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Sunken City v2.5.1c

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
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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...

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
And the Osiris guy close to the pen: I think I tried all options, but I still died from them all?
A bookshelf outside the Treasure Room (near the circle of Moon Stones) tells you the correct word. :p
Oh, and the item you get from combining 5 ingrediants: suramar wine, corrupted essence, kerrata mushroom and more? What does it do?
It's part of the Legendary Item. Go to the Vault, there is a quest giver there that can tell you more.
Also just wanna report an exploit I found
Yeah... I am yet to deal with it.
I did't get the elemental hammer when i kill the fireload
You get Mote of Fire which allows you to get the Element Forger.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
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 ?
-Right above Oris, there is a locked Moonstone. Take control of Oris by telling him the correct keyword (I just explained how in my last post) and he will help you reach the Moonstone.
-Once you have the Moonstone, you have to use it on the Rocks in a circle where the Hajatza boss was in the correct order.
2 where can I find the kattara mushrooms?
Close to the Spirit of the King.
 
Level 1
Joined
Jun 14, 2017
Messages
3
Hey, I really enjoy this map and i have finished it about 3 times but I have not yet found a use for these items:

Lightning Rod
Threads of Endless Fire
Elemental Hammer
Darkspear Voodoo Charm
Necrotic Seal

Some hints about these items would be appreciated.
 
Level 3
Joined
Nov 29, 2016
Messages
43
Where can I find sigil of the deathlord ? and I can't find the scepter of Atal'ai in old tomb right beside of Anvil ,
In the end it's Amazing map !
 
Last edited:
Level 1
Joined
Nov 28, 2016
Messages
6
Where can I find sigil of the deathlord ? and I can't find the scepter of Atal'ai in old tomb right beside of Anvil ,
In the end it's Amazing map !
A good tool in general for finding the super hidden secret stuff in this game is using the insert and delete keys to rotate the camera to see things from a different angle
 
Level 1
Joined
Nov 28, 2016
Messages
6
I think I'm having a problem accessing an area in the western wing while playing solo. A massive ruined gate says it's kept closed by two nearby power circles, but when I put my two grunts on them nothing seems to happen? http://i.imgur.com/nGPPd6E.jpg Picture related. Am I missing something or is something broken?
 
Level 1
Joined
Apr 21, 2017
Messages
3
The primal guardian is not spawning spirit wolves every 6/5 attacks :/
So I tested it in a new game and it works but when I was playing as primal guardian his autoattacks werent summoning spirit wolves, something must have broken the trigger part way through the game
 
Level 4
Joined
Apr 3, 2012
Messages
31
I think I'm having a problem accessing an area in the western wing while playing solo. A massive ruined gate says it's kept closed by two nearby power circles, but when I put my two grunts on them nothing seems to happen? http://i.imgur.com/nGPPd6E.jpg Picture related. Am I missing something or is something broken?

I'm having this exact problem as well. Any solutions?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
I think I'm having a problem accessing an area in the western wing while playing solo. A massive ruined gate says it's kept closed by two nearby power circles, but when I put my two grunts on them nothing seems to happen? http://i.imgur.com/nGPPd6E.jpg Picture related. Am I missing something or is something broken?
These Circles of Power need to be inspected.
 
Level 2
Joined
May 1, 2017
Messages
15
Sooo the royal rubies do not unlock the sulfuron ingot. I saw another guy realize the same. Where is that "secret lever" for the ingot then?

Also, where is this map for the feric scepter?
 
Level 2
Joined
May 1, 2017
Messages
15
Thank you SpasMaster. However, it just happened again - the map crashed with this "not enough memory"-message or smth like that. This is the 3rd game in a row now (different difficulties and heroes) that is ruined for me and it seems I will have to stop playing 2.3.5. without having completed any legendary items.
I hope 2.3.7 is less crashy :)
If not, I guess I will have to come back when I have a better computer.
You keep up the good work though!
 
Level 4
Joined
Apr 3, 2012
Messages
31
These Circles of Power need to be inspected.

