• 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.
full
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.
full
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.
full
Warrior
  • Fixed a bug where the Warbringer Talent was dealing more damage than intended.
full
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.
full
Paladin
  • Crusader's Strike mana cost for Level 4 has been increased to 35 up from 30.
full
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
@whatever1211

I think you misunderstood how the talent works. Read the description carefully again. :)

Hero has 100 hp and 100 mp.

He is damaged and he has 40 hp curently, which activates the "below 50%" part.

4% of 100 mp = 4 which equals to 4 hp/s.

Now, he has 120 hp, which is 20 health over the basic 100 hp.
120 hp = 6 x 20, meaning you have +6% of 100 mp = 6 hp/s.
So, you add 4% basic + 6% bonus = 10% total.
10% of 120 hp = 12 hp/s.

That's it.
 
Level 1
Joined
May 24, 2017
Messages
5
@whatever1211

I think you misunderstood how the talent works. Read the description carefully again. :)

Hero has 100 hp and 100 mp.

He is damaged and he has 40 hp curently, which activates the "below 50%" part.

4% of 100 mp = 4 which equals to 4 hp/s.

Now, he has 120 hp, which is 20 health over the basic 100 hp.
120 hp = 6 x 20, meaning you have +6% of 100 mp = 6 hp/s.
So, you add 4% basic + 6% bonus = 10% total.
10% of 120 hp = 12 hp/s.

That's it.

Yeah, I understand what u said, I also thought that is how the talent work but it doesn't.
Maybe my long post confused you, but the point is the healing is lower than what it said to be.

You can see in my image DK1.png, I have 2000hp and 500mp and it only heal 4% of 500mp = 20hp/s, it doesn't count my 2000hp.
Or in image DK3.png, I have 3000hp and 500mp and it only heal 25hp/s.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
- make it possible (if codeable) enemies to spawn snakes on actual hit, not on every swing count. What I mean is if the enemy misses an attack, it will still count as a hit towards spawning a snake.
I will have to think whether I want it to work that way or not. But I will consider it. It is doable
- make it possible the intro before Kergaloth to not start immediately right after you kill the 6 minions but more likely to start after the hero/heroes entered the Kergaloth area. I have many occasions where there were unit/s fighting me during the scene and killing me without any control over the hero.
It already works that way, however what you describe can happen. Basically it checks the amount of living guards in a region. If you kill let's say 5 of them and then take the 6th out of the region, it fucks up. Atleast that's how I think you managed to run into this issue. I'll investigate.
Now, I've played the new version in order to get the legendary item and I gotta admit, although you put much effort into creating it, it feels kinda cheap. No real challenge going through the puzzles. It felt like: go from A to B and then use it on C. I hope this can be improved a lot in the future.
I can understand that you might feel disappointed and I guess it was my fault for hyping it up in advance by saying each legendary will have its own quest/puzzle related to it. Which is why I avoided updates in the past, because things change on the go all the time. I did start creating unique quests/puzzles for each hero, but eventually I estimated that the effort and resources was not worth it. Look at it that way: you still obtain the legendaries more or less the same way you did before. Difference is that at least now you get a class-specific legendary. And to be fair that was my initial and core goal. Doing the class specific puzzles came in later and eventually got scrapped. Sorry if you feel disappointed, but I just wasn't willing to invest the time and resources necessary to make it as I imagined. The fault here is mine, for announcing features during their development.
Edit: Armageddon's Blade bonus Mastery does not apply.
Will fix.
Kergaloth is spawning away more Demon Lords and Infernals than before. Dunno if intentional in the new version.
Chances are the same. Perhaps RNG hits you harder?
Edit1: Berserker's Blood Fury doesn't seem to drain hp during activation.
It should drain hp when you attack, not when you activate it.
When hitting Target Dummy with Blood Fury on, it seems to damage back the hero. If it is off, then no damage is returned. Weird. Normal difficulty.
That's how Blood Fury is supposed to work? :O
If you attack while its active, it drains health.
Edit2: Toxic Stack applies Venomous Axes only on one target and ignoring the others in the aoe. Actually, sometimes it damages enemies properly and sometimes doesn't.
Hmmm. Not sure why that's happening. I'll check it out.
Edit3: Voodoo Shuffle lifesteal doesn't work. Dunno about dmg reduction.
Please double check that. I am asking you to, because I've seen it work numerous times with my own eyes.
You can see in my image DK1.png, I have 2000hp and 500mp and it only heal 4% of 500mp = 20hp/s, it doesn't count my 2000hp.
What you seem to miss however is that heals happen twice per second. Essentially it ends up at 40, because it heals you 2 times for 20. The tooltip states the amount of health per second, to make it easier to calculate. I can however make it tick 10 times in 1 second for 4 health each tick. The tooltip would still tell you the health restored for a period of 1 second.
 
