• 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.
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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 2
Joined
Mar 23, 2014
Messages
5
Hey, after some time I returned to your great map and there are some things I observed. Also I hope you wouldn't dislike me if I posted some of my balance ideas between heroes:
-Arcane Mage's Living Bomb is keybid to "L" instead of "F"
-Witch Hunter's Mending Ward seems to have no keybid at all (got the same problem with one other hero, can't remember though which one, will write when I happen to play him; my guess it was Blood Mage with his healing)
-Hands down to Necro+Tinker comp aka lag+crash team :D The idea of self-resurrecting minions is really good but at a lvl 8-10 the amount of those skeletons and goblins is overpowered and irritating at the same time and lowering %chance probably wouldn't fix it:

First of all that moment when my brave skeleton warrior who was following me to the next boss suddenly changes his preferences and becomes a mage which doesn't care about my previous orders - seems managable until you realize there are a few groups of 5-10 skeletons spread over the map which only stand and increase the lag :D maybe instead of %chance on death to create you could make a trigger which rolls that %chance when it's 1s left of summon and add time to it if succeed?

Secondly the amount is sometimes unmanagable.. With the ability to self-resurrect, Necro's Animate Dead (+ snakes on heroic) and/or just amount from Tinker's Factories, after each fight I (sometimes we) usually have to wait before some of them die to be able to freely move through map. Maybe lower collision radius for summons? Or make allied units pass through them (seems kina undoable though).

Next case is with how well those two scale - I have a game with Necro, solo on insane+heroic mode and I'm half through the game with nearly the same time as with 2-3ppl. Glyphs of Commandership+Carrion Swarm scales really well - probably the only character I can just facetank every camp since the beginning of the game without hit-and-run tactic. With Tinker it's harder at the start but once you get enought mana regen + mana from ESC stats (for Goblin's skill) it's the same story - I took like half hp of Cevius with 2 Factories + Static Charge army of goblins to his face. Not the same beginning as Necro but still later pretty op.

Edit: We are talking about insane+heroics only of course :)

-Windmaster (such a great idea, so many possibilities for gearing this hero, really good job :D ) - even though he is immune to magic during his Whirlwind, ghosts on heroic can still deal damage to him. I guess it's neither spell nor physical damage?

-Demon Hunter - I love the idea due to my history with WOW, but he seems a bit lacking.. Maybe enable him to extend his metamorphosis through dealing damage? Something like dummy unit which has negative hp regen and is getting healed for %dmg of your damage, and keeps metamorphosis till it dies? Also he should be real mana-eater, only one skill with small 50% of intellect manasteal is kinda weak - especially when all intellect books go to your healer.

-Witch Hunter's Poison Toad - I'm not sure about that one but it seemed to have a nice green smoke-eruption effect (or it had in one of previous versions) currently on 6th level and there's no graphic effect for it's explosion.

-Not sure if it's map fault or my friend's Warcraft but sometimes Lan saves only on host PC, not the other - killing our game cause he can't enter anymore (due to missing file).

-Cave near Ferric's Throne (near those three towers and three blazers) seems to have like 80-90% chance to spawn enemies. Funny how I finish killing one group of enemies, move 1m and another one comes out of this cave :D

-Healing Stones (or Teleportation Stones or whatever they are called) - I guess they are made to heal enemies too but sometimes they don't heal them, enabling easy tanking.

-Don't get me wrong here - I love your map, but the stats system seems a bit chaotic. Maybe disable on Heroic or Insane the ability to gain stats through books/altars and leave only those from items/abilities?

-Lastly - maybe some kind of random "corruption" debuff - unallying one player and makim him attack others for a set amount of time or till he is brought to certain % of hp?

Edit2: Forgot to mention but Warlock and Dragon Knight seems to shout their reactions with each click of mouse even though having turned off unit reactions :)

Sorry for the wall of text, I'm not frequently active on forums so when I do I have already quite a few playthroughs done with a map:)
 
Last edited:

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
Edit2: Forgot to mention but Warlock and Dragon Knight seems to shout their reactions with each click of mouse even though having turned off unit reactions :)
Warlock and Dragon Knight "reactions" are trigger based, hence it ignores the warcraft 3 options to turn off unit reactions.
 

yhe

yhe

Level 1
Joined
Sep 24, 2016
Messages
2
Hey, im playing 2.3.4 using siren, and the enemies keep on running. I will attack them then they will run into some corner and then comeback to fight. It makes them so much easier to kill. Is it some kind of bug?

anyway great map as always.
 
