2 as a tinker

I died at the first lasers that are besides an alliance camp, i revived and died instantly. Losing 2 lives, which hurt a lot because i play with the least amount of lives

Download the latest patch and start again with tinker. There's a big bug in 2.3.2. which will heal your enemies when you damage them.
 
Level 1
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Mar 11, 2017
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2
Thanks, i already inspected before posting here near the goblin - but i did not know u can inspect bookshelves . Advanced more and after killing the satir boss i find myself baffled seeing 4 runes in a room. Inspecting does not help , there was a bookshelf there but nothing important came from it . Do those runes matter in any kind? How could you interact with them?

Edit : Also i have seem to found a bugged recipe in the shop : Deathwhisper rod : after purchasing the required items and the recipe - they do not interact , and you are stuck with a ton of gold spent and 2 items and a recipe.
 
Last edited:

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
Thanks, i already inspected before posting here near the goblin - but i did not know u can inspect bookshelves . Advanced more and after killing the satir boss i find myself baffled seeing 4 runes in a room. Inspecting does not help , there was a bookshelf there but nothing important came from it . Do those runes matter in any kind? How could you interact with them?

Edit : Also i have seem to found a bugged recipe in the shop : Deathwhisper rod : after purchasing the required items and the recipe - they do not interact , and you are stuck with a ton of gold spent and 2 items and a recipe.
You need an extra item, not sure which however.

The runes are for a secret later, you'll find a "Legend" which describes it.
 
Level 1
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Mar 14, 2017
Messages
6
hello. I'm having problems with the scepter of atal'ai. Using the scepter on the chamber does not summon her. Is there anything I should be doing besides just using the scepter?
 
Level 1
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Mar 14, 2017
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hello. I'm having problems with the scepter of atal'ai. Using the scepter on the chamber does not summon her. Is there anything I should be doing besides just using the scepter?

You mean to summon boss right?
As i remember it required urn, not scepter, but that was several versions ago.
 
Level 1
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Messages
6
You mean to summon boss right?
As i remember it required urn, not scepter, but that was several versions ago.

Yes the boss. The scepter was the one found in place of the urn. Even the scepter descriptipns says that it should summon atal'ai. But nothing happens when i use it in the chamber.
 
Level 1
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Mar 14, 2017
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5
I can't open garden door, pls help.

when you play with ranged hero, you may kill 3 pirates outside 13 level door in the bigining
and take pirate hat. its work for all version.
 
Level 6
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Dec 3, 2012
Messages
243
It seems that the offensive glyph Glass Cannon is kinda dysfunctional sometimes.
Just tested, it certainly doesn't work with Demon Hunter's Q ability.

Alchemist's Vial doesn't apply the 100% buff when purchasing Flask of Lifebloom.

Chaos Orb talent states 30% dmg reduction.
Chaos Nova tooltip after picking up the talent: 35%
 

SpasMaster

Hosted Project: SC
Level 24
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Jan 29, 2010
Messages
1,994
It seems that the offensive glyph Glass Cannon is kinda dysfunctional sometimes.
I have located the issue. It's unrelated to Glass Cannon. Should be fixed in 2.3.4.
Alchemist's Vial doesn't apply the 100% buff when purchasing Flask of Lifebloom.

Chaos Orb talent states 30% dmg reduction.
Chaos Nova tooltip after picking up the talent: 35%
Will look into those.
 
Level 6
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Dec 3, 2012
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243
Not mentioned in the changelog but when using Reforge, Materialise, Disenchant there's a chance there to be spawned three strong creeps near the Garden door which directly attack you.
 
Level 6
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Dec 3, 2012
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243
I was wondering this: is it possible to make more quests more random? Like the peon one in the very beginning (2 options available) or it will require more unnecessary coding?
 
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