• Check out the results of the Techtree Contest #19!
  • 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.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

[TC15] Grom Hellscream - Warsong Clan faction + AI

ENTRY FOR THE 15TH TECHTREE CONTEST - CO-OP COMMANDERS
TO PLAY AS THE WARSONG CLAN, PICK ORC WITH 90% HANDICAP. INCLUDES AI FOR WARSONG CLAN.

This map was originally created on Warcraft 3 patch 1.27b. If you don't have Reforged, you can still play the older 1.3 version of this map.
For Reforged users, you can play the latest updated version.


main-header-grom-png.553770



Grommash "Grom" Hellscream was the legendary chieftain of the Warsong clan. He was the first orc who drank the blood of Mannoroth the Destructor on Draenor, thus binding the Horde to the Burning Legion. After the Second War, he was one of the few orc chieftains who remained free, hiding in the wilds of Lordaeron on Azeroth. He later met the young orc Thrall, was inspired by his courage and vision, and taught him the ways of the orc nations and battle strategy, becoming a trusted friend and chief advisor.

During the events in Kalimdor, Grom's clan again succumbed to the demonic influence by drinking from a corrupted font of power that contained Mannoroth's blood, a secret plan devised by the vile Pit Lord and Tichondrius to ensure the death of the demigod Cenarius at the hands of the Warsong clan. In their fel-infused rage, the Warsong orcs killed the night elf demigod, paving the way for the beginning of the Legion's invasion of Kalimdor. Grom ultimately paid the price for his actions by killing Mannoroth, which freed himself and his people from the demonic blood curse at the cost of his own life.

Grom Hellscream moves with a warrior’s grace and his reflexes are fast and abrupt. He is devastating in melee, and lays waste to the battlefield with his mighty axe Gorehowl, slaying foes with deadly whirlwinds and powerful strikes.




KEY MECHANICS & DESIGN

btnorcwarcry-png.552719
btnbloodlusted-png.552718
343783-6ccc49432f6ea89661d674fd0aa633b1_tn-png.552717
Battlefury

The Warsong earned their name from their fearsome battle cries and hymns. To represent this, the Battlefury ability, shared by all the Warsong combat units, enhances their offensive capabilities in battle, increasing their power when they fight side by side.
Warlike Culture

As a nomadic clan of fierce and brutal warriors, it’s only natural that their infrastructure is also adapted to their lifestyle, so in this way the Warsong clan obtains food directly from their military buildings. Also, their tier system resembles the original but instead of upgrading their main building, they must research 2 levels of Mobilization at the War Halls.
High-mobility Focus

Warsong clan favors a mobile and swift style of combat. Their units largely adhere to a playstyle that benefits from speed and maneuverability, excelling at raiding and hit-and-run tactics. Additionally, their Supply Kodos allow them to quickly deploy a mobile drop-off point for lumber, as well as generate a constant source of healing once deployed.

1775591141391-png.583619
btninv_misc_gear_05-png.552715
btnspell_deathknight_bloodboil-png.552714
Pathfinders

The Warsong are not only fierce warriors, but also excellent as scouts and vanguard forces. Pathfinders are secondary workers and good early explorers and base defenders. Their labor is required for construction and repairs. As the game progresses, they will also be in charge of operating the siege weapons.
Crude Siege Weaponry

Warsong siege weapons require to be operated by Pathfinders so they can attack. In exchange, with more operators, they can attack faster than other siege units, laying waste upon unprepared enemies. Further upgrades also allow Pathfinders to repair siege units while garrisoned inside.
Mannoroth's Blood

By drinking the blood of Mannoroth, the Warsong Clan binds their will to the Burning Legion. Transforms Warsong Orcs into Chaos Orcs. Spiritual Guides and Elder Sages will be transformed into Bloody Tricksters and Demonists, empowering their previously shamanistic abilities with enhanced demonic powers at the cost of a slight increase in mana costs.




TECHTREE INFORMATION & FEATURES

> Click here for a detailed description of the race




SCREENSHOTS
sc1-png.583617

sc2-png.583616

sc3-png.583615

sc4-png.583614

sc5-png.583613

sc6-png.583612




Credits
Changelog


-Special thanks to Wa666r and Factioneers for their support and inspiration.


-Blizzard


-Ujimasa Hojo
-Kam
-Retera
-loktar
-Red XIII
-Tamplier777
-Infrisios
-Em!
-Champara Bros
-JesusHipster
-stan0033
-xYours Trulyx
-Haistrah
-Mythic/Vinz
-The_Spellweaver
-Antinous
-cotd333
-paulH
-Tauer
-HerrDave
-Mister_Haudrauf
-frostwolf
-Sellenisko
-Hayate
-alfredx_sotn
-johnwar
-BaiyuGalan
-bakr
-Vadim 647
-FerSZ
-ikillforeyou
-Jiok
-Ilya Alaric
-Khil
-Judash137
-RvzerBro
-Shardeth
-Halberdier
-sPy
-Sarsaparilla
-doom_sheep


-Darkfang
-Se7en
-Daenar7


-Blizzard
-Relic Entertainment
-Ujimasa Hojo
-Jacky The turtle
-Hellx-Magnus
-BLazeKraze
-Darkfang
-Chen
--Berz-
-Kimbo
-PeeKay
-GhostThruster
-Ceterai
-Sin'dorei300
-Murlocologist
-Leopard
-Hayate
-loktar
-General Frank
-Zaljinzoo
-Artork312
-NFWar
-Panda
-ikillforeyou
-CRAZYRUSSIAN


-Bribe
-Chopinski
-BPower
-Dirac
-Vexorian
-Flux
-Spellbound
-Nestharus
-Bannar
-Blade.dk
-lender
-WereElf
-Doomlord
-Archmage Owenalacaster
-Michael Peppers
-Tasyen


-Blizzard



-Released.