Level 2
Joined
Aug 25, 2016
Messages
14
I just wanted to ask something to make sure I get this:

Snowy Bond stops Shatter from eating Frost Armor now. Does that mean Shatter doesn't get the damage bonus too, or does Snowy Bond just make it so it does but doesn't eat the buff?

Thanks! Love the map
 
Level 6
Joined
Dec 3, 2012
Messages
243
For the Horde! quest is not working properly. If I free the grunt after I kill the naga, there isn't a trigger to let me take the control over him. Or is it intentional this way?

In older versions, there was (and still is) a chest key in water part near the platform at the Western entrance. It counted it as a secret area before, but right now it's not one.
I have an impression that some secret areas are not counted as revealed and some areas delay the count, while others are on the spot. Correct me if I'm wrong.


EDIT: Skull Split description doesn't say about the 10% execution treshold.
 
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Level 2
Joined
Aug 25, 2016
Messages
14
Yes. With Snowy Bond Shatter won't consume Frost Armor, thus not dealing bonus damage.
Okay, I thought so. Seems like a worthy trade off depending on what you're doing!

Ice Nova is a fantastic talent by the way! It's well designed in that it encourages you to level the skill, and in that since it gets reset so much, you get more tactical options with it! It fits in very nicely.
 
Level 6
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243
what kind of creature who dropped the key
and is it possible to use ultrasafe transporter to teleport to the wine

No teleporter needed here.

There's a big dark naga standing near the troll dungeon. You need to use an item over him to kill and get the ghost key.
 
Level 6
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Dec 3, 2012
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243
what item?

Bolt projectile kind of item.


A bug report(?):
I'm in the Queen's Tomb dungeon right now and what happened. I stepped onto a blue square, it teles me out and I was stunned for at least 4 seconds. The same thing happened in the Western part with all the green squares. The ones that you need to figure out the correct way and if you don't, they will tele you out.





After finishing the Explorer quest, it says: + 700 gold, + 3 lives, + 10 all stats.

2 problems here:
1. It didn't gave me +3 lives, no lives at all
2. In the description it says +5 lives and no mentioning of gold.
 
Level 2
Joined
Jul 6, 2016
Messages
14
Game always crashes when I try to kill the Corrupted Furbolg Warrior, which spawns south of the troll dungeon, with my Tidewarrior lvl 8. But as soon as I kill the skeleton warrior next to it first and hit lvl 9, i can kill the furbolg without crashing the game. typed in -2 and it showed that it was only at 1-3
Sunken City crash when killing furbolg fist.png
 

SpasMaster

Hosted Project: SC
Level 24
Joined
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Messages
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Game always crashes when I try to kill the Corrupted Furbolg Warrior, which spawns south of the troll dungeon, with my Tidewarrior lvl 8. But as soon as I kill the skeleton warrior next to it first and hit lvl 9, i can kill the furbolg without crashing the game
Can you give me the crash log located in your warcraft folder?
 
Level 3
Joined
Jul 28, 2009
Messages
33
Hi there,

Great changes with the talents! love it. I didnt read the last 10 pages so I am not sure if these bugs are already mentioned, if so sorry then:

1. My Magic Find seems to drop with every creep I kill, currently its says 495967 and when I scroll the cursor over this field it says -260/260. I don´t know if this is just a number or a "real" bug but I got the "feeling" that the item drops got less. It started after I choose the Magic Find glyph I think...

2. The Endless Treasure Chest item doesnt generate gold every few secs like it should do.

3. The Rougues Shadowstep skill sometimes puts you on cliffs or edges where you shouldnt be able to get to. E.g. In the Waterworks dungeon you can land on the water and are unable to move.

4. Also in the Waterwork dungeon, the creeps from the Satyr boss area can cast spells like Healing Wave when you fight in the Waterworks.

So far :)
 
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Level 2
Joined
Mar 25, 2017
Messages
15
Where do I go after beating the three baddies (The Dreadlord and his succubus and orc), and getting the ghost cloak?
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
Where do I go after beating the three baddies (The Dreadlord and his succubus and orc), and getting the ghost cloak?
Ghost Cloak is in the Vault.
To proceed head south, defeat water boss and you will find a large gate. One of the council drops explosives.
 
Level 2
Joined
Dec 3, 2016
Messages
14
Hello, not to be rude, but Darkmoon Greatness is no use for STR heroes, i must admit that i was hiked when i saw it in the change log ... but.
 