Level 6
Joined
Dec 3, 2012
Messages
243
I will have to think whether I want it to work that way or not. But I will consider it. It is doable.

I felt like this might be a balance thing on higher difficulties. In some way, to make it more tolerable when soloing the game.

It already works that way, however what you describe can happen. Basically it checks the amount of living guards in a region. If you kill let's say 5 of them and then take the 6th out of the region, it fucks up. Atleast that's how I think you managed to run into this issue. I'll investigate.

Well, I wasn't aware of the mechanics and that it is already that way. But still, pretty annoying.
In addition, during the intro, Kergaloth can spawn a minion over your head too. Again a dead hero happens.

I can understand that you might feel disappointed and I guess it was my fault for hyping it up in advance by saying each legendary will have its own quest/puzzle related to it. Which is why I avoided updates in the past, because things change on the go all the time. I did start creating unique quests/puzzles for each hero, but eventually I estimated that the effort and resources was not worth it. Look at it that way: you still obtain the legendaries more or less the same way you did before. Difference is that at least now you get a class-specific legendary. And to be fair that was my initial and core goal. Doing the class specific puzzles came in later and eventually got scrapped. Sorry if you feel disappointed, but I just wasn't willing to invest the time and resources necessary to make it as I imagined. The fault here is mine, for announcing features during their development.

Don't get me wrong - I'm not disappointed. It's just the way it felt for me. But I do see how you manage to create a team play way of collecting them and to engage all those specific items in order to get the legendary. Good luck finding time and improving this.


Chances are the same. Perhaps RNG hits you harder?

Dunno if it's the RNG but I've played 4 games so far and in every game I can feel a significant difference of spawning them in comparison to 2.3.5.

It should drain hp when you attack, not when you activate it.

My bad then. I misunderstood it.


Please double check that. I am asking you to, because I've seen it work numerous times with my own eyes.

I will double check it but I did it on the Target Dummy. Gonna post a report for this later.

Edit: Yes, you are right. It works. My bad.
 
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Level 4
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75
hey i would love it if you removed the chance to get a trophy skull from skull split and instead made trophies give every fourth or fifth attack, just a pain in the ass to make sure you execute every enemy, isn't hard just a pain.

Also some of the masteries seem weak and with doctor is absolute shit honestly, you need to up the scaling of his abilites or just remove/rework him.

Also mage mastery is completely insane, i love it and it is so fun but it is crazy overpowered.
 

Senneria

Hosted Project: SC
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Is the gate bug fixed? :D
What gate bug? As far as I am aware ALL gates that are openable has been working fine.

hey i would love it if you removed the chance to get a trophy skull from skull split and instead made trophies give every fourth or fifth attack, just a pain in the ass to make sure you execute every enemy, isn't hard just a pain.
As far as I am aware it is providing skulls after every 4th kill with Skull Split, and skulls also drop after 8 enemies die. There is NO random chance involved. You are not meant to kill EVERYTHING with skull split, it just rewards good use of it rather than just spamming everything all day every day. Could just remove trophy from Skull Split and only let you have skulls after every 8 enemies killed, but that removes the rewards from playing well.

Also mage mastery is completely insane, i love it and it is so fun but it is crazy overpowered.
Mage mastery getting changed next version. Enjoy the OP while it lasts.
 