General:
-Some minor tweaks to AI to make it more competitive.

Bugfixes:
-Fixed a bug with Damage Engine when killing an enemy affected with Spirit Mark or Soul Affliction.


General:
-New icon for Marauder (credits to loktar).

Balance:
-Deadly Spin second spin delay time reduced from 0.5 to 0.25 seconds.

Bugfixes:
-Fixed a bug with Nature's Seal and Blood Mantle where they stack when casted on an unit that already has the buff.


Balance:
-Deadly Spin second spin delay time reduced from 0.5 to 0.25 seconds.
-Marauder hit points reduced from 635 to 620.
-Chaos Marauder hit points reduced from 685 to 670.
-Javelineer hit points reduced from 480 to 465.
-Chaos Javelineer hit points reduced from 530 to 515.
-War Trance duration increased from 8 to 13 seconds.
-Cleansing Ward and Spellhunter Ward duration reduced from 25 to 20 seconds.
-Cleansing Ward and Spellhunter Ward dispel ability cooldown increased from 3 to 4 seconds.
-Cleansing Ward mana cost reduced from 125 to 100.
-Spellhunter Ward mana cost (before Shadow Mastery upgrade) reduced from 140 to 115.
-Spellhunter Ward mana cost (after Shadow Mastery upgrade) reduced from 110 to 85.


General:
-All the old triggers were heavily optimized and improved.
-Warsong AI was notably improved.
-Gatherer renamed to Laborer.
-Added a repair animation to Pathfinder model.
-New model for Invader (credits to johnwar).
-Nature's Seal ability renamed to Nature Seal.
-Stygian Cuirass ability renamed to Hellish Cuirass.
-Ram renamed to Battering Ram.
-New icon for Chaos Grom.
-New model for Warsong Battle Banner item (credits to BaiyuGalan and bakr).
-New icon for Warsong Battle Banner item.
-Orb of Fury effect renamed from Irrational Fury to Battle Wounds.