Level 6
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Dec 3, 2012
Messages
243
4. Also in the Waterwork dungeon, the creeps from the Satyr boss area can cast spells like Healing Wave when you fight in the Waterworks.


Happened to me as well.
Also, there are a few places which this can occur too with other mobs.

Forgot to mention about the inconsistency in the name of King's Scepter and Scepter of the king - both in the quest and in recipe description.
 
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Level 4
Joined
Mar 19, 2016
Messages
50
Hey $M! I have found a minor issue when I was playing with the Hunter. Seems like the DISBTN version of Sharpshooter icon is acting like the BTN and if you press F10 it displays the Green Square.

P.D.: Thanks for buffing Death Knight! :D
 

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Level 1
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Mar 28, 2017
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Hello, SpasMaster, I wanna translate your map to Russian language (make version with russian texts). What do you think about it? Map pretty hard for new players, there are many things, with should be explained, and it takes too much time for briefing new players. I found that in Russia not so many people know about this map, but everyone who plays - spoke about map very well! I think there will be more russian hosts with that map, if peoples have russian version.
 
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Level 1
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Mar 14, 2017
Messages
8
Hello, SpasMaster, I wanna translate your map to Russian language (make version with russian texts). What do you think about it? Map pretty hard for new players, there are many things, with should be explained, and it takes too much time for briefing new players. I found that in Russia not so many people know about this map, but everyone who plays - spoke about map very well! I think there will be more russian hosts with that map, if peoples have russian version.

I can help with translation if you need :p
 
Level 6
Joined
Dec 3, 2012
Messages
243
Robes of Azshara doesn't heal at all.

And this error happened while trying to cast Killshot on the Naga.
 

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Level 1
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Apr 2, 2017
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2
Hey, i'm already in the latest patch (1.26) but still got the message "The map file is too big" when i try playing in the LAN, how do you solve this ppl ?
 
Level 6
Joined
Dec 3, 2012
Messages
243
I have some suggestions in store and want to share with you. I'm not a coder myself and that's why I'm asking if some of these are codeable, and if so, is it worth it, is it hard, is it going to take too much to code them?

Anyway, some are old suggestions but never commented before, some are new ones.



Also, I do believe all these suggestions will make the map even more great, enjoyable, flexible and more user-friendly to the mass players.

Here we go:

1. Adding the option to buy full item when the total gold sum of the required item is available. A bit user-friendly part of the game in the late stages.

2. Make some small quests more random. Ie, the peon quest in the beginning is a really good example. Also, the "Ancient Markings" quest in the troll tribe is a good example too. How it changes its position every time.

3. Make chest keys buyable. 1 key = 1 shadow crystal. I think it's a fair and balanced price.

4. If there's enough map space, add more "hidden-but-to-be-unlocked" places. Ie, King's scepter cave. It will make the map a bit more fresh and exciting trying to find the new places.

5. When hitting up max hero lvl, unlock one additional talent slot. It seems reasonable cause you are in end game and it will affect small part of the game anyway.
If the talent slot seems too imbalanced, add a "blessing" bonus. Grant the hero, let's say +5 all stats. The number can vary, of course. For encouraging the players and the game to feel more complete.

6. Right now, it is 2 esc skill points for 1 armor. Why not 1 esc p = 0.5 armor? More flexibility again.



@SpasMaster, don't get me wrong but I want to hear your thoughts on these ones.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
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1. Adding the option to buy full item when the total gold sum of the required item is available. A bit user-friendly part of the game in the late stages.
Would be cool but requires too much work for it to be worth it, at least at the moment. Perhaps in the future when I am dried out of ideas and have nothing left to do.
2. Make some small quests more random. Ie, the peon quest in the beginning is a really good example. Also, the "Ancient Markings" quest in the troll tribe is a good example too. How it changes its position every time.
Can happen, but very low priority atm.
3. Make chest keys buyable. 1 key = 1 shadow crystal. I think it's a fair and balanced price.
It's not the price that concerns me, but the fantasy about Chest Keys. Technically you can buy a Seed of Idrassil and exchange it for items. Making the keys buyable as well would make them less unique.
4. If there's enough map space, add more "hidden-but-to-be-unlocked" places. Ie, King's scepter cave. It will make the map a bit more fresh and exciting trying to find the new places.
Currently I am working on reworking Legendary items. And by rework, I mean, it will be entirely different. People were asking about the old Class Items, so very soon you will instead have Class-specific Legendary items that you obtain through a class-specific quest/puzzle/secret.
5. When hitting up max hero lvl, unlock one additional talent slot
Not happening.
6. Right now, it is 2 esc skill points for 1 armor. Why not 1 esc p = 0.5 armor? More flexibility again.
World Editor simply does not allow Armor to be real number (0.5, 1.5, etc). It must be an integer (rounded up number) like 1,2,3, etc.
 