Thanks, that was almost too simple, lol.

Can I get some tips on Threads of Endless Fire and Sigil of the Deathlord? I legitimately have no clue about those two.

I've found King's Blood and Scepter of the King if that helps, although I dunno what those are for if not for the threads and sigil. I've also found Nozdormu's Token, although I assume that is for something much grander. I'm also sorta curious about the four circles of power in the bottom middle of the map, as well as the tomb at the graveyard boss.
 
Level 4
Joined
Apr 9, 2013
Messages
100
I'm almost at the last boss yet i havent seen the darkspeartribe vodoo charm, any clues at to where is it? or is it a drop like the key for the master, also whats the use for the wine and naga sigil, awesome map btw :D
 
Level 1
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Apr 21, 2017
Messages
3
I'm almost at the last boss yet i havent seen the darkspeartribe vodoo charm, any clues at to where is it? or is it a drop like the key for the master, also whats the use for the wine and naga sigil, awesome map btw :D
The troll village has a recipe for the voodoo charm, you need 5 hidden items to craft it
 
Level 1
Joined
Jul 6, 2016
Messages
9
Sadly me and my team can't reload savegames ever since the newest warcraft 3 patch. We are instantly disconnected from Bnet and can not reconnect to Bnet until we reboot our pc (which is super weird...?)
 
Level 7
Joined
Dec 19, 2014
Messages
300
Hello Spasmaster, i have downloaded and tested your newest version. And i must say that there are two things in your new version that are disappointing me a lot: Two of the most beautiful and ornate rooms/buildings ever made with the editor were removed from your map (Atalai's chamber and the demon lord's throne room (last boss) ). And these rooms were replaced by something that is not so great at all. Why have you done that? All other new things are nice but removing the best made places was just awful, because these two places were the absolute number one of all terrain and doodad constructions i have seen in a RPG map so far. And now they are just gone, that made me very sad because i am not sure if i still have an older version of Sunken City somewhere. I just hope that you will include the previous versions of these two places again.
 
Level 2
Joined
Jul 6, 2016
Messages
14
Me and my friends are stucked with the "twin corridor key", we believe that we have to obtain a "gear mechanism" but we can't find it.
look near the masters chamber with the 2 doors (east of the troll village), there should be something out of metal
 
Level 6
Joined
Jan 26, 2012
Messages
230
Some random thoughts:

1) Make some skills auto cast. In the beginning you need strategy, but when you have plenty of mana you just spam a lot of skills. The siren ability is a perfect example. 2 sec cooldown and I never run out of mana. Still I need to click it again and again...

2) Revive the grunt. Sometimes he just dies and it's annoying to progress in certain parts of the map without him. If the grunt dies, revive him. Call him " Injured Grunt". Make him useless in combat ( so you still penalize those who are not carefull)

Now that you can have a bigger map there are plenty of things you can add if needed without worrying so much

3) Add more masteries to the heroes. I like ranger but I don't care about pets, so the mastery stat is useless to me. If you could have 2-3 masteries (only 1 active) that problem would be solved

4)Each hero has a special item only he can get. Take this a step further. Something like an "artifact" for each hero. Make this upgradable in multiple ways so each person can choose the right one. This could be a really good gold sink. 3000 gold to buy, 4000 to lvl 2 and 5000 to lvl 3. That's a lot of gold and it won't be easy to get. It's very risky but it will reward good players.

5)STR/AGI/INT only shops items. Same theme. Make a shop that sells items only for certain groups of heroes or certain heroes. SO only AGI items, or only Hunter items.

There are very few items that give you stronger skills or are "tailor made" for a specific hero. This would give the same feeling as talents but with more investment, so you feel better when you finally get it.

6)Add a vault near the world tree. You could have a command on a backpack "sends S1 (first slot) item to the vault", or from the vault to a player. This would make the game a little faster and help organize all the items ready for upgrades. Add a worker( that can't leave the area) and it's even better. The idea is to make the game more fluid, so you don't spend too much time wondering about, you can spend it fighting. This would reduce game lenght by 10-30 minutes.