Balance:
-Battlefury attack speed bonus reduced from 40% to 20%.
-Battlefury (with Rampage upgrade) attack speed bonus reduced from 60% to 35%.
-Laborer base attack cooldown increased from 2.65 to 2.75 seconds and hit points reduced from 310 to 280.
-Chaos Laborer base attack damage reduced from 9 to 8, base attack cooldown increased from 2.5 to 2.65 seconds and hit points reduced from 360 to 320.
-Pathfinder base attack cooldown increased from 1.4 to 1.45 seconds, hit points reduced from 385 to 375 and build time reduced from 18 to 17 seconds.
-Chaos Pathfinder base attack cooldown increased from 1.25 to 1.35 seconds, hit points reduced from 435 to 415 and build time reduced from 18 to 17 seconds.
-Supply Kodo gold cost reduced from 210 to 185, lumber cost reduced from 35 to 15 and build time increased from 26 to 32 seconds. Can no longer be loaded into transports.
-Supply Kodos must now be deployed before allowing resources to be returned. Now they serve only as a drop-off point for lumber (no longer receive gold).
-Supply Kodos now have the Supply Aura ability, which allows them to heal nearby friendly units by 1.5 hit points per second when deployed.
-Marauder hit points reduced from 620 to 580, build time reduced from 30 to 25 seconds and gold cost reduced from 215 to 190.
-Chaos Marauder base attack damage reduced from 22 to 21, base attack cooldown increased from 1.3 to 1.35 seconds, hit points reduced from 670 to 620, build time reduced from 30 to 25 seconds and gold cost reduced from 215 to 190.
-War Trance limit of stacks reduced from 6 to 5. The damage resistance now only applies against incoming melee attacks.
-Javelineer replaced by Harasser. Harassers are agile ranged wolf riders, effective against air units and specialized in hit-and-run attacks.
-Chaos Javelineer replaced by Chaos Harasser.
-Skirmish Tactics replaced by Flanking Tactics. Flanking Tactics give Harassers bonus damage against enemy air and ranged units and a short-timed bonus to movement speed after landing an attack.
-Invader attack range reduced from 150 to 100, hit points increased from 900 to 930, build time reduced from 42 to 38 seconds and lumber cost increased from 65 to 75.
-Chaos Invader base attack damage reduced from 34 to 32, base attack cooldown increased from 1.75 to 1.8 seconds, attack range reduced from 150 to 100, hit points increased from 950 to 970, build time reduced from 42 to 38 seconds and lumber cost increased from 65 to 75.
-Enraged Wolves damage reduced from 28-33 to 22-26 and slow effect removed. Now deals 15% additional damage against targets with Unarmored or Medium armor. Now only triggers after the Invader lands an attack and the cooldown will starts only if the damage was dealt.
-Bloody Trickster base attack damage reduced from 9 to 7, base attack cooldown increased from 1.65 to 1.7 seconds and hit points reduced from 400 to 390.
-Nature Seal mana cost reduced from 80 to 50, healing per second increased from 7 to 12, bonus healing per nearby friendly Nature Seal increased from 1 to 2, maximum amount of bonus healing increased from 5 to 6 and duration reduced from 30 to 20 seconds.
-Blood Mantle mana cost reduced from 90/70 to 60/45, healing per second increased from 8 to 14, bonus healing per nearby friendly Nature Seal increased from 1 to 2, maximum amount of bonus healing increased from 6 to 8 and duration reduced from 30 to 20 seconds.
-Nature Seal and Blood Mantle now stack with each other for the bonus healing calculations.
-Rock Shield mana cost increased from 90 to 100, number of protected attacks reduced from 5 to 4 and duration reduced from 40 to 30 seconds.
-Hellish Cuirass mana cost increased from 100/80 to 115/100, number of protected attacks reduced from 7 to 6 and duration reduced from 40 to 30 seconds.
-Rock Shield and Hellish Cuirass now only protect against basic attack damage (no longer against Spell damage).
-Inner Beast mana cost increased from 100 to 120, cooldown increased from 6 to 8 seconds and duration increased from 12 to 18 seconds.
-Bloodrage mana cost increased from 115/85 to 135/110, cooldown increased from 6 to 8 seconds and duration increased from 12 to 18 seconds.
-Elder Sage mana initial amount increased from 75 to 100
-Demonist base attack damage reduced from 14 to 12, base attack cooldown increased from 1.85 to 1.9 seconds, hit points reduced from 350 to 340 and mana initial amount increased from 75 to 100.
-Cleansing Ward mana cost reduced from 100 to 90.
-Spellhunter Ward mana cost reduced from 115/110 to 105/85 and amount of mana lost by enemies reduced from 40 to 30.
-Natural Order mana cost increased from 100 to 120.
-Jinx mana cost increased from 125/75 to 135/110 and duration reduced from 18 to 15 seconds.
-Natural Order and Jinx no longer reduce magic resistance of enemies. Now they reveal nearby invisible units around the caster for 7 seconds.
-Spirit Mark mana cost reduced from 105 to 70 and cooldown reduced from 10 to 6 seconds.
-Soul Affliction mana cost reduced from 125/85 to 90/70 and cooldown reduced from 10 to 6 seconds.
-Spirit Mark and Soul Affliction no longer splash damage taken from Spells (only from basic attacks damage). Now they can only target organic units.
-Mangonel attack range increased from 1000 to 1150, movement speed increased from 200 to 210, food cost reduced from 3 to 2, build time reduced from 47 to 38 seconds and gold cost reduced from 235 to 215.
-Battering Ram movement speed increased from 200 to 210, food cost reduced from 3 to 2, build time reduced from 52 to 48 seconds, gold cost reduced from 210 to 180 and lumber cost increased from 65 to 90. Tier 3 requirement removed and added Loot Warehouse as new requirement.
-Improved Gears now allows Pathfinders to slowly repair Mangonels and Battering Rams when garrisoned inside. Each garrisoned Pathfinder increases the repair speed by 1 hit point per second.
-War Zeppelin added as new unit. War Zeppelins are flying machines piloted by goblin mercenaries that are effective against structures. They have the Napalm Strike ability, which ignites the impact area dealing damage per second and can trigger a fire burst that deals siege damage in the area.
-Daemon added as new unit. Daemons are powerful flying units that are effective against air enemies and spellcasters. They have Burn Magic, which dispels buffs and debuffs, Scourger Blast, which unleashes volleys of fireballs against air enemies every few seconds, and Spell Immunity.
-Grom starting strength reduced from 22 to 20, starting agility reduced from 22 to 21, agility per level reduced from 2.15 to 1.85 and strength per level reduced from 2.15 to 2.
-Chaos Grom starting strength reduced from 22 to 20, starting agility reduced from 22 to 21, agility per level reduced from 2.15 to 1.85, strength per level reduced from 2.15 to 2 and base hit points reduced from 775 to 750.
-Juggernaut ability reworked. No longer grants bonus attack damage and critical strike per stack; it now grants improved critical strike levels every 5 stacks. The chance of obtaining new stacks was increased from 18% to 25% and the duration of each stack was reduced from 20 seconds to 3 seconds that will be paused while Grom stays in combat.
-Deadly Spin, Intimidating Shout and Howling Axe no longer consume all the Juggernaut charges to gain improved bonuses. Now Deadly Spin and Intimidating Shout will consume 5 stacks (when available) to cast an enhanced version of the ability, while Howling Axe will be enhanced after reaching 10 stacks.
-Deadly Spin mana cost reduced from 100 to 70 and cooldown increased from 8 to 9 seconds. Damage type changed from Physical to Spells.
-Enhanced Deadly Spin has a larger area of effect, guarantees a critical hit of 140% damage on affected enemies and heals Grom for 25 hit points per enemy hit.
-Intimidating Shout stun duration increased from 2 to 2/3/4 seconds, area of effect increased from 400 to 450, mana cost reduced from 120 to 110/100/90 and cooldown increased from 10 to 11 seconds. The effect that granted bonus pure damage against Confused enemies was transferred to Enhanced Howling Axe.
-Enhanced Intimidating Shout has a larger area of effect and applies Confusion on affected enemies for 7 seconds.
-Howling Axe chance to cause Confusion on attacks was increased from 6/12/18% to 10/15/20%.
-Enhanced Howling Axe activates after reaching 10 Juggernaut stacks and grants bonus pure damage on basic attacks and Deadly Spin against Confused targets.
-Warmonger bonus damage reduced from 20% to 15%, area of effect reduced from 1100 to 900 and no longer increases the duration of Juggernaut stacks. Now when Grom reaches maximum Juggernaut stacks, basic attacks will reduce ability current cooldowns by 1 second.
-War Halls lumber cost increased from 170 to 200 and build time increased from 125 to 140 seconds.
-Lumber Camp gold cost reduced from 170 to 160.
-Strafe damage to additional targets reduced from 30 to 20.
-Encampment gold cost increased from 210 to 230 and lumber cost increased from 60 to 85.
-Shamans Hovel gold cost increased from 160 to 180 and lumber cost increased from 135 to 145.
-Siegemasters Hut gold cost increased from 155 to 175 and lumber cost increased from 145 to 155.
-Warsong Weaponry upgrade base gold cost reduced from 215 to 150, gold increment reduced from 115 to 100, lumber increment reduced from 185 to 150, base research time reduced from 95 to 75 seconds and time increment reduced from 30 to 20 seconds.
-Warsong Armors upgrade base gold cost reduced from 225 to 175, gold increment reduced from 100 to 75, base research time reduced from 95 to 75 seconds and time increment reduced from 30 to 20 seconds.
-Slash and Burn added as new upgrade. Slash and Burn increases the amount of lumber that Laborers can carry by 5 and their movement speed by 40.
-Black Napalm added as new upgrade. Black Napalm further increases the effectiveness of Napalm Strike by increasing the damage of the fire burst and reducing the number of attacks required to trigger it.
-Improved Gears upgrade gold cost reduced from 125 to 100, lumber cost increased from 125 to 200 and research time increased from 35 to 50 seconds. Tier requirement increased from tier 2 to tier 3. Removed Loot Warehouse as requirement.
-Siege Engineers upgrade removed.
-Mannoroth's Blood upgrade gold cost reduced from 300 to 275 and lumber cost increased from 275 to 300.
-Rampage upgrade bonus damage reduced from 5 to 4, gold cost reduced from 200 to 150 and lumber cost increased from 175 to 225.
-Shadow Mastery upgrade bonus mana reduced from 50 to 40 and lumber cost increased from 225 to 250.
-Empowered Corruption upgrade gold cost reduced from 250 to 200.
-Lesser Clarity Potion and Healing Salve items added to Warsong shop.
-Scroll of Speed item removed from Warsong Shop.
-Ceremonial Amulet and War Horn items removed.
-Trapping Nets added as new item. Trapping Nets are a tier 2 items that allow to ensnare land and air enemies. Contain 2 charges.
-Warsong Battle Banner item no longer provides attack speed and movement speed to nearby friendly units. Now grants the Hero the benefits of Battlefury on-attack effects while carrying it.
-Orb of Fury effect duration reduced from 15 to 7 seconds.