Level 6
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I have another idea/suggestion.
I do know that orb effects in wc3 engine are done in a way that they don't interact with each other.
Like, you can't have orb of frost (slow) and orb of corruption (- armor) to work together at the same time.
And I know it is possible to make it done through some coding. Perhaps its a very long time taking process.

Why doing it?
- it will be new for the map
- it will open a lot, lot more item build options (especially for the agi heroes)
- already done with life steal and it instantly feels good man (meme intended)

Thoughts?
 
Level 3
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Hi guy's I'm played in single player and I stake in before the skeleton tomb there is 2 door , one of them open in azsune boss fight and I don't know have can I open it there is no key , and I have broken Queen's Tiara , and I don't know how could I reforged please someone help me
 
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Hello spasmaster.

First time posting cause i never really post anything online. Sorry if i make any mistakes in posting this in advance.

I really want to ask how to get the suramar wine, i have the other four parts and all other 5 legendary pieces. I have finished the map and got most of the secret zones but never have been able to get into the master's chambers. Is the key still a random drop or is it somewhere in the map now?

Also playing on v2.3.7a, i've found that primal guardian loses his wolves (they die instantly on spawning) whenever we save on lan. Sorry if i can't provide screenshots.

Really great job and have had tons of fun in playing this map over and over again.
 
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SpasMaster

Hosted Project: SC
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I really want to ask how to get the suramar wine
You need to kill Zerash. You most likely obtained a puzzle item that has a specific damaging ability that can do the job.
Is the key still a random drop
Yes, it is.
Also playing on v2.3.7a, i've found that primal guardian loses his wolves (they die instantly on spawning) whenever we save on lan
I'll investigate the issue.
 
Level 6
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@SpasMaster

Really curious to hear your thoughts on this.


I have another idea/suggestion.
I do know that orb effects in wc3 engine are done in a way that they don't interact with each other.
Like, you can't have orb of frost (slow) and orb of corruption (- armor) to work together at the same time.
And I know it is possible to make it done through some coding. Perhaps its a very long time taking process.

Why doing it?
- it will be new for the map
- it will open a lot, lot more item build options (especially for the agi heroes)
- already done with life steal and it instantly feels good man (meme intended)

Thoughts?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
I have another idea/suggestion.
I do know that orb effects in wc3 engine are done in a way that they don't interact with each other.
Like, you can't have orb of frost (slow) and orb of corruption (- armor) to work together at the same time.
And I know it is possible to make it done through some coding. Perhaps its a very long time taking process.
The amount of effort is not really worth it.
- it will open a lot, lot more item build options (especially for the agi heroes)
Umm, how exactly? They will be able to slow and reduce armor at the same time... which they already can do via different item effects.
On top of that, the way these 2 orb effects work are pretty much as good on AGI as they are on INT/STR, because the debuff you apply requires 1 attack to apply and then you maintain it. It's not like more attacks amplify the effect, so it's pretty much the same if I am a Witch Doctor with Coldspine Rod or Hunter with Coldspine Rod. Best case scenario you'd be able to apply the debuff on an additional unit, which I don't see as opening "a lot, lot more item build options". If I wanted an AoE slow effect I'd get Vjolndir or if I wanted AoE Armor Reduction I'd get Signet of the Swarm of Shroud of the Nathrezim.

I don't see in any way how slowing enemies and reducing their armor with attacks will open up any build options at all. Perhaps you are seeing something that I don't. But even if that's the case, you already have the items to get these 2 effects going at the same time.

I get it: Orb Effects can be annoying, but I have reduced them to a minimum. Double Attack from Tidewarrior/Hunter + Lifesteal both used to be Orb Effects. Now they aren't, meaning that you have 2 heroes now that previously couldn't use Orb Effects and now they can.

The 2 left (armor reduction and slow) I don't see working together in a build-opening way.

Which leads me to say that, I have no reasons to invest any time working on that.
 
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The amount of effort is not really...