7)add a single player -test mode. at the very least give the chance to -repick or hire more heroes. I wanted to check out the map again and I spend waaay to much just restarting the game and looking at heroes(to find one I like). You could add infinite money,max level and so on, but you made it clear it's not something you want. The repicking however ( only in single player mode ) would be esentially the same as restarting the game, so no harm done.

8)Write on lesser items what you can used them for. The reverse of recipes

9)Last but not least. You said many times that you don't want to organize the item list. If I remember correctly you don't want to " force " people into buying certain items for certain heroes. You can keep every shop the same, only add one shop(or maybe more) that showcases the items. Maybe it gives you the chance to buy them at full price without clicking. For example, I wanted to buy a mastery item, I spend way to much time searching for them, and them I spend time finding out what's the best. An example:

Shop-
1)ON-hit effects
2)Orb-effects
3)On-kill effects
4)Getting hit effects
5)Life steal
6)Armor/reduce damage taken
7)Auras
8)Buffed summon
9)Mastery items

Etc.

No problem if some items go into multiple lists. This would make it much easier to find the item you need, and also let you chose whatever you want without feeling constrained...

10)add an online walk trough. Just played with a friend, had a lot of fun, but couldn't get past something. We ran around the map for 20 minutes but he got frustrated and we left the game. That is one player that won't be coming back sadly... I get that it's a part of the experience, but W3 has a really small community. If this where a big and popular game you could find all walk troughs,secrets etc online in a few seconds, so it wouldn't become frustrating.

Hope some of this helps. As always, the map is better with each version...and as always I had a lot of fun playing it!



EDIT:

Now my ideas are all over the place, I know... Some might be good, some might be not so good...but this one I am 100% sure it's a good one and fun :D. I am playing the tide-runner and I have a lot of DMG reduction. Give training dummies (or just one specic training dummy, maybe in the "base" ) a skill that deals 100 normal dmg and another skill that deals 100 magic damage in a very close AOE. You could just make it an immolation aura so it's easy, call it " burning training dummy". This way you know how much DMG your hero takes.
 
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Level 6
Joined
Dec 3, 2012
Messages
243
Hi.

I just read the changelog and I need to ask a simple question to quench my curiosity.

You have buffed the monsters but nerfed everything else - items, heroes abilities and talents.

What was the reasoning behind this action? Game balance?

When I read the respawn hero timer buff, I thought to myself, he wants to make the games even shorter. And then I read all the nerfs, hence the confusion in me.

Cheers
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Version 2.3.8 is released!


I have posted a Development Update which sheds light onto the two major features I will be working on soon. Check it out here.


You have buffed the monsters but nerfed everything else - items, heroes abilities and talents.
What was the reasoning behind this action? Game balance?
Yes. Ever since the new Damage Engine was added in 2.3.2, the heroes have been getting more and more very powerful effects, while the enemies stayed at the same place. I am tuning them up, because they simply fell off.
 
Level 6
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Dec 3, 2012
Messages
243
@SpasMaster

I read the Update part and it sounds really nice - both talent/escape system and the Arena mode.

The Arena is already present with the troll quest in-game and it actually adds sense of new experience.


The solo players won't be that happy with this balance thing. Including myself... but anyway the fact is a fact and we need to adjust ourselves.

Good luck with all current and future projects.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
The solo players won't be that happy with this balance thing. Including myself... but anyway the fact is a fact and we need to adjust ourselves.
You have to understand that this is a power adjustment.
Let's take some imaginary example numbers here:
Let's say that in version 2.3.1 all heroes had Power Level 5 and all enemies had Power Level 5, ok?

In 2.3.2 I implement new damage engine and create new effects thanks to it. From a pure mathematical standpoint, these new effects result in power spike for the heroes.
Heroes get to Power Level 6, enemies remain at 5.
In almost every following version after 2.3.2 I continue to experiment and find new features of the Damage Engine. You can see that now, in 2.3.8 I added Ability types and effects (such as Glyph of Magic Affinity) that boost them. It's a perfect example of an effect (% damage boost for abilities) that didn't exist before. All of a sudden all spellcasters are now mathematically stronger than before.
Until Hero Power Level gets to something like 8 while enemies are still at 5.