Bugfixes:
-Fixed a problem that caused Warsong Orcs to not gain the Backpack ability after researching the upgrade.


General:
-Added a custom UI for Warsong clan.
-New icons for Warsong Armors upgrades.
-New icon for Warmonger ability (Grom's ultimate).

Balance:
-Enraged Wolves cooldown increased from 6 to 8 seconds.
-Spirit Mark splash damage percentage reduced from 25% to 20%.
-Soul Affliction splash damage percentage reduced from 35% to 30%.


General:
-Some little improvements to Warsong AI.
-Marauder renamed to Dire Axe.
-Confusion debuff renamed to Disoriented.

Balance:
-Enraged Wolves ability now deals only half damage against heroes.
-Mannoroth's Blood gold cost reduced from 275 to 250 and lumber cost reduced from 300 to 275.


General:
-Added 3 additional heroes for Warsong. They all require Grom to be trained as first Hero.
-The new heroes were integrated into Warsong AI.
-New model for Pathfinder (credits to Jiok).
-New skin for Chaos Dire Axe to match the skin of Dire Axe normal form.
-New models for all Warsong buildings, except Black Shrine. (credits to BaiyuGalan and bakr).
-New icons for Laborer (chaos), Pathfinder (new model), Dire Axe (chaos), Harasser (chaos), Invader (normal and chaos) and Demonist.
-New icon for Chaos Grom.
-Some minor trigger optimizations.