See, I've played Dota for more than 10 years. They've managed to make it so all orb effects can interact with each other with no problem (not talking about Dota 2). It was kinda revolutionary for the map itself because it really opened up the game for more possibilities meaning more item builds.
For me, to comment on this topic was important because I felt the difference (not a small one) when I've played Dota with orbs stacking and when you implemented the solution of above mentioned Double Attack from Tidewarrior/Hunter + Lifesteal.

That's my arguing on the topic.

P.S. Perhaps Dota is more fast paced than SC and that's why there's no need to work towards this.
 

SpasMaster

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It was kinda revolutionary for the map itself because it really opened up the game for more possibilities meaning more item builds.
It opened up possibilities in a map with default stats and heroes with 4 abilities (that don't scale!). I am way past that.

You have to understand that the 2 orb effects left in the game are Frost and Corruption. Will they really open up tons of possibilities? Really?
Do I have to spend hours upon hours and invest resources just so you can do something that you can already do via different items?
That's my arguing on the topic.
There really aren't any arguments. "Dota did it, therefore you should."
I still haven't heard a single build that will open up if I allow you to get Darkranger's Longbow (Corruption) and Coldspine Rod (Frost) at the same time, cause these are the 2 items left that use Orb Effects (not including a couple of random drops, which shouldn't be by default part of your final build).
 
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Level 3
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Hi guy's I'm played in single player and I stake in before the skeleton tomb there is 2 door , one of them open in azsune boss fight and I don't know have can I open it there is no key , and I have broken Queen's Tiara , and I don't know how could I reforged please someone help me
Hi @SpasMaster please reply my post ,I really love you r map but is there any chance I can continue in single player that's door cannot opened
 
Level 1
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Messages
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Uhm. Need some help on finding the Nazjatar Sigil and Threads of Endless Fire for the legendary item. Even hints would be appreciated. Much thanks.
 

SpasMaster

Hosted Project: SC
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that's door cannot opened
If I understand correctly, you are talking about the door in front of Edril? What you need for it is a key. You see the key on the low ground nearby. A bookshelf near the Flesh Golem talks about a tool that can attract metal to it. That tool is hidden within a pile of weapons/treasures nearby. Use inspect on the right spot to acquire the object.
Need some help on finding the Nazjatar Sigil and Threads of Endless Fire
There is a hidden path from the Spider Queen's Cave that leads you to the Nazjatar Sigil.
Threads of Endless Fire are obtained by solving the colored runes puzzle.
 
Level 3
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If I understand correctly, you are talking about the door in front of Edril? What you need for it is a key. You see the key on the low ground nearby. A bookshelf near the Flesh Golem talks about a tool that can attract metal to it. That tool is hidden within a pile of weapons/treasures nearby. Use inspect on the right spot to acquire the object.

There is a hidden path from the Spider Queen's Cave that leads you to the Nazjatar Sigil.
Threads of Endless Fire are obtained by solving the colored runes puzzle.
Thank you and God bless you ! :D
 
Level 6
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It opened up possibilities...

Yes, the scaling makes a lot of difference between the two maps.
Also, mana burn is still an orb effect present but due to the small amount of mana burned and the fact that it is not sold in the shop, doesn't quite make a difference.

That's my arguing on the topic.

Reasoning, not arguing. I've used the wrong word.

I see your point anyway. Thanks for replying.
 
Level 3
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Hi , anyone can help me I'm stuck in twin corridor Key right after defeating lord Balthazar , in circle says :need replacing lever
please if possible help me
 
Level 6
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Hi , anyone can help me I'm stuck in twin corridor Key right after defeating lord Balthazar , in circle says :need replacing lever
please if possible help me

Look for the pipes near the master chamber and inspect every bookshelf and blue circle on the ground!
 
Level 6
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How soon exactly can you get a legendary?Like before which boss?
I'm near the end against fire golem and have no idea how to get thread of endless fire, Still don't know what's the use of light prism, Gar'thok, Master chambers and one door in the vault near the sapling that I don't know how to open.