It's only natural that enemies should receive a buff on their side. But in reality it's an adjustment. They are catching up with us. And if I have to be fair, it's still not enough.
As someone who has observed how games play out for years, I can safely say, based on my observations that creeps are nowadays weaker than ever before and I will be looking at ways to balance it out, but I will take the singleplayer perspective into consideration.

EDIT: As a first step, I will soon be revisiting every single creep, because I will be reworking them all because of the Arena Mode and will be reducing the amount of Crowd Control in camps to ensure more enjoyable singleplayer experience.
 
Level 10
Joined
Feb 21, 2015
Messages
368
I'm stuck with the cursed keeper of the grove's mission. cleansing aszune's heart. i don't know what to do or where to go. And there are million locked gates with no keys to open them. Anyone help me??
I'm playing single player
 
Level 1
Joined
Feb 21, 2017
Messages
5
I noticed 2 bugs in the new version (2.3.8a) so far:
1. Instant healing of Renew doesn't always work. Did some testing, was spamming Renew on one target and it just sometimes triggers and sometimes it doesn't.
2. Scepter of the Moon can't be used. Nothing happens when you click on it.
 
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Level 1
Joined
Jul 10, 2017
Messages
4
Hello !

First and foremost, I wanted to say I'm really impressed with the map. You can really tell the amount of work that went into it, Bravo !

But right now, I really need help^^ I'm stuck at The Massive Door right after you fight a sea elemental that splits into a bunch of small ones before going back to its original form. I'm ashamed to say so, but I cheated a bit and watched a YT playthrough where people would blow the door up with explosives. Well, I got some but I used them to get to the item that allows you to see and speak with ghosts( so far it has been useless to me, but maybe I will see its use in the future). My question is, what do I do with the door now that I've used up my explosives ? Is there another way to go through it ?

Edit : I just noticed that I managed to open the garden door with another key(don't remember which one though, just not the one found near Yggdrassil), was that intended or is this a bug ? When I found the gate key in the well near Yggdrassil, I went and used it near the already opened garden door to see what it would do and it just disappeared from my inventory.
 
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SpasMaster

Hosted Project: SC
Level 24
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Messages
1,994
Is there another way to go through it ?
There is.
There are 2 sets of explosives that are available to you.
1) Drops from Warlord Bul'thos, from the 3-boss fight.
2) Locked behind a rolling door near the Waterworks Dungeon Entrance. To open the rolling door you need a key. Read the Bookshelves in proximity to find that key.
 
Level 1
Joined
Jul 10, 2017
Messages
4
There is.
There are 2 sets of explosives that are available to you.
1) Drops from Warlord Bul'thos, from the 3-boss fight.
2) Locked behind a rolling door near the Waterworks Dungeon Entrance. To open the rolling door you need a key. Read the Bookshelves in proximity to find that key.

Thanks a lot, I will look into it ! I just edited my post to add another issue(?) I found though.
 
Level 1
Joined
Jul 10, 2017
Messages
4
If you used 2 keys to "open" a door twice, then you've used your second key and you are stuck. But being able to use a key on a door that is already open is a bug.

Apparently, the key in the well and the key for the rolling door can be swaped. I used the key intended for the garden on the rolling door and vice-versa. However, as I mentioned before, when, in a previous save, I used the key found in the well on the garden door(which was already open), I got a message saying it "opened" the gate as if it wasn't already open and the key disappeared from my inventory. So it indeed is a bug.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Apparently, the key in the well and the key for the rolling door can be swaped. I used the key intended for the garden on the rolling door and vice-versa.
That is intentional.
However, as I mentioned before, when, in a previous save, I used the key found in the well on the garden door(which was already open), I got a message saying it "opened" the gate as if it wasn't already open and the key disappeared from my inventory. So it indeed is a bug.
That is not intentional and will be noted as a bug.
 
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