Balance:
-Battlefury on-death effect damage bonus reduced from 15% to 10%.
-Battlefury on-death effect (with Rampage upgrade) damage bonus reduced from 25% to 15%.
-Outpost base attack damage reduced from 27 to 24, base attack cooldown time increased from 1.4 to 1.7 seconds, attack range reduced from 700 to 500, gold cost reduced from 135 to 65, lumber cost reduced from 75 to 50 and build time reduced from 50 to 30 seconds.
-Sentry Post gold cost reduced from 95 to 70 and lumber cost reduced from 30 to 25.
-Sentry Post no longer have the Strafe ability. Now has the Aggression ability, which grants a 8% chance to trigger the Battlefury on-death effect around the tower each time it attacks.

Contents

Duststorm - Grom Hellscream v1.3 (Map)

Warsong Clan v2.2 (Map)

Reviews
Shar Dundred
Not my favorite character, but a fun contest entry. Approved!
Map updated:

Balance Changes:
· Marauders' hit points reduced to 620 from 635.
· Chaos Marauders' hit points reduced to 670 from 685.
· Javelineers' hit points reduced to 465 from 480.
· Chaos Javelineers' hit points reduced to 515 from 530.
· War Trance duration increased to 13 seconds from 8 seconds.
· Cleansing Ward and Spellhunter Ward duration reduced to 20 seconds from 25 seconds.
· Cleansing Ward and Spellhunter Ward dispel ability cooldown increased to 4 seconds from 3 seconds.
· Cleansing Ward mana cost reduced to 100 from 125.
· Spellhunter Ward mana cost (before upgrading Shadow Mastery) reduced to 115 from 140.
· Spellhunter Ward mana cost (after upgrading Shadow Mastery) reduced to 85 from 110.
 
This is an amazing race, with an interesting balancing prowess. I would say the Pathfinder for siege weapon is quite a hassle, but everything else seems great enough for me already.

I made a video for this map, though it's from the previous version so the recent balancing is not included. The upload will take some time, but hopefully up in 3 hours after this posting.


EDIT:
Seems network is unreliable again. I'm unsure when this will be ready, but slowest is within 24 hours.
 
Last edited:
Bugs:
- Research Backpack impossible to research, requires Voodoo Lounge (which doesnt exist in this faction)

Gameplay:
- No T1 healing (i had to kill my own low health units and reproduce, the same problem RoC had hence the invention of Shops in TFT)
- Kodo is absurdly broken, harvests with only 1 kodo + 1 peon at the speed of an expo + 5 workers, but requires far less resources and time
(theres a chance other things are overpowered but its hard to tell since the opness of that kodo overshadows everything)

Polishing:
- Nature's Seal and Blood Mantle, when toggled to autocast, dont target damaged units but rather attacking units (even at full hp) (as a purely-healing spell this is not what one expects or wants)
- I suggest that Pathfinder can autoattack when near enemies like Ghouls since they both have combat-ready stats

Suggestions:
• Way to heal on T1 like a healing item in shop or a mechanic (blight, cannibalize, burrow, moonwell juice etc)
Kodo might need over 10+ nerfs to be properly balanced
• Kodo cost (way) more wood
• Kodo has to return the resources to a hall (and have a limit for the amount it can carry (and move slower the more weigh it carries))
• When Mannoroth's Blood is researched, make their voices thicker (if possible)

Heres a footage of me abusing the living hell out of kodos to the absolute limit to 1v3 insane bots 1989 (colorized)(took me multiple tries)
(sorry for the background noise i forgot i was in a Discord call)
 
Last edited by a moderator:
Bugs:
- Research Backpack impossible to research, requires Voodoo Lounge (which doesnt exist in this faction)

Gameplay:
- No T1 healing (i had to kill my own low health units and reproduce, the same problem RoC had hence the invention of Shops in TFT)
- Kodo is absurdly broken, harvests with only 1 kodo + 1 peon at the speed of an expo + 5 workers, but requires far less resources and time
(theres a chance other things are overpowered but its hard to tell since the opness of that kodo overshadows everything)

Polishing:
- Nature's Seal and Blood Mantle, when toggled to autocast, dont target damaged units but rather attacking units (even at full hp) (as a purely-healing spell this is not what one expects or wants)
- I suggest that Pathfinder can autoattack when near enemies like Ghouls since they both have combat-ready stats

Suggestions:
• Way to heal on T1 like a healing item in shop or a mechanic (blight, cannibalize, burrow, moonwell juice etc)
Kodo might need over 10+ nerfs to be properly balanced
• Kodo cost (way) more wood
• Kodo has to return the resources to a hall (and have a limit for the amount it can carry (and move slower the more weigh it carries))


Heres a footage of me abusing the living hell out of kodos to the absolute limit to 1v3 insane bots 1989 (colorized)(took me multiple tries)
(sorry for the background noise i forgot i was in a Discord call)
Yeah, this map still needs some improvements. I have it in my list of maps to update, probably soon.

Thanks for the feedbacks and suggestions. I really appreciate when someone plays my maps and helps me improve them.
 
Orc is one of my least favourite races, I still wanted to give this a try.
And oh boy, I regret nothing at all.

One of my top favourite races, I had so much fun playing it that I played it more than 5 times, even. The gameplay pace of Grom is just fantastic, I like it even more than the "Iron Legion" one, despite me being more fond of the human races.