You can get the item just when seeing the 3rd pentagram and the Anvil.
All the items have clues written on them and a simple logic will take you on the right path. :)

Light prism will take you to the threads.
Gar'thok is just an easter egg -a tribution.
Master Chambers need specific item drops.
Not sure which door you are talking about but one needs to be blown up (rocks in front of it) and the other needs a Key.
 
Level 6
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243
Who knows how to get the elemental hammer and rune of sargeras?

A lot of people, hehe.

On a serious note, you need to kill the firelord and then you get the elemental hammer.
Rune of Sargeras - all pentagram bosses dead
 
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Level 3
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Messages
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Regarding leavers: Could you add some function that disables/freezes leaver heroes like in dota? Or make the starting area "immune" to the golem/doomlord rain? Played with a friend public with a 3rd guy who left after a few mins. Now the Doomlords fall on his head and drain our lives....
 
Level 1
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Messages
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Hey I'm having a strange bug or odd occurrence in the game where it seems some things just aren't loading?

Here the teleporter isn't rendering, but it still works.

Here the golem isn't even here but the script still rolls with it.

There are other examples of this with some quest giving NPCs not showing up but still producing dialogue.

This is on singleplayer, version 1.28.2.7395 of TFT and 2.3.7a of Sunken City. Is this a known bug and is there anything I can do to salvage this savefile? I'm apathetic to try to play again until I can know this won't happen again because it took several hours of play before it happened.

Any help anyone can offer me on this issue would be greatly appreciated.
 

SpasMaster

Hosted Project: SC
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I don't believe so. The wisp quest giver didn't render but the quest text still popped up and it still gave the quest item
Here is what I think happened:
Units in the map are within in ~5 big regions. Each of those regions hides the units inside it to prevent significant performance issues. As you approach each of the regions it reveals the units inside.

I believe that for some reason in your game 1 of the regions did not reveal its units. Here is what you can try to do: I am attaching a screenshot. Try to enter the shown region from all possible directions multiple times. It should reveal the units that are missing. If it doesn't, then the trigger fucked up for some reason.

This is the first time I see this happening to anyone and it's been in the game for years, which leads me to believe that it won't happen again if you remake the game.
 

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Level 1
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Here is what I think happened:
Units in the map are within in ~5 big regions. Each of those regions hides the units inside it to prevent significant performance issues. As you approach each of the regions it reveals the units inside.

I believe that for some reason in your game 1 of the regions did not reveal its units. Here is what you can try to do: I am attaching a screenshot. Try to enter the shown region from all possible directions multiple times. It should reveal the units that are missing. If it doesn't, then the trigger fucked up for some reason.

This is the first time I see this happening to anyone and it's been in the game for years, which leads me to believe that it won't happen again if you remake the game.

Ah ha! That worked! And furthermore I think I know why it broke in the first place: I used Windmaster's Wind Walk to blink to the mountain giant, skipping over the trigger.

Thank you so much for the help and for making this amazing map.
 
Level 26
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I can't seem to stay away from this game. However, I got stuck now.
In the treasure room, there is a magical pen wall holding the moonstone out of reach. How do I open that?
And the Osiris guy close to the pen: I think I tried all options, but I still died from them all?

Also just wanna report an exploit I found (and used(a lot): if you are a naga hero, and use the ultrasafe Transporter, you can be teleported to islands. From those islands you can enter regions where the units aren't loaded yet, and access secrets that shouldn't be availale until much later in the game. I got inside the pirate grove when I was level 8 this way. :)

Oh, and the item you get from combining 5 ingrediants: suramar wine, corrupted essence, kerrata mushroom and more? What does it do?

Keep rockin'.
 
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Level 3
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Nov 29, 2016
Messages
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Thank you bro !
1 please someome help me I'm stuck in Hajatza room I'm pick up the guardian keys and used in vault , but in Hajatza room there is one Ruined Gate , how can I opened ?
2 where can I find the kattara mushrooms?
 
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Level 3
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Aug 18, 2008
Messages
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A lot of people, hehe.

On a serious note, you need to kill the firelord and then you get the elemental hammer.
Rune of Sargeras - all pentagram bosses dead

I did't get the elemental hammer when i kill the fireload
whos the elemental bosses?
 
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