Level 6
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Dec 3, 2012
Messages
243
Currently I am working on reworking Legendary items. And by rework, I mean, it will be entirely different. People were asking about the old Class Items, so very soon you will instead have Class-specific Legendary items that you obtain through a class-specific quest/puzzle/secret.

This sounds really good. It will cover the hidden part and the class unique-item part. Looking forward to it.

Thanks for the answers anyway.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
my game crash when trying to load the save file. Can anyone help me..
No. Your save file is lost and nothing can be done about it.
As far as I am aware, this issue is fault to 2 things at the same time:
-the map
-your PC

I can make certain code optimizations to prevent the crash when loading, but only up to a certain point. If your PC is very old, and has low RAM, it will run into the issue, while other PCs won't.

That's what I know about it.
 
Level 6
Joined
Dec 3, 2012
Messages
243
I want to address an issue I've encountered before and now as well.
When accepting the quest to defend the flag in the troll tribe, it is kinda impossible to complete it in solo.
When the first wave attacks, there are spell casters with the sleep spell. They sleep you and the flag is gone. I've tried with summons - the same result.

I know that you will say, play in multiplayer and problem is solved but is it possible to make some small adjustment to it in order to be able to complete it when playing solo? Like you did a bit of adjustment to the Water elemental's boss split timer.
It will be appreciated.

P.S. If anyone managed to figure out a way to complete that quest, please do share.
 
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Level 3
Joined
Jul 28, 2009
Messages
33
The Magic Find bug still appears in the 2.3.5 version. If you kill a creep the Magic Find drops by 5 or 10 percent with every kill.

I have a suggestion to smoothen the gameplay: If you find a tome in a secret area or drop from a creep, make it apply to all players. That way you could avoid disccussions who can take it.
 
Level 1
Joined
Mar 31, 2017
Messages
6
I'm stuck at west wing, the second door with gem slot infront - can't open it T.T i have shove pick but where should i dig???
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
The Magic Find bug still appears in the 2.3.5 version. If you kill a creep the Magic Find drops by 5 or 10 percent with every kill.
There is obviously something more specific here, since it doesn't appear in any of my games. Players from the Discord server haven't mentioned it either. If you are having this bug in your game I'd advise you send me the replay.
If you find a tome in a secret area or drop from a creep, make it apply to all players. That way you could avoid disccussions who can take it.
Or you can use the <-roll> command or Roll Backpack ability to have fair distribution.
 
Level 6
Joined
Dec 3, 2012
Messages
243
I'm stuck at west wing, the second door with gem slot infront - can't open it T.T i have shove pick but where should i dig???

The Pristine Gem will open the second door in order to activate the second platform.
There's a big gate further west which says something about how this door leads to another part of the city but it can not be opened. Thus you go south from there and you will find the soft patch to dig out a key.
 
Level 3
Joined
Jul 28, 2009
Messages
33
There is obviously something more specific here, since it doesn't appear in any of my games. Players from the Discord server haven't mentioned it either. If you are having this bug in your game I'd advise you send me the replay.

I dont have a replay, sorry. But I can tell you what I did: I started the game, picked the difficulties (normal + heroic) and went afk for like 5 or 6 hours to gain some gold. Then I saved the game, loaded it, picked a hero and started playing. Thats all :)

Btw: Are tome drops from the Ancient Bookshelves affected by Magic Find?
 
Level 2
Joined
Feb 22, 2010
Messages
27
I want to address an issue I've encountered before and now as well.
When accepting the quest to defend the flag in the troll tribe, it is kinda impossible to complete it in solo.
When the first wave attacks, there are spell casters with the sleep spell. They sleep you and the flag is gone. I've tried with summons - the same result.

I know that you will say, play in multiplayer and problem is solved but is it possible to make some small adjustment to it in order to be able to complete it when playing solo? Like you did a bit of adjustment to the Water elemental's boss split timer.
It will be appreciated.

P.S. If anyone managed to figure out a way to complete that quest, please do share.
The glyph of hellfire might help you.You can catch the enemy's attention while asleep.Then you will be hurted and wake up for fighting.
 
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