You deserve a medal! :peasant-cheers-back:
 
I love this map and am so glad it was made for 1.21b
My feedback is short and sweet:

•The fel icon for Grom is ugly, just let him keep the one he spawns with (or find an equally cool replacement for the fel one)
•For such an attack focused faction, it feels weird not to have a "Pillage" upgrade or some new take on it.
•Some healing salves or wards in the shop would be appreciated since it's very cut-and-dry do-or-die early in the game.
•And MORE. Good lord do I wish there was more: more maps to play on, more units, upgrades, more heroes to compliment Grom.

Love love love this style of faction. Thank you for making it.
 
Map updated:


General:
-All the old triggers were heavily optimized and improved.
-Warsong AI was notably improved.
-Gatherer renamed to Laborer.
-Added a repair animation to Pathfinder model.
-New model for Invader (credits to johnwar).
-Nature's Seal ability renamed to Nature Seal.
-Stygian Cuirass ability renamed to Hellish Cuirass.
-Ram renamed to Battering Ram.
-New icon for Chaos Grom.
-New model for Warsong Battle Banner item (credits to BaiyuGalan and bakr).
-New icon for Warsong Battle Banner item.
-Orb of Fury effect renamed from Irrational Fury to Battle Wounds.

Balance:
-Battlefury attack speed bonus reduced from 40% to 20%.
-Battlefury (with Rampage upgrade) attack speed bonus reduced from 60% to 35%.
-Laborer base attack cooldown increased from 2.65 to 2.75 seconds and hit points reduced from 310 to 280.
-Chaos Laborer base attack damage reduced from 9 to 8, base attack cooldown increased from 2.5 to 2.65 seconds and hit points reduced from 360 to 320.
-Pathfinder base attack cooldown increased from 1.4 to 1.45 seconds, hit points reduced from 385 to 375 and build time reduced from 18 to 17 seconds.
-Chaos Pathfinder base attack cooldown increased from 1.25 to 1.35 seconds, hit points reduced from 435 to 415 and build time reduced from 18 to 17 seconds.
-Supply Kodo gold cost reduced from 210 to 185, lumber cost reduced from 35 to 15 and build time increased from 26 to 32 seconds. Can no longer be loaded into transports.
-Supply Kodos must now be deployed before allowing resources to be returned. Now they serve only as a drop-off point for lumber (no longer receive gold).
-Supply Kodos now have the Supply Aura ability, which allows them to heal nearby friendly units by 1.5 hit points per second when deployed.
-Marauder hit points reduced from 620 to 580, build time reduced from 30 to 25 seconds and gold cost reduced from 215 to 190.
-Chaos Marauder base attack damage reduced from 22 to 21, base attack cooldown increased from 1.3 to 1.35 seconds, hit points reduced from 670 to 620, build time reduced from 30 to 25 seconds and gold cost reduced from 215 to 190.
-War Trance limit of stacks reduced from 6 to 5. The damage resistance now only applies against incoming melee attacks.
-Javelineer replaced by Harasser. Harassers are agile ranged wolf riders, effective against air units and specialized in hit-and-run attacks.
-Chaos Javelineer replaced by Chaos Harasser.
-Skirmish Tactics replaced by Flanking Tactics. Flanking Tactics give Harassers bonus damage against enemy air and ranged units and a short-timed bonus to movement speed after landing an attack.
-Invader attack range reduced from 150 to 100, hit points increased from 900 to 930, build time reduced from 42 to 38 seconds and lumber cost increased from 65 to 75.
-Chaos Invader base attack damage reduced from 34 to 32, base attack cooldown increased from 1.75 to 1.8 seconds, attack range reduced from 150 to 100, hit points increased from 950 to 970, build time reduced from 42 to 38 seconds and lumber cost increased from 65 to 75.
-Enraged Wolves damage reduced from 28-33 to 22-26 and slow effect removed. Now deals 15% additional damage against targets with Unarmored or Medium armor. Now only triggers after the Invader lands an attack and the cooldown will starts only if the damage was dealt.
-Bloody Trickster base attack damage reduced from 9 to 7, base attack cooldown increased from 1.65 to 1.7 seconds and hit points reduced from 400 to 390.
-Nature Seal mana cost reduced from 80 to 50, healing per second increased from 7 to 12, bonus healing per nearby friendly Nature Seal increased from 1 to 2, maximum amount of bonus healing increased from 5 to 6 and duration reduced from 30 to 20 seconds.
-Blood Mantle mana cost reduced from 90/70 to 60/45, healing per second increased from 8 to 14, bonus healing per nearby friendly Nature Seal increased from 1 to 2, maximum amount of bonus healing increased from 6 to 8 and duration reduced from 30 to 20 seconds.
-Nature Seal and Blood Mantle now stack with each other for the bonus healing calculations.
-Rock Shield mana cost increased from 90 to 100, number of protected attacks reduced from 5 to 4 and duration reduced from 40 to 30 seconds.
-Hellish Cuirass mana cost increased from 100/80 to 115/100, number of protected attacks reduced from 7 to 6 and duration reduced from 40 to 30 seconds.
-Rock Shield and Hellish Cuirass now only protect against basic attack damage (no longer against Spell damage).
-Inner Beast mana cost increased from 100 to 120, cooldown increased from 6 to 8 seconds and duration increased from 12 to 18 seconds.
-Bloodrage mana cost increased from 115/85 to 135/110, cooldown increased from 6 to 8 seconds and duration increased from 12 to 18 seconds.
-Elder Sage mana initial amount increased from 75 to 100
-Demonist base attack damage reduced from 14 to 12, base attack cooldown increased from 1.85 to 1.9 seconds, hit points reduced from 350 to 340 and mana initial amount increased from 75 to 100.
-Cleansing Ward mana cost reduced from 100 to 90.
-Spellhunter Ward mana cost reduced from 115/110 to 105/85 and amount of mana lost by enemies reduced from 40 to 30.
-Natural Order mana cost increased from 100 to 120.
-Jinx mana cost increased from 125/75 to 135/110 and duration reduced from 18 to 15 seconds.
-Natural Order and Jinx no longer reduce magic resistance of enemies. Now they reveal nearby invisible units around the caster for 7 seconds.
-Spirit Mark mana cost reduced from 105 to 70 and cooldown reduced from 10 to 6 seconds.
-Soul Affliction mana cost reduced from 125/85 to 90/70 and cooldown reduced from 10 to 6 seconds.
-Spirit Mark and Soul Affliction no longer splash damage taken from Spells (only from basic attacks damage). Now they can only target organic units.
-Mangonel attack range increased from 1000 to 1150, movement speed increased from 200 to 210, food cost reduced from 3 to 2, build time reduced from 47 to 38 seconds and gold cost reduced from 235 to 215.
-Battering Ram movement speed increased from 200 to 210, food cost reduced from 3 to 2, build time reduced from 52 to 48 seconds, gold cost reduced from 210 to 180 and lumber cost increased from 65 to 90. Tier 3 requirement removed and added Loot Warehouse as new requirement.
-Improved Gears now allows Pathfinders to slowly repair Mangonels and Battering Rams when garrisoned inside. Each garrisoned Pathfinder increases the repair speed by 1 hit point per second.
-War Zeppelin added as new unit. War Zeppelins are flying machines piloted by goblin mercenaries that are effective against structures. They have the Napalm Strike ability, which ignites the impact area dealing damage per second and can trigger a fire burst that deals siege damage in the area.
-Daemon added as new unit. Daemons are powerful flying units that are effective against air enemies and spellcasters. They have Burn Magic, which dispels buffs and debuffs, Scourger Blast, which unleashes volleys of fireballs against air enemies every few seconds, and Spell Immunity.
-Grom starting strength reduced from 22 to 20, starting agility reduced from 22 to 21, agility per level reduced from 2.15 to 1.85 and strength per level reduced from 2.15 to 2.
-Chaos Grom starting strength reduced from 22 to 20, starting agility reduced from 22 to 21, agility per level reduced from 2.15 to 1.85, strength per level reduced from 2.15 to 2 and base hit points reduced from 775 to 750.
-Juggernaut ability reworked. No longer grants bonus attack damage and critical strike per stack; it now grants improved critical strike levels every 5 stacks. The chance of obtaining new stacks was increased from 18% to 25% and the duration of each stack was reduced from 20 seconds to 3 seconds that will be paused while Grom stays in combat.
-Deadly Spin, Intimidating Shout and Howling Axe no longer consume all the Juggernaut charges to gain improved bonuses. Now Deadly Spin and Intimidating Shout will consume 5 stacks (when available) to cast an enhanced version of the ability, while Howling Axe will be enhanced after reaching 10 stacks.
-Deadly Spin mana cost reduced from 100 to 70 and cooldown increased from 8 to 9 seconds. Damage type changed from Physical to Spells.
-Enhanced Deadly Spin has a larger area of effect, guarantees a critical hit of 140% damage on affected enemies and heals Grom for 25 hit points per enemy hit.
-Intimidating Shout stun duration increased from 2 to 2/3/4 seconds, area of effect increased from 400 to 450, mana cost reduced from 120 to 110/100/90 and cooldown increased from 10 to 11 seconds. The effect that granted bonus pure damage against Confused enemies was transferred to Enhanced Howling Axe.
-Enhanced Intimidating Shout has a larger area of effect and applies Confusion on affected enemies for 7 seconds.
-Howling Axe chance to cause Confusion on attacks was increased from 6/12/18% to 10/15/20%.
-Enhanced Howling Axe activates after reaching 10 Juggernaut stacks and grants bonus pure damage on basic attacks and Deadly Spin against Confused targets.
-Warmonger bonus damage reduced from 20% to 15%, area of effect reduced from 1100 to 900 and no longer increases the duration of Juggernaut stacks. Now when Grom reaches maximum Juggernaut stacks, basic attacks will reduce ability current cooldowns by 1 second.
-War Halls lumber cost increased from 170 to 200 and build time increased from 125 to 140 seconds.
-Lumber Camp gold cost reduced from 170 to 160.
-Strafe damage to additional targets reduced from 30 to 20.
-Encampment gold cost increased from 210 to 230 and lumber cost increased from 60 to 85.
-Shamans Hovel gold cost increased from 160 to 180 and lumber cost increased from 135 to 145.
-Siegemasters Hut gold cost increased from 155 to 175 and lumber cost increased from 145 to 155.
-Warsong Weaponry upgrade base gold cost reduced from 215 to 150, gold increment reduced from 115 to 100, lumber increment reduced from 185 to 150, base research time reduced from 95 to 75 seconds and time increment reduced from 30 to 20 seconds.
-Warsong Armors upgrade base gold cost reduced from 225 to 175, gold increment reduced from 100 to 75, base research time reduced from 95 to 75 seconds and time increment reduced from 30 to 20 seconds.
-Slash and Burn added as new upgrade. Slash and Burn increases the amount of lumber that Laborers can carry by 5 and their movement speed by 40.
-Black Napalm added as new upgrade. Black Napalm further increases the effectiveness of Napalm Strike by increasing the damage of the fire burst and reducing the number of attacks required to trigger it.
-Improved Gears upgrade gold cost reduced from 125 to 100, lumber cost increased from 125 to 200 and research time increased from 35 to 50 seconds. Tier requirement increased from tier 2 to tier 3. Removed Loot Warehouse as requirement.
-Siege Engineers upgrade removed.
-Mannoroth's Blood upgrade gold cost reduced from 300 to 275 and lumber cost increased from 275 to 300.
-Rampage upgrade bonus damage reduced from 5 to 4, gold cost reduced from 200 to 150 and lumber cost increased from 175 to 225.
-Shadow Mastery upgrade bonus mana reduced from 50 to 40 and lumber cost increased from 225 to 250.
-Empowered Corruption upgrade gold cost reduced from 250 to 200.
-Lesser Clarity Potion and Healing Salve items added to Warsong shop.
-Scroll of Speed item removed from Warsong Shop.
-Ceremonial Amulet and War Horn items removed.
-Trapping Nets added as new item. Trapping Nets are a tier 2 items that allow to ensnare land and air enemies. Contain 2 charges.
-Warsong Battle Banner item no longer provides attack speed and movement speed to nearby friendly units. Now grants the Hero the benefits of Battlefury on-attack effects while carrying it.
-Orb of Fury effect duration reduced from 15 to 7 seconds.

Bugfixes:
-Fixed a problem that caused Warsong Orcs to not gain the Backpack ability after researching the upgrade.


So, it's been quite a while since I created this faction. Although I always liked the result, there were also many things that were rushed and never quite convinced me, partly due to the contest deadline at the time and the lack of suitable models/icons that could fit a real Warsong theme. Now, thanks to many users who have contributed their bit with tons of new resources, I have been able to return and re-explore this faction and redo what was necessary. This faction now meets my latest quality standards after a long series of exhaustive optimizations and, hopefully, will become the first step of a new project for the future.


be692b99b7503e55900f38c75841d283eb78d08b.png

 
Map updated:


General:
-Added a custom UI for Warsong clan.
-New icons for Warsong Armors upgrades.
-New icon for Warmonger ability (Grom's ultimate).

Balance:
-Enraged Wolves cooldown increased from 6 to 8 seconds.
-Spirit Mark splash damage percentage reduced from 25% to 20%.
-Soul Affliction splash damage percentage reduced from 35% to 30%.




Map updated:


General:
-Some little improvements to Warsong AI.
-Marauder renamed to Dire Axe.
-Confusion debuff renamed to Disoriented.

Balance:
-Enraged Wolves ability now deals only half damage against heroes.
-Mannoroth's Blood gold cost reduced from 275 to 250 and lumber cost reduced from 300 to 275.
 
Last edited:
Hello everyone, it looks like this will be the last major update for this faction, aside from any future patches related to balance or bug fixes. I'm satisfied with the current state of this faction, which now definitely fulfills my vision for the Warsong Clan.

I want to give a special thanks (in no particular order) to johnwar, BaiyuGalan, Jiok, bakr, Ilya Alaric and Panda. You guys are awesome!


Map updated:


General:
-Added 3 additional heroes for Warsong. They all require Grom to be trained as first Hero.
-The new heroes were integrated into Warsong AI.
-New model for Pathfinder (credits to Jiok).
-New skin for Chaos Dire Axe to match the skin of Dire Axe normal form.
-New models for all Warsong buildings, except Black Shrine. (credits to BaiyuGalan and bakr).
-New icons for Laborer (chaos), Pathfinder (new model), Dire Axe (chaos), Harasser (chaos), Invader (normal and chaos) and Demonist.
-New icon for Chaos Grom.
-Some minor trigger optimizations.

Balance:
-Battlefury on-death effect damage bonus reduced from 15% to 10%.
-Battlefury on-death effect (with Rampage upgrade) damage bonus reduced from 25% to 15%.
-Outpost base attack damage reduced from 27 to 24, base attack cooldown time increased from 1.4 to 1.7 seconds, attack range reduced from 700 to 500, gold cost reduced from 135 to 65, lumber cost reduced from 75 to 50 and build time reduced from 50 to 30 seconds.
-Sentry Post gold cost reduced from 95 to 70 and lumber cost reduced from 30 to 25.
-Sentry Post no longer have the Strafe ability. Now has the Aggression ability, which grants a 8% chance to trigger the Battlefury on-death effect around the tower each time it attacks.
 
Last edited:
Back